Game program, game device and game system

The game system categorizes players by consumption history to offer personalized recovery and consumption opportunities, enhancing engagement by matching rewards and challenges to their experience level.

JP7791428B2Active Publication Date: 2025-12-24CAPCOM CO LTD
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Patent Information

Application Number
JP2022013995
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-02-01
Publication Date
2025-12-24
Estimated Expiration
2042-02-01

AI Technical Summary

Technical Problem

Conventional game systems do not provide a play environment tailored to the user's experience, as they uniformly control parameter consumption and restoration, failing to accommodate the varying needs of beginner and experienced players.

Method used

A game system that categorizes users based on parameter consumption history and provides preferential recovery and consumption opportunities, such as enhanced items and game content, to match their playing experience.

Benefits of technology

This system creates a personalized play environment by offering tailored opportunities, encouraging players to engage more deeply with the game by aligning rewards and challenges with their skill level.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game program, a game device, and a game system capable of providing a user with a play environment for consuming or recovering a parameter suitable for a game play experience.SOLUTION: A game program causes a control unit 23 (computer) of a server device 2 to function as: recovery means 234 for executing a first recovery for recovering a parameter associated at least either with a user or with a character operated by the user according to the lapse of time, and executing a second recovery for recovering the parameter according to the user's instruction; specification means 235 for specifying consumption information on the consumption of the parameter in a first period; and provision means 236 for providing at least either the user or the character with at least either an opportunity to execute the second recovery or an opportunity to consume the parameter, which gives preferential treatment with regard to the opportunity on the basis of the consumption information.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present invention relates to a game program, a game device, and a game system. [Background technology]

[0002] Conventionally, there exists a technique for restoring a parameter (e.g., stamina) consumed in accordance with the execution of a game over time or by using game media such as items. For example, Patent Document 1 discloses an information processing device that controls the amount of recovery of such a parameter based on the amount or number of times the parameter is consumed. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2018-42641 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, the play environment for consuming or restoring the above-described parameters may not be suited to the user's play experience. For example, a beginner user may not even know how to consume or restore the parameter. On the other hand, an experienced user, unlike a beginner user, is familiar with how to consume or restore the parameter and may therefore desire an item that further accelerates the consumption or restoration. However, since the above-described conventional technology uniformly controls the amount of parameter restoration, it cannot be said to provide a play environment suited to the user's play experience, and there is room for improvement.

[0005] The present disclosure provides a game program, a game device, and a game system that can provide a user with a play environment that consumes or recovers parameters, suitable for the game play experience. [Means for solving the problem]

[0006] The first aspect comprises a computer comprising: recovery means for executing a first recovery for recovering parameters associated with at least one of a user and a character operated by the user over time, and for executing a second recovery for recovering the parameters in response to an instruction from the user; A means for identifying consumption information regarding the consumption amount of the parameter in a first period; a provision means for providing at least one of an opportunity to perform the second recovery and an opportunity to consume the parameter to at least one of the user and the character, the provision means providing preferential treatment to the opportunity based on the consumption information; It is a game program.

[0007] In addition, in the first aspect, the providing means includes an applying means, The applying means is using a first game medium associated with the user, as the opportunity provided, to grant a second game medium to the user based on a granting condition; As the preferential treatment of the opportunity, the granting conditions can be preferred based on the consumption information.

[0008] In addition, in the first aspect, favoring the granting conditions can be at least one of including a first preferential medium in the second game medium that is used to favor a reward for game content that is executed on the condition of consuming the parameters, favoring the consideration for granting the first preferential medium to the user, and favoring the maximum number of the first preferential medium that can be granted to the user.

[0009] In addition, in the first aspect, favoring the granting conditions can be at least one of including a second preferential medium used to favor the second recovery in the second game medium, favoring the compensation for granting the second preferential medium to the user, and favoring the maximum number of the second preferential medium that can be granted to the user.

[0010] In addition, in the first aspect, the computer When the consumption information satisfies an executable condition, the game content may further function as an execution means that enables the user to execute game content that is executed by consuming the parameters.

[0011] In addition, in the first aspect, the game content includes first game content and second game content; The execution means making the first game content executable on the condition that a first amount of the parameter is consumed, regardless of whether the consumption information satisfies the executable condition; When the consumption information satisfies the executable condition, the second game content can be made executable on the condition that a second amount of the parameter, which is greater than the first amount, is consumed.

[0012] In addition, in the first aspect, the computer a setting unit that sets the number of times the second recovery can be performed within a second period that is shorter than the first period; The provision means can provide preferential treatment to the number of times based on the consumption information, thereby providing preferential treatment to the opportunity to perform the second recovery.

[0013] The second aspect is a recovery unit that performs a first recovery for recovering parameters associated with at least one of a user and a character operated by the user over time, and performs a second recovery for recovering parameters in response to an instruction from the user; an identification unit that identifies consumption information regarding consumption amounts of the parameters in a first period; a provision unit that provides at least one of an opportunity to perform the second recovery and an opportunity to consume the parameter to at least one of the user and the character, and that gives preferential treatment to the opportunity based on the consumption information; It is a game device.

[0014] The third aspect is a recovery unit that performs a first recovery for recovering parameters associated with at least one of a user and a character operated by the user over time, and performs a second recovery for recovering parameters in response to an instruction from the user; an identification unit that identifies consumption information regarding consumption amounts of the parameters in a first period; a provision unit that provides at least one of an opportunity to perform the second recovery and an opportunity to consume the parameter to at least one of the user and the character, and that gives preferential treatment to the opportunity based on the consumption information; It is a game system.

