program

The lottery system enhances user engagement by increasing the chances of obtaining rare game items through dynamic attribute adjustments, addressing the challenge of rarity in gacha games.

JP7799751B2Active Publication Date: 2026-01-15COLOPL
View PDF 6 Cites 0 Cited by

Patent Information

Application Number
JP2024096089
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-06-13
Publication Date
2026-01-15
Estimated Expiration
2040-03-27

AI Technical Summary

Technical Problem

In games using gacha mechanics, the rarity of certain game contents makes them difficult to obtain, leading to a high likelihood of users stopping play before acquiring these rare items.

Method used

A lottery system is implemented where a predetermined number of game objects with a second attribute are initialized or increased based on the reduction of objects with a first attribute, enhancing the chances of obtaining rare items through user interactions.

Benefits of technology

This approach increases the proportion of rare game objects awarded, improving user engagement and motivation by making rare items more attainable.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007799751000001
    Figure 0007799751000001
  • Figure 0007799751000002
    Figure 0007799751000002
  • Figure 0007799751000003
    Figure 0007799751000003
Patent Text Reader

Abstract

To provide a game program capable of improving amusement of a game by making a game medium having a high rarity easily delivered to a user in accordance with the number of lottery times, a game method, and an information processing device.SOLUTION: A game program executes a step for setting a plurality of game media that can be given to a user from among a plurality of kinds of predetermined game media, and a step for determining a game medium to be given to the user from the plurality of identified game media corresponding to the user. Any one of a plurality of attributes including a first attribute and a second attribute having an advantage degree higher than the first attribute to the user is determined in the plurality of kinds of game media. The setting step newly sets a plurality of game media obtained by reducing determined game media by being determined by the step for determining game media with the first attribute determined, and adding game media with the second attribute determined as a plurality of game medium that can be given to the user.SELECTED DRAWING: Figure 4
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present disclosure provides: P Regarding the program. [Background technology]

[0002] Known games involve the use of game media, such as character cards owned by users. Another known method of providing such game media is the so-called "gacha," in which game media are provided to users through a lottery held within the game. Gacha games include so-called "box gacha," in which a maximum number of game media that can be provided is set, and the virtual number of game media stored decreases as game media are provided. For box gacha games, a technology has been disclosed that displays the names of available game media, the total number of each game media, the current number of game media stored, and other information according to the game media stored (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 5335969 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the above-mentioned games, although the number of available game contents is reduced by the gacha lottery, the number of rare game contents is small relative to the number of available game contents, making them difficult to obtain, and therefore there is a risk that users will stop playing gacha before obtaining the rare game contents.

[0005] The present invention has been devised in view of the above circumstances, and its purpose is to provide users with rare items according to the number of lottery draws. Object is more likely to be donated Promotion It can improve the taste, P The goal is to provide a program. [Means for solving the problem]

[0006] The present disclosure P The program is Ko computer A lottery table consisting of a predetermined number of objects associated with any of a plurality of attributes including a first attribute and a second attribute more advantageous than the first attribute is set according to the user. setting means and, depending on the user's operation, From the set lottery table Grant to the user Object Determine The determining means functions as an initializing means for initializing the set lottery table to the first lottery table, and the setting means can set a second lottery table in which the number of objects having the second attribute is increased by the number of objects having the first attribute reduced from the predetermined number, to a predetermined number, and the initializing means executes initialization of the second lottery table in response to the predetermined number of objects associated with the second attribute being given to the user from the second lottery table. . [Effects of the Invention]

[0007] According to one aspect of the present disclosure, a user is given Object By determining the second attribute, Associated Objects is granted by Objects and This can increase the proportion of , Xing It can improve the aesthetic appeal. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 2 is a diagram illustrating a hardware configuration of the game system. [Figure 2] FIG. 2 is a block diagram showing the functional configuration of a user terminal and a server. [Figure 3] FIG. 10 is a diagram showing an example of the data structure of a deck management table. [Figure 4] 10 is a flowchart showing the overall processing flow of the lottery process. [Figure 5] FIG. 10 is a diagram showing an example of the data structure of a deck management table. [Figure 6] 10 is a flowchart showing the overall processing flow of the lottery process. DETAILED DESCRIPTION OF THE INVENTION

[0009] [Embodiment 1] The game system according to the present disclosure is a system for providing a game to multiple users. The game system will be described below with reference to the drawings. Note that the present invention is not limited to these examples, but is defined by the claims, and all modifications within the meaning and scope equivalent to the claims are intended to be included in the present invention. In the following description, the same elements in the drawings will be designated by the same reference numerals, and redundant explanations will not be repeated.