[0015] According to the present disclosure, a game program, a game device, and a game system are provided that can provide a user with a play environment that is suited to the game play experience and allows parameters to be consumed or restored. [Brief explanation of the drawings]

[0016] [Figure 1] 1 is a block diagram showing the configuration of a game system according to a first embodiment. [Figure 2] FIG. 1 is a diagram illustrating an overview of a game system according to a first embodiment. [Figure 3] FIG. 3 is a flowchart showing a series of operations of the game system in the first embodiment. [Figure 4] FIG. 10 is a diagram illustrating an overview of a game system according to a second embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0017] [First embodiment] A game system 1 according to an embodiment of the present disclosure (hereinafter also referred to as "the present embodiment") will be described with reference to the drawings.

[0018] <Game Description> With reference to Figure 1, a game system 1 and a game executed by the game system 1 will be described. In the game system 1 shown in Figure 1, a server device 2 and a plurality of game devices 5 are connected to each other so as to be able to communicate with each other via a communication network 6, and a game is executed on the game devices 5.

[0019] The game according to this embodiment is an online game executed by the game system 1. In this game, a user of the game device 5 (hereinafter simply referred to as "user") causes one or more player characters (corresponding to objects) to act in a virtual game space, and causes the player characters to fight against enemy characters (corresponding to objects), which are non-player characters. In other words, the user includes a player of the game. Hereinafter, unless there is a particular need to distinguish between player characters and enemy characters, they will be collectively referred to as "characters."

[0020] The above-described games are played using a game device 5, which is a home game console such as a PlayStation (registered trademark), a portable game console such as a Nintendo Switch (registered trademark), or an electronic device such as a personal computer, a smartphone, or a tablet. In the following, a case where the game device 5 is a smartphone will be exemplified.

[0021] <Game System 1 Overview> The game system 1 is made up of a server device 2 and a plurality of game devices 5. The server device 2 stores game programs and game data, and manages the game data of the game devices 5 (for each account information described below).

[0022] The game system 1 provides the user with a playing environment in which parameters can be consumed or restored that is appropriate for the user's playing experience by setting the lineup (in other words, the product assortment) of game media to be sold in the in-game shop according to the user's playing experience.

[0023] The game system 1 recovers parameters (hereinafter simply referred to as "parameters") associated with at least one of the user and the character operated by the user as time passes. In addition to the recovery of parameters as time passes, the game system 1 also recovers these parameters in response to a user instruction. Hereinafter, the recovery of parameters in response to the recovery of parameters in response to the recovery of parameters in response to a user instruction will be referred to as a "first recovery," and the recovery of parameters in response to a user instruction will be referred to as a "second recovery."

[0024] The game system 1 provides the user with an opportunity to recover parameters (hereinafter also referred to as a "recovery opportunity") and an opportunity to consume parameters (hereinafter also referred to as a "consumption opportunity") in accordance with the user's instruction. In other words, the recovery opportunity is an opportunity to perform a second recovery.

[0025] The game system 1 classifies users into a plurality of categories based on, for example, consumption information. The game system 1 then provides users with preferential recovery and / or consumption opportunities according to the content set for the classified category. These categories represent the parameter consumption record, i.e., the user's game playing experience, by stage, and will hereinafter be referred to simply as "category."

[0026] "Consumption information" is information regarding the consumption of a parameter in a first period (hereinafter simply referred to as "parameter consumption" or "consumption"). Specifically, the consumption of a parameter may be a statistical value (for example, an average value, a median value, a mode value, or a total value) of the parameter consumed in the first period. For example, if the parameter is stamina, the consumption information indicates the total value of the user's stamina consumption in the first period.

[0027] The first period is a fixed period such as, for example, one day (i.e., daily), one week (i.e., weekly), or one month (i.e., monthly), etc. The first period may be set for each game content, for example.

[0028] Here, an example of categorizing users of the game system 1 and an example of preferential treatment of recovery opportunities and consumption opportunities will be described with reference to Fig. 2. In these examples, an example will be described in which the parameter is stamina.

[0029] As shown in FIG. 2(a), the game system 1 classifies each user into one of categories A to C based on the amount of stamina consumed by the user. For classification, the game system 1 pre-sets a corresponding range of consumption for each of categories A to C, such as category A being a consumption of 0 to 100 and category B being a consumption of 101 to 500. The game system 1 determines which of the set ranges the user's consumption falls within, and classifies the user into the category of the determined range. For example, if the user's consumption is 50, the game system 1 classifies the user into category A, which has a range of 0 to 100.

[0030] As shown in FIG. 2(b), the game system 1 provides preferential treatment for recovery opportunities and / or consumption opportunities to the user according to the preferential treatment for these opportunities set for each category.

[0031] Category A users consume a small amount of stamina in absolute terms, and therefore, for example, are unable to consume much stamina and are the type with the least experience playing. Therefore, Category A users may not know what to spend their stamina on. For this reason, items that increase rewards for game content (e.g., experience points or items) are considered suitable for Category A users to encourage them to play game content and consume stamina. For this reason, in the case of Category A users, in order to support stamina consumption, the game system 1 selects items that increase the experience points awarded when game content is cleared and items that increase the drop rate of items as preferential stamina consumption opportunities, and includes these items in the lineup of items sold in the in-game shop (hereinafter simply referred to as the "lineup"). This drop rate indicates, for example, the probability of obtaining a rare item or rare card.