[0010] <Game System 1 Hardware Configuration> FIG. 1 is a diagram showing the hardware configuration of a game system 1. As shown in the figure, the game system 1 includes a plurality of user terminals 100 and a server 200. Each user terminal 100 is connected to the server 200 via a network 2. The network 2 is made up of the Internet and various mobile communication systems constructed by wireless base stations (not shown). Examples of such mobile communication systems include so-called 3G and 4G mobile communication systems, LTE (Long Term Evolution), and wireless networks (e.g., Wi-Fi (registered trademark)) that can connect to the Internet via a predetermined access point.

[0011] The server 200 (computer, information processing device) may be a general-purpose computer such as a workstation or a personal computer. The server 200 includes a processor 20, a memory 21, a storage 22, a communication IF 23, and an input / output IF 24. These components of the server 200 are electrically connected to each other via a communication bus.

[0012] The user terminal 100 (computer, information processing device) may be a mobile terminal such as a smartphone, feature phone, PDA (Personal Digital Assistant), or tablet computer. The user terminal 100 may also be a gaming device suitable for playing games. As shown in the figure, the user terminal 100 includes a processor 10, memory 11, storage 12, a communication interface (IF) 13, an input / output IF 14, a touch screen 15 (display unit), a camera 17, and a distance measurement sensor 18. These components of the user terminal 100 are electrically connected to each other via a communication bus. Note that the user terminal 100 may include an input / output IF 14 to which a display (display unit) configured separately from the user terminal 100 main body can be connected, instead of or in addition to the touch screen 15.

[0013] 1, the user terminal 100 may be configured to be able to communicate with one or more controllers 1020. The controller 1020 establishes communication with the user terminal 100 in accordance with a communication standard such as Bluetooth (registered trademark). The controller 1020 may have one or more buttons, etc., and transmits output values ​​based on user input operations on the buttons, etc., to the user terminal 100. The controller 1020 may also have various sensors, such as an acceleration sensor and an angular velocity sensor, and transmits output values ​​of the various sensors to the user terminal 100.

[0014] Instead of or in addition to the user terminal 100 being provided with the camera 17 and the distance measurement sensor 18, the controller 1020 may have the camera 17 and the distance measurement sensor 18.

[0015] For example, at the start of a game, the user terminal 100 preferably prompts the user using the controller 1020 to input user identification information such as the user's name or login ID via the controller 1020. This enables the user terminal 100 to associate the controller 1020 with the user, and to identify which user the received output value belongs to based on the sender (controller 1020) of the output value.

[0016] When a user terminal 100 communicates with multiple controllers 1020, each user holds a controller 1020, allowing a single user terminal 100 to realize a multiplay mode without communicating with other devices such as the server 200 via the network 2. Alternatively, the user terminals 100 may connect to each other via a wireless standard such as a wireless local area network (LAN) standard (connecting to each other via a wireless standard without going through the server 200) to realize a multiplay mode locally using multiple user terminals 100. When a single user terminal 100 realizes the above-described multiplay mode locally, the user terminal 100 may further include at least some of the various functions of the server 200, which will be described later. When a plurality of user terminals 100 realize the above-described multiplay mode locally, the plurality of user terminals 100 may include the various functions of the server 200, which will be described later, in a distributed manner.

[0017] Even when the above-described multiplay is realized locally, the user terminal 100 may communicate with the server 200. For example, information indicating the results of a game, such as the score or win / loss, may be associated with user identification information and transmitted to the server 200.

[0018] The controller 1020 may also be configured to be detachable from the user terminal 100. In this case, a coupling unit for the controller 1020 may be provided on at least one surface of the housing of the user terminal 100. When the user terminal 100 and the controller 1020 are coupled to each other via the coupling unit by a wire, the user terminal 100 and the controller 1020 transmit and receive signals via the wire.

[0019] 1, the user terminal 100 may accept the attachment of a storage medium 1030 such as an external memory card via the input / output IF 14. This allows the user terminal 100 to read programs and data recorded on the storage medium 1030. The program recorded on the storage medium 1030 is, for example, a game program.

[0020] The user terminal 100 may store in the memory 11 of the user terminal 100 a game program acquired by communicating with an external device such as the server 200, or may store in the memory 11 a game program acquired by reading it from the storage medium 1030.