[0032] Category B users are in the middle range of users who consume stamina, and therefore have a standard level of playing experience, being able to consume a certain amount of stamina by, for example, completing quests repeatedly. Games sometimes include game content that can cause users to become stuck after progressing through the game to a certain extent. For Category B users, items that can help users clear such game content that can cause them to become stuck are considered suitable. Therefore, the game system 1 selects and includes in the shop lineup enhancement items that increase the player character's parameter values ​​or unlock the parameter upper limit as preferential stamina consumption opportunities, with the aim of resolving the player's stuck state.

[0033] Category C users are those who consume the most stamina, and therefore are those who are able to consume stamina sufficiently and have a lot of playing experience. For this reason, the game system 1 selects stamina recovery items and includes them in the shop lineup as a preferential treatment for stamina recovery opportunities, with the aim of further accelerating play.

[0034] In the game system 1, for example, the following two modes are conceivable for providing a lineup of items in the shop that are selected as preferential treatment for opportunities to recover and consume stamina. Select items exclusive to each category (hereinafter referred to as "category-specific items") and complete your lineup with the selected category-specific items. Select category-specific items and add them to the common lineup to complete the lineup.

[0035] According to the above configuration, each user is categorized according to the amount of stamina consumed, and recovery and consumption opportunities are given preferential treatment according to the content set for each category. This allows users to be provided with preferential recovery and consumption opportunities. Therefore, recovery and consumption opportunities can be given preferential treatment according to the user's amount of stamina consumed, i.e., playing experience. Therefore, a play environment for consuming or recovering parameters that is suited to the user's game playing experience can be provided.

[0036] Continuing the explanation, returning to Figure 1, the game data is data for executing a game on the game device 5, and includes, for example, a player character operated by a user, other game space objects (the terrain of the game space, objects constituting the field, NPC (non-player character) objects such as enemy characters), and / or operation data for automatically operating enemy characters. The game data may also include game image information.

[0037] The game device 5 executes a predetermined game based on user operations. To do so, the game device 5 receives (specifically, downloads and installs) a game program and game data from the server device 2 via the communication network 6. Each user is assigned account information, including identification information and a password, in association with the game device 5. This account information is transmitted from the game device 5 to the server device 2 at the time of login, and is used for user authentication in the server device 2.

[0038] After user authentication, the server device 2 and the game device 5 can communicate with each other. After logging in, the game device 5 receives data necessary for the game to proceed (for example, data related to the game progress status) from the server device 2, and then progresses the game while outputting game images and sounds to the display 61 and the speaker 62 based on the user's operations.

[0039] <Configuration of Game System 1> The hardware configuration of each of the server device 2 and the game device 5 will be described with reference to Fig. 1. Note that each of the multiple game devices 5 has the same configuration.

[0040] <Configuration of server device 2> 1, the server device 2 includes a network interface 21, a storage unit 22, and a control unit 23. The network interface 21 and the storage unit 22 are electrically connected to the control unit 23 via a bus 29.

[0041] The network interface 21 is communicably connected to each game device 5 via a communication network 6 such as the Internet or a LAN.

[0042] The storage unit 22 is composed of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), SSD (Solid State Drive), etc. The storage unit 22 stores various programs including a part of the game program according to this embodiment, as well as various data such as a user DB 221, a lottery list 222, and history information, which will be described later.

[0043] The user DB 221 stores, for each user identification number playing the game, information about the player character operated by the user (e.g., the status of the player character), the amount of media of value usable in the virtual game space, information about parameters, and the like, in association with each other. Hereinafter, this information will be collectively referred to as "user information." The user information may include, for example, consumption information of each user.

[0044] The value medium is, for example, currency, coins, points, etc. that can be used in the virtual game space and is consumed or used in the game to progress through the game. The value medium is given to the user as a reward for completing a quest or as a charge in the real world.

[0045] "Parameter information" is, for example, information related to stamina associated with the user. Information related to stamina includes, for example, the current value of stamina, the upper limit, the player rank corresponding to the upper limit, unit time (for example, the unit of time required to restore stamina value by "1"), recovery speed (for example, the amount of stamina restored per minute), or the time elapsed since stamina was restored.

[0046] "Stamina" is a parameter consumed to execute game content included in a game (to start and progress through game content). Stamina is consumed, for example, to execute game content such as a quest. Stamina is recovered in accordance with the passage of real time, regardless of the progress of the game content (an example of a first recovery). Stamina is also recovered in accordance with user instructions, such as the consumption of media of value or various in-game items (an example of a second recovery). Stamina may also be recovered without responding to user instructions, for example, by increasing the player rank as a quest progresses.

[0047] "Game content" refers to content that can be executed by a user in a game (in other words, playable content), and includes, for example, quests (e.g., game tasks or objectives), mini-games, missions (in other words, game responsibilities), events, etc. Game content such as quests may have, for example, clearing conditions set. Furthermore, each quest may have, for example, one or more missions set associated with it.

[0048] The lottery list 222 is used when the lottery execution means 233 (described below) performs a lottery process generally known as gacha, and includes multiple pieces of information about the game media to be selected. The lottery list 222 associates, for example, information about the game media (e.g., name, ability parameters, rarity, level, etc.) with the selection rate (in other words, selection probability) in the lottery. Furthermore, if the game media is a player character, the parameters include, for example, combat power, HP, attack power, defense power, intelligence, and / or speed.