[0021] As described above, the user terminal 100 includes the communication IF 13, the input / output IF 14, the touch screen 15, the camera 17, and the distance measurement sensor 18 as examples of mechanisms for inputting information to the user terminal 100. Each of the above-described units as input mechanisms can be considered as an operation unit configured to accept input operations by the user.

[0022] For example, when the operation unit is configured with at least one of the camera 17 and the distance measurement sensor 18, the operation unit detects an object 1010 near the user terminal 100 and identifies an input operation from the detection result of the object. As an example, a user's hand, a marker of a predetermined shape, or the like is detected as the object 1010, and the input operation is identified based on the color, shape, movement, or type of the object 1010 obtained as the detection result. More specifically, when the user's hand is detected from an image captured by the camera 17, the user terminal 100 identifies and accepts a gesture (a series of movements of the user's hand) detected based on the captured image as the user's input operation. Note that the captured image may be a still image or a video.

[0023] Alternatively, if the operation unit is configured with the touch screen 15, the user terminal 100 identifies and accepts a user operation performed on the input unit 151 of the touch screen 15 as the user's input operation. Alternatively, if the operation unit is configured with the communication IF 13, the user terminal 100 identifies and accepts a signal (e.g., an output value) transmitted from the controller 1020 as the user's input operation. Alternatively, if the operation unit is configured with the input / output IF 14, the user terminal 100 identifies and accepts a signal output from an input device (not shown) connected to the input / output IF 14 that is different from the controller 1020 as the user's input operation.

[0024] <Hardware components of each device> The processor 10 controls the overall operation of the user terminal 100. The processor 20 controls the overall operation of the server 200. The processors 10 and 20 each include a central processing unit (CPU), a micro processing unit (MPU), and a graphics processing unit (GPU).

[0025] The processor 10 reads a program from the storage 12 (described later) and loads it in the memory 11 (described later). The processor 20 reads a program from the storage 22 (described later) and loads it in the memory 21 (described later). The processors 10 and 20 execute the loaded programs.

[0026] Memories 11 and 21 are main storage devices. Memories 11 and 21 are composed of storage devices such as ROM (Read Only Memory) and RAM (Random Access Memory). Memory 11 provides a working area for processor 10 by temporarily storing programs and various data that processor 10 reads from storage 12 (described later). Memory 11 also temporarily stores various data generated while processor 10 is operating according to a program. Memory 21 provides a working area for processor 20 by temporarily storing various programs and data that processor 20 reads from storage 22 (described later). Memory 21 also temporarily stores various data generated while processor 20 is operating according to a program.

[0027] In this embodiment, the program may be a game program for realizing a game by the user terminal 100. Alternatively, the program may be a game program for realizing the game through cooperation between the user terminal 100 and the server 200. Note that a game realized through cooperation between the user terminal 100 and the server 200 may be, for example, a game executed on a browser launched on the user terminal 100. Alternatively, the program may be a game program for realizing the game through cooperation between multiple user terminals 100. Furthermore, the various data include data related to the game, such as user information and game information, as well as instructions or notifications transmitted and received between the user terminal 100 and the server 200 or between multiple user terminals 100.

[0028] The storages 12 and 22 are auxiliary storage devices. The storages 12 and 22 are configured by storage devices such as flash memory or HDDs (Hard Disk Drives). The storages 12 and 22 store various data related to games.

[0029] The communication IF 13 controls transmission and reception of various data in the user terminal 100. The communication IF 23 controls transmission and reception of various data in the server 200. The communication IFs 13 and 23 control, for example, communication via a wireless LAN (Local Area Network), internet communication via a wired LAN, a wireless LAN, or a mobile phone network, and communication using short-range wireless communication, etc.

[0030] The input / output IF14 is an interface through which the user terminal 100 accepts data input and outputs data. The input / output IF14 may input and output data via a USB (Universal Serial Bus) or the like. The input / output IF14 may include, for example, physical buttons, a camera, a microphone, or a speaker of the user terminal 100. The input / output IF24 of the server 200 is an interface through which the server 200 accepts data input and outputs data. The input / output IF24 may include, for example, an input unit which is an information input device such as a mouse or a keyboard, and a display unit which is a device that displays and outputs images.

[0031] The touch screen 15 of the user terminal 100 is an electronic component that combines an input unit 151 and a display unit 152. The input unit 151 is, for example, a touch-sensitive device, and is configured, for example, by a touchpad. The display unit 152 is, for example, configured by a liquid crystal display, an organic EL (Electro-Luminescence) display, or the like.

[0032] The input unit 151 has a function of detecting the position where a user operation (mainly a physical contact operation such as a touch operation, a slide operation, a swipe operation, or a tap operation) is input on the input surface, and transmitting information indicating the position as an input signal. The input unit 151 may be provided with a touch sensing unit (not shown). The touch sensing unit may be of any type, such as a capacitive type or a resistive type.

[0033] Although not shown, the user terminal 100 may include one or more sensors for identifying the holding orientation of the user terminal 100. The sensor may be, for example, an acceleration sensor or an angular velocity sensor. If the user terminal 100 includes a sensor, the processor 10 may identify the holding orientation of the user terminal 100 from the output of the sensor and perform processing according to the holding orientation. For example, when the user terminal 100 is held in portrait orientation, the processor 10 may select portrait screen display, in which a portrait-oriented image is displayed on the display unit 152. On the other hand, when the user terminal 100 is held in landscape orientation, the processor 10 may select landscape screen display, in which a landscape-oriented image is displayed on the display unit. In this way, the processor 10 may be able to switch between portrait screen display and landscape screen display depending on the holding orientation of the user terminal 100.

[0034] The camera 17 includes an image sensor and converts incident light from a lens into an electrical signal to generate a captured image.

[0035] Distance measurement sensor 18 is a sensor that measures the distance to a measurement object. Distance measurement sensor 18 includes, for example, a light source that emits pulse-converted light and a light-receiving element that receives the light. Distance measurement sensor 18 measures the distance to a measurement object based on the timing of light emission from the light source and the timing of light reception of reflected light that is generated when the light emitted from the light source hits the measurement object and is reflected. Distance measurement sensor 18 may also include a light source that emits directional light.

[0036] Here, an example will be further described in which the user terminal 100 receives, as a user input operation, a detection result of an object 1010 detected near the user terminal 100 using the camera 17 and the distance measurement sensor 18. The camera 17 and the distance measurement sensor 18 may be provided, for example, on the side of the housing of the user terminal 100. The distance measurement sensor 18 may be provided near the camera 17. For example, an infrared camera may be used as the camera 17. In this case, the camera 17 may be provided with a lighting device that irradiates infrared light, a filter that blocks visible light, and the like. This can further improve the accuracy of object detection based on images captured by the camera 17, regardless of whether the location is indoors or outdoors.

[0037] The processor 10 may perform, for example, one or more of the following processes (1) to (5) on the image captured by the camera 17. (1) The processor 10 performs image recognition processing on the image captured by the camera 17 to determine whether the captured image includes a user's hand. The processor 10 may use, for example, pattern matching as the analysis technology employed in the image recognition processing. (2) The processor 10 also detects a user gesture from the shape of the user's hand. For example, the processor 10 determines the number of fingers (number of outstretched fingers) of the user from the shape of the user's hand detected from the captured image. The processor 10 further determines the gesture made by the user from the determined number of fingers. For example, if the number of fingers is five, the processor 10 determines that the user has made a "paper" gesture. If the number of fingers is zero (no fingers detected), the processor 10 determines that the user has made a "rock" gesture. Furthermore, if the number of fingers is two, the processor 10 determines that the user has made a "scissors" gesture. (3) The processor 10 performs image recognition processing on the image captured by the camera 17 to detect whether the user's fingers are in a state where only the index finger is extended or whether the user's fingers are flicking. (4) The processor 10 detects the distance between the user terminal 100 and an object 1010 (such as the user's hand) near the user terminal 100 based on at least one of the image recognition results of the image captured by the camera 17 and the output value of the distance measurement sensor 18. For example, the processor 10 detects whether the user's hand is near the user terminal 100 (for example, a distance less than a predetermined value) or far away (for example, a distance equal to or greater than a predetermined value) based on the size of the shape of the user's hand identified from the image captured by the camera 17. Note that if the captured image is a video, the processor 10 may detect whether the user's hand is approaching or moving away from the user terminal 100. (5) If it is determined that the distance between the user terminal 100 and the user's hand is changing while the user's hand is detected based on the image recognition results of the image captured by the camera 17, the processor 10 recognizes that the user is waving their hand in the direction of the camera 17.When the distance measurement sensor 18, which has a stronger directivity than the imaging range of the camera 17, detects an object in some cases but not in others, the processor 10 recognizes that the user is waving their hand in a direction perpendicular to the imaging direction of the camera.