[0049] "Game media" refers to electronic data representing elements related to a game, such as the name of the character used as the player character and items (e.g., weapons, armor, tools, etc.) used by the player character in the virtual game space. Users can obtain game media by paying a fee to purchase it directly from a shop, by completing a quest, or through a lottery system known as gacha. The obtained game media is stored and managed in user DB 221 in association with the identification information of the user who has acquired the game media.

[0050] "Gacha" is a method in which the server device 2 selects any game medium from the lottery list 222 by lottery based on a predetermined selection rate. The selected game medium is given to the user's game device 5. "Giving the game medium selected by gacha to the user / owning it as the user" is synonymous with "associating / being associated with the game medium selected by the lottery process with identification information identifying the user."

[0051] The control unit 23 is configured by a microcomputer including a CPU and a semiconductor memory, and controls the operation of the device 2 itself.

[0052] The control unit 23 executes various programs to function as an information processing means 231, a matching means 232, a lottery execution means 233, a recovery means 234, a specification means 235, a provision means 236, a setting means 237, and / or an execution means 238.

[0053] -Information processing means- The information processing means 231 transmits and receives various data to and from each game device 5. Main data received by the information processing means 231 includes game program download request information, a gacha lottery request in response to a user operation, a request to start / end game content, account information, game data, etc. Main data transmitted by the information processing means 231 includes the game program, game data, information for confirming that the game device 5 has received the game program, information regarding game content obtained by gacha, etc.

[0054] -Method of verification- The verification means 232 uses the user identification information received from the game device 5 to authenticate the user account.

[0055] -Lottery execution method- In response to a gacha lottery request, the lottery execution means 233 selects one or more game media by lottery from the lottery list 222 based on the selection rate for each game medium. The lottery execution means 233 associates information about the selected game media with the identification information of the user who performed the operation that sent the lottery request in the user DB 221. As a result, the game media that the user won as a result of their own gacha draw are awarded to the user.

[0056] -Recovery Method- The recovery means 234 performs a first recovery that recovers parameters associated with at least one of the user and the character operated by the user (in other words, the player character) over time, and also performs a second recovery that recovers parameters in accordance with instructions from the user.

[0057] - Specific means - The identification means 235 identifies consumption information related to the amount of parameter consumption in the first period. The identification means 235 may identify the consumption information based on, for example, history information indicating the execution history of the game. This execution history includes a history of parameters consumed when executing the game. The identification means 235 may identify, for example, the amount of stamina consumed in the first period as the consumption information. Specifically, the identification means 235 may calculate the total amount of stamina consumed in the first period and identify this calculated total value as the consumption information.

[0058] -Means of provision- The providing means 236 provides at least one of the user and the player character with an opportunity to perform a second recovery (in other words, a recovery opportunity) and an opportunity to consume parameters (in other words, a consumption opportunity).

[0059] For example, the providing means 236 may provide the user with game media such as items (hereinafter also referred to as "recovery media") that restore parameters as a recovery opportunity. Furthermore, the providing means 236 may provide the user with game media suitable for consuming parameters as a consumption opportunity. Specifically, the providing means 236 may provide the user with game media that increase the reward for clearing game content that is executed on the condition that parameters are consumed. This "execution on the condition that parameters are consumed" may mean, for example, that parameters required for execution are consumed when the game content is started, or that parameters required for execution are consumed only after the game content has been cleared.

[0060] The providing means 236, for example, provides preferential treatment for at least one of recovery opportunities and consumption opportunities based on the consumption information. For example, in the example of FIG. 2, the providing means 236 first determines the user's category based on the consumption information. If the determined category is "A," the providing means 236 then increases the number of times recovery media can be used per predetermined period (e.g., one day, one month, etc.) or per event (e.g., game content, etc.) as a preferential treatment for recovery opportunities. Furthermore, the providing means 236 may provide preferential treatment for consumption opportunities by including more game media that increase the reward for completing game content than the standard (or default) in the shop lineup. For example, the providing means 236 may include game media that increase this reward in a lineup dedicated to each category.

[0061] According to the above configuration, the providing means 236 can provide preferential recovery opportunities and consumption opportunities to the user based on the consumption information, i.e., the user's parameter consumption history. Therefore, the providing means 236 can provide preferential recovery opportunities and consumption opportunities according to the user's playing experience. Therefore, the providing means 236 can provide the player with a playing environment for consuming or recovering parameters that is suited to the player's game playing experience.

[0062] -Means of granting- The granting means 2361 grants to the user game media, predetermined value media, game effects that enhance game progress, etc., as rewards for game content, media purchased with payment, lottery results, etc. The granting means 2361 grants to the user second game media based on the granting conditions using first game media associated with the user to provide a recovery opportunity or a consumption opportunity. The granting means 2361 grants to the user recovery media based on the granting conditions, for example, using currency held by the user.

[0063] The first game content is typically, but not limited to, a medium of value. The second game content is typically, but not limited to, an item sold in a shop (e.g., a recovery medium) or a player character. As another example, the second game content may be an item or a player character that is awarded when game content is cleared.

[0064] The granting condition is, for example, a condition for granting the second game medium to the user. Specifically, the granting condition may be the consideration for the second game medium. In other words, the granting condition may specify the amount of use (or consumption) of the first game medium that is used as consideration for granting the second game medium.

[0065] The granting condition may be, for example, a condition for specifying which item, character, game effect, etc., the second game medium or candidate second game medium to be granted will be. Specifically, the granting condition may be "the second game medium must be a recovery medium."

[0066] The granting condition may be, for example, a restriction imposed when granting second game media to a user. Specifically, the granting condition may be an upper limit on the number of second game media that can be granted. This upper limit may be the upper limit on the number of second game media that can be granted at one time, or the upper limit on the number of second game media that can be associated with a user. Furthermore, this upper limit may be set, for example, for each type of second game media, or may be set for all second game media to be granted regardless of type. For example, if the second game media is "dual swords," the former is the number of dual swords that can be purchased at one time, and the latter is the number of items, including dual swords, that can be purchased at one time.

[0067] The granting means 2361, for example, sets favorable grant conditions as favorable treatment of recovery opportunities or consumption opportunities based on consumption information.

[0068] According to the above configuration, the granting unit 2361 can set favorable conditions for granting second game media based on the user's parameter consumption. By setting favorable conditions for granting second game media in this manner, the granting unit 2361 can set conditions for granting second game media suitable for beginners, for example, for users who consume a relatively small amount of parameters. Therefore, the granting unit 2361 can grant the user game media that consumes or restores parameters, appropriate for the user's game play experience, to provide an opportunity for recovery or consumption.

[0069] The preferential treatment of the granting conditions as a preferential treatment of the consumption opportunity may be, for example, at least one of the following (1) to (3): The first preferential medium is a medium used to preferentially treat the reward of the game content executed on the condition of consuming parameters, such as an item that increases the experience points or rewards granted when the game content is cleared. (1) Including the first preferential media in the second game media (2) To provide preferential treatment for the consideration for granting the first preferential medium to users. (3) To give preferential treatment to the maximum number of first preferential media that can be given to users.

[0070] According to the above configuration, the granting unit 2361 can, as a favorable granting condition, include a first preferential medium in the second game medium that provides a preferential reward for game content executed by consuming parameters, or can favor the consideration for granting the first preferential medium or the constraints on granting the first preferential medium. Thus, by favoring the granting condition, the granting unit 2361 can more easily grant the first preferential medium to the user, thereby encouraging the user to play game content executed by consuming parameters. Furthermore, for example, by encouraging users with little playing experience, such as users in Category A in the example of FIG. 2, to play game content in this way, the user can be encouraged to become a regular player of the game.

[0071] The preferential treatment of the granting conditions as a preferential treatment of the recovery opportunity may be, for example, at least one of the following (A) to (C): The second preferential medium is a medium used to preferentially treat the second recovery. (A) Including the second preferential medium in the second game medium (a) To provide preferential treatment for the consideration for granting the second preferential medium to the user. (c) To give preferential treatment to the maximum number of second preferential media that can be given to users.

[0072] According to the above configuration, the granting unit 2361 can, as a favorable granting condition, include a medium that favors the second recovery in the second game medium, or can favor the consideration for granting this medium or the restrictions on granting this medium. Therefore, by favoring the granting condition, the granting unit 2361 can make it easier to grant the second preferential medium to the user, thereby encouraging play of game content that is executed by consuming parameters. Furthermore, for example, for users with little playing experience, such as users in Category A in the example of FIG. 2, encouraging play of game content in this way can encourage the user to become more engaged in the game.

[0073] The providing means 236 may, for example, give preferential treatment to an opportunity to consume a parameter based on the granting condition. Also, the providing means 236 may, for example, give preferential treatment to an opportunity to execute a second recovery based on the granting condition.

[0074] -Setting method- The setting means 237 sets various parameters for progressing through the game content. The various parameters set by the setting means 237 are stored in the storage unit 22 as user information.

[0075] -Means of implementation- The execution means 238 executes a game including game content in response to operation input from the user. For example, the execution means 238 executes a game by operating a character via the game execution means 562 in response to operation input from the user to the operation unit 54 of the game device 5. To this end, the execution means 238 transmits game data and user information to the game execution means 562 of the game device 5 via the network interface 21.

[0076] <Configuration of Game Device 5> Returning to Figure 1, the explanation will continue. A display 61, a speaker 62, and a touchpad 63 are externally connected or built into the game device 5. The game device 5 also has a network interface 51, a graphics processing unit 52, an audio processing unit 53, an operation unit 54, a storage unit 55, and a control unit 56. The network interface 51, the graphics processing unit 52, the audio processing unit 53, the operation unit 54, and the storage unit 55 are electrically connected to the control unit 56 via a bus 59.

[0077] The network interface 51 is communicably connected to a communication network 6 in order to transmit and receive various data between the game device 5 and the server device 2.

[0078] The graphics processing unit 52 renders game images including characters and various objects related to the virtual game space in a moving image format in accordance with game data such as game image information output from the control unit 56. The graphics processing unit 52 is connected to a display 61, which may be, for example, a liquid crystal display, and the game images rendered in a moving image format are displayed on the display 61 as a game screen.

[0079] The audio processing unit 53 is connected to a speaker 62 , and reproduces and synthesizes game sounds in accordance with instructions from the control unit 56 , and outputs the sounds from the speaker 62 .

[0080] The operation unit 54 is connected to the touchpad 63, and transmits and receives data related to operation inputs to and from the touchpad 63. The user touches the touchpad 63 to input operation signals to the game device 5.

[0081] The storage unit 55 is composed of an HDD, an SSD, a RAM, a ROM, etc. The storage unit 55 stores game data downloaded from the server device 2, various programs including part of the game program, account information of the device 5 itself, etc.

[0082] The storage unit 55 may store, for example, user information, game data, and history information. The user information is at least a part of the information in the user DB 221 stored in the storage unit 22 of the server device 2. The user DB 221 manages a master of the user information, and the storage unit 55 of the game device 5 stores at least a part of the information in this master that is distributed from the server device 2.

[0083] The control unit 56 is configured by a microcomputer including a CPU and a semiconductor memory, and controls the operation of the device 5 itself.

[0084] The control unit 56 executes various programs to function as a communication means 561, a game execution means 562, an audio control means 563, and a display control means 564.

[0085] -Communication Method 561- The communication means 561 is a function for communicating with the server device 2 via the network interface 51 .

[0086] The communication means 561 generates and transmits information that can be grasped by the server device 2 in response to various operation signals received by the operation unit 54 from the touchpad 63. For example, the communication means 561 transmits account information, download request information for new game data, a gacha execution request, a quest execution request (start request), etc. to the server device 2. The communication means 561 also receives from the server device 2 new game data sent from the server device 2 in response to the download request information, information regarding the game media selected by the lottery process, information regarding the reward granted to the user by the granting means 2361, etc.

[0087] -Game execution means- The game execution means 562 reads data such as virtual game space objects and textures included in the game data from the storage unit 55 in accordance with an operation of the touchpad 63 by the user of the device 5, or uses data received from the server device 2 to generate two-dimensional or three-dimensional game image information while executing the game program. As the game image information is processed by the graphics processing unit 52, the processed game images are successively displayed on the display 61.

[0088] The game execution means 562 then places a character on the game image in accordance with an operation by the user of the player's device 5, and controls the behavior of the character in the virtual game space in accordance with the user's operation and the progress of the game. For example, the game execution means 562 executes a quest in the game in accordance with an operation by the user via the touchpad 63 (hereinafter simply referred to as a "user operation"). Furthermore, the game execution means 562 causes the player character to use game content selected by the user in accordance with the user operation.

[0089] -Voice control means- The audio control means 563 controls the audio output of the speaker 62 in response to operations by the user of the device 5 during game execution.

[0090] -Display control means- When the game is executed, the display control means 564 controls the display output of the display 61 in accordance with operations by the user of the device 5. For example, the display control means 564 causes the display 61 to display a shop screen (not shown) that provides recovery opportunities and / or consumption opportunities.

[0091] <Operation flow of game system 1> An example of the flow and interaction of processes executed by the game system 1 will be described with reference to Figure 3. Figure 3 is a flow diagram showing the flow from the process of identifying a user's consumption information to the process of providing the user with recovery opportunities and / or consumption opportunities in a cyclic or event-driven manner. Note that the order and units of the processes shown below are merely examples and may be changed as appropriate.

[0092] As shown in FIG. 3, first, the specifying means 235 of the server device 2 specifies consumption information relating to the consumption amount of parameters in the first period (step st1).

[0093] Next, the providing means 236 of the server device 2 provides preferential treatment for recovery opportunities and / or consumption opportunities based on the identified consumption information (step st2).

[0094] Next, the providing means 236 of the server device 2 provides the user with the preferential recovery opportunity and / or consumption opportunity (step st3).

[0095] To summarize the above, the control unit 23 (an example of a computer) of the server device 2 functions as a recovery means 234 that performs a first recovery to recover parameters associated with at least one of the user and the character operated by the user over time, and a second recovery to recover parameters in accordance with the user's instructions, a determination means 235 that determines consumption information regarding the amount of parameters consumed in a first period, and a provision means 236 that provides at least one of the user and the character with an opportunity to perform the second recovery and an opportunity to consume parameters, the provision means 236 preferentially treating the opportunity based on the consumption information.

[0096] <Effects> According to this embodiment, it is possible to provide users with preferential recovery and consumption opportunities based on consumption information. This makes it possible to provide users with preferential recovery and consumption opportunities according to their respective playing experience. This makes it possible to provide users with a play environment in which they can consume or recover parameters that is suited to their game playing experience.

[0097] [Second embodiment] In the first embodiment, an example was described in which the lineup of game content sold in an in-game shop was changed depending on the user's playing experience, but the preferred and provided recovery opportunities and consumption opportunities according to the present invention are not limited to this. For example, the game system 1 may be configured to enable game content to be executed depending on the user's playing experience. This game content is executed by consuming parameters. Furthermore, this game content includes first game content and second game content.

[0098] Here, an example of preferential treatment of recovery opportunities and consumption opportunities in the game system 1 will be described with reference to Fig. 4. In this example, the parameter is stamina, and similarly to the example in Fig. 2, users are classified into categories A to C based on the amount of stamina consumed.

[0099] As shown in FIG. 4, game content A requires a very small amount of stamina, which is a condition for execution, and is intended for users with little playing experience. Note that, because game content A can be executed with a small amount of consumption, a limit may be placed on the number of times it can be executed. Game system 1 allows users in category A, i.e., users with little playing experience, to execute game content A (in other words, it makes game content A available). On the other hand, game system 1 prevents users in category B, i.e., users with some playing experience, from playing game content A (in other words, it blocks game content A).

[0100] Game content B requires a large amount of stamina to be executed, and is intended for users with some playing experience. Unlike game content A, there is no limit to the number of times game content B can be executed. Game system 1 makes game content B inexecutable for users in category A (in other words, does not release game content B). On the other hand, game system 1 makes game content B executable for users in category B (in other words, releases game content B).

[0101] For example, when the consumption information satisfies an executable condition, the execution means 238 may make game content that is executed by consuming parameters executable for the user. This executable condition is a condition for making the game content executable. The executable condition may be set for each game content, or may be set commonly for multiple game contents. For example, when the executable condition for the game content is "the amount of stamina consumed in the first period is between 0 and 100," the execution means 238 makes the game content executable for users in category A in the example of FIG. 2.

[0102] According to the above configuration, the execution means 238 determines whether game content can be executed based on the user's consumption information, i.e., the user's playing experience, and can execute the game content based on the result of this determination. Therefore, the execution means 238 can make game content suitable for the user's playing experience executable, while making game content inappropriate for the user's playing experience inexecutable. Therefore, the execution means 238 can provide the user with a playing environment in which parameters are consumed or restored that is suitable for the user's playing experience.

[0103] For example, the execution means 238 may enable the execution of the first game content on the condition that a first amount of parameters is consumed, regardless of whether the consumption information satisfies the executable condition. Furthermore, when the consumption information satisfies the executable condition, the execution means 238 may enable the execution of the second game content on the condition that a second amount of parameters greater than the first amount is consumed.

[0104] For example, if the parameter is stamina, the first amount is "10," and the second amount is "20," the execution means 238 can execute the first game content if 10 stamina is consumed, regardless of the executable condition, i.e., regardless of playing experience. On the other hand, the execution means 238 can execute the second game content if 20 stamina is consumed and the executable condition is satisfied. In other words, the execution means 238 cannot execute the second game content if the executable condition is not satisfied even after 20 stamina is consumed.

[0105] According to the above configuration, it is possible to provide first game content that is executable regardless of whether the consumption information satisfies the executable condition, i.e., regardless of the player's experience, and second game content that is executable depending on the player's experience. Furthermore, by making the second amount required to execute the second game content larger than the first amount required to execute the first game content, the first game content can be played by a wide range of users, from those with little experience to those with extensive experience, while the second game content can be played only by users with a certain level of experience. Thus, the game system 1 can provide users with game content that corresponds to variations in play experience.

[0106] [Variations] Although the present invention has been described based on the above embodiment, the present invention is not limited to the above embodiment. The following cases are also included in the present invention.

[0107] [First Modification] The setting means 237 may, for example, set a limit on the number of times the second recovery can be performed within a second period (hereinafter also referred to as the "permitted number of times"). The second period is a period shorter than the first period. This limit is typically an upper limit on the number of times the recovery can be performed, but is not limited to this. The providing means 236 may also provide preferential treatment for the number of times the recovery can be performed based on the consumption information, thereby providing preferential treatment for opportunities to perform the second recovery. "Providing preferential treatment for the number of times the recovery can be performed" may, for example, mean relaxing or removing the limit on the number of times the recovery can be performed.

[0108] For example, if the first period is one month, i.e., if recovery opportunities are given preferential treatment based on the monthly parameter consumption, the second period is set to one day, which is shorter than the first period. In this case, the setting means 237 may set, for example, an upper limit on the number of times the second recovery can be performed in accordance with a user instruction per day. Then, the providing means 236 may increase the upper limit on the number of times the recovery can be performed as a preferential treatment based on the monthly parameter consumption.

[0109] According to the above configuration, the providing means 236 can give preferential treatment to the limited number of times that a parameter can be recovered depending on the amount of parameter consumption by the user, i.e., the playing experience of the user. Therefore, for users with a lot of playing experience, such as users in category C in the example of Fig. 2, recovery by parameter instruction can be promoted, and it can be guided to play the game content more quickly, and ultimately to consume stamina more quickly.

[0110] [Second Modification] In the above embodiment, an example of preferential treatment of recovery opportunities and / or consumption opportunities was described in which the lineup of game media in the shop was changed based on the user's playing experience, i.e., the user's consumption information, but the preferential treatment of these opportunities according to the present invention is not limited to this. For example, as a preferential treatment of recovery opportunities and / or consumption opportunities, the providing means 236 may set the lineup of game media to be selected from the lottery list 222 for each category based on the consumption information.

[0111] [Other embodiments] The various control means and processing procedures described in the above embodiments are merely examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately modified in design within the scope that does not change the gist of the present invention.

[0112] In the above embodiment, the game device 5 is a smartphone, but the game device 5 may be an amusement machine provided in a game center or the like.

[0113] The game may be an action game, a shooting game, a role-playing game, a simulation game, a board game, a puzzle game, etc., and the invention can be applied to various types of games.

[0114] In the above embodiment, the object is a character, but the object is not limited to this. For example, the object may be a card or an item (weapon, armor, or other equipment) used in the virtual game space.

[0115] In the above embodiment, the server device 2 and the multiple game devices 5 function as a single unit to operate the game program, but this is not limiting. All of the means of the game program, i.e., the recovery means, identification means, provision means, specification means, execution means, and / or execution means, may be provided in the server device 2 alone, the game device 5 alone, a communication terminal separate from the server device and the game device 5, or a combination of two of these devices (e.g., distributed processing between the server device 2 and the game device 5). Furthermore, when the server device, the game devices, and the communication terminals function as a single unit, it is also possible to appropriately change which means function in which device. For example, the recovery means, identification means, provision means, specification means, execution means, and / or execution means of the server device 2 exemplified in the above embodiment may function as these means by the control unit 56 of the game device 5 executing various programs.

[0116] The effects of this embodiment can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate. [Explanation of symbols]

[0117] 1. Game System 2. Server device 23 Control Unit 234 Recovery Methods 235 Specific means 236 Means of provision

Claims

1. Computer, recovery means for executing a first recovery for recovering parameters associated with at least one of a user and a character operated by the user over time, and for executing a second recovery for recovering parameters in response to an instruction from the user; a specifying means for specifying consumption information relating to the consumption amount of the parameter, which is the actual consumption amount of the parameter by at least one of the user and the character during a first period; a providing means for providing at least one of the user and the character with a recovery opportunity to perform the second recovery and a consumption opportunity to consume the parameter; When the consumption amount of the parameter is large based on the consumption information, the recovery opportunity provided by the providing means includes preferential treatment, and when the consumption amount of the parameter is small based on the consumption information, the consumption opportunity provided by the providing means includes preferential treatment. Game program.

2. The providing means includes an applying means, The applying means is using a first game medium associated with the user, as the opportunity provided, to grant a second game medium to the user based on a granting condition; As the preferential treatment of the opportunity, the granting conditions are preferred based on the consumption information. The game program according to claim 1 .

3. Computer, recovery means for executing a first recovery for recovering parameters associated with at least one of a user and a character operated by the user over time, and for executing a second recovery for recovering parameters in response to an instruction from the user; A determination means for determining consumption information regarding the consumption amount of the parameter in a first period; a provision means for providing at least one of an opportunity to perform the second recovery and an opportunity to consume the parameter to at least one of the user and the character, the provision means providing preferential treatment to the opportunity based on the consumption information; The providing means includes an applying means, The applying means is using a first game medium associated with the user, as the opportunity provided, to grant a second game medium to the user based on a granting condition; As a preferential treatment of the opportunity, the granting conditions are preferred based on the consumption information; The preferential treatment of the granting condition is at least one of the following: including a first preferential medium in the second game medium, the first preferential medium being used to provide a preferential reward for game content executed on the condition of consuming the parameter; providing a preferential fee for granting the first preferential medium to the user; and providing a preferential upper limit on the number of the first preferential medium that can be granted to the user. Game program.

4. The preferential treatment of the granting condition is at least one of including a second preferential medium used to favor the second recovery in the second game medium, favoring the consideration for granting the second preferential medium to the user, and favoring the upper limit number of the second preferential medium that can be granted to the user. The game program according to claim 2 .

5. Computer, recovery means for executing a first recovery for recovering parameters associated with at least one of a user and a character operated by the user over time, and for executing a second recovery for recovering parameters in response to an instruction from the user; A determination means for determining consumption information regarding the consumption amount of the parameter in a first period; a provision means for providing at least one of an opportunity to perform the second recovery and an opportunity to consume the parameter to at least one of the user and the character, the provision means providing preferential treatment to the opportunity based on the consumption information; and when the consumption information satisfies an executable condition, further functioning as an execution means for making game content that is executed by consuming the parameters executable for the user; the game content includes a first game content and a second game content; The execution means making the first game content executable on the condition that a first amount of the parameter is consumed, regardless of whether the consumption information satisfies the executable condition; When the consumption information satisfies the executable condition, the second game content is executable on the condition that a second amount of the parameter, which is greater than the first amount, is consumed. Game program.

6. The computer a setting unit that sets the number of times the second recovery can be performed within a second period that is shorter than the first period; the providing means provides preferential treatment to the number of times based on the consumption information, thereby providing preferential treatment to the opportunity to perform the second recovery. The game program according to claim 5 .

7. a recovery unit that performs a first recovery for recovering parameters associated with at least one of a user and a character operated by the user over time, and performs a second recovery for recovering parameters in response to an instruction from the user; an identification unit that identifies consumption information regarding the consumption amount of the parameter, which is the actual consumption amount of the parameter by at least one of the user and the character during a first period; a providing unit that provides at least one of a recovery opportunity to cause the user and the character to perform the second recovery and a consumption opportunity to cause the user and the character to consume the parameter, When the consumption amount of the parameter is large based on the consumption information, the recovery opportunity provided by the providing unit includes preferential treatment, and when the consumption amount of the parameter is small based on the consumption information, the consumption opportunity provided by the providing unit includes preferential treatment. Game device.

8. a recovery unit that performs a first recovery for recovering parameters associated with at least one of a user and a character operated by the user over time, and performs a second recovery for recovering parameters in response to an instruction from the user; an identification unit that identifies consumption information regarding the consumption amount of the parameter, which is the actual consumption amount of the parameter by at least one of the user and the character during a first period; a providing unit that provides at least one of a recovery opportunity to cause the user and the character to perform the second recovery and a consumption opportunity to cause the user and the character to consume the parameter, When the consumption amount of the parameter is large based on the consumption information, the recovery opportunity provided by the providing unit includes preferential treatment, and when the consumption amount of the parameter is small based on the consumption information, the consumption opportunity provided by the providing unit includes preferential treatment. Game system.

Citation Information

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