[0038] In this way, the processor 10 detects whether the user has clenched their hand (whether it is a "rock" gesture or another gesture (e.g., "paper")) by performing image recognition on the image captured by the camera 17. The processor 10 also detects the shape of the user's hand and how the user is moving the hand. The processor 10 also detects whether the user is moving the hand toward or away from the user terminal 100. Such an operation can correspond to an operation using a pointing device such as a mouse or a touch panel. For example, the user terminal 100 moves a pointer on the touch screen 15 in accordance with the movement of the user's hand and detects the user's "rock" gesture. In this case, the user terminal 100 recognizes that the user is continuing a selection operation. The continuation of the selection operation corresponds, for example, to the mouse being clicked and kept pressed down, or to the touch panel being kept touched after a touch-down operation. Furthermore, when the user moves his / her hand further while the user's "rock" gesture has been detected, the user terminal 100 can recognize such a series of gestures as an operation corresponding to a swipe operation (or a drag operation). Furthermore, when the user terminal 100 detects a gesture of the user snapping his / her fingers based on the detection result of the user's hand from the image captured by the camera 17, the user terminal 100 may recognize the gesture as an operation corresponding to a mouse click or a tap operation on the touch panel.

[0039] <Game Overview> Game system 1 is a system that provides a user with game media that can be used in a game based on a game program, and determines which game media to provide to the user from among multiple game media contained (associated) in a deck, which is a virtual cabinet, and updates or initializes the multiple game media contained in the deck based on the rarity of the determined game media.

[0040] The game content to be provided to the user may be determined by a process of selecting the game content based on the number of game content contained in the deck, for example, by lottery. In the present embodiment, a process of determining the game content by lottery (hereinafter referred to as lottery process) will be described below. The determined game content will be provided to the user and can be used in game play. Note that the term "providing" a game content to a user refers to storing the game content in memory in association with the user.

[0041] The game contents awarded to the user through the lottery process may include, for example, characters that can be used in the game, objects that are used in association with the characters, etc. The objects that are used in association with the characters may include, for example, items such as weapons and armor that are used in association with the characters, special attacks, recovery skills, skills that change the state of objects such as characters, etc.

[0042] Each of the multiple types of game media that can be contained in a deck is assigned a rarity level. Rarity is a type of game parameter that numerically represents the rarity of a game media in a game. A higher rarity level of a game media indicates a higher rarity (rareness) of the character in the game and indicates a higher degree of advantage (advantage) that the user will gain when using the game media in gameplay. In the present disclosure, the rarity of a game media is assigned a rank of, for example, S, A, B, or C. Hereinafter, game media having a rarity level of S, A, B, or C will be referred to simply as S, A, B, or C-rank game media (e.g., characters, armor, items, etc.), respectively. In this embodiment, the relationship of rarity is S>A>B>C. The rarer the game media, the fewer the number of game media included in the multiple game media to increase the rarity. In other words, the rarer the game media, the lower the likelihood that the user will be able to acquire the game media. Furthermore, the rarer the game media, the higher the advantage in gameplay and therefore the higher the value of the game media in the game. For example, the rarer the game content, the higher the performance of the game content.

[0043] The game executed by game system 1 (hereinafter referred to as the game) is not limited to a specific genre and may be a game of any genre. For example, it may be a game based on sports such as tennis, table tennis, dodgeball, baseball, soccer, or hockey, a puzzle game, a quiz game, a role-playing game (RPG), an adventure game, a shooting game, a simulation game, a training game, or an action game. As an example, the game will be described below as a puzzle game that can be played in stages with predetermined achievement conditions. Details of the game content will be described later.

[0044] Furthermore, the game is not limited to a specific play format, and may be a game of any play format, such as a single-player game played by a single user, a multiplayer game played by multiple users, or, within the multiplayer game, a competitive game in which multiple users compete against each other, or a cooperative game in which multiple users cooperate.

[0045] <Functional configuration of game system 1> 2 is a block diagram showing the functional configuration of the server 200 and the user terminal 100 included in the game system 1. Each of the server 200 and the user terminal 100 may include a functional configuration (not shown) required to function as a general computer, and a functional configuration required to implement well-known functions in the game.

[0046] The user terminal 100 functions as an input device that accepts user input operations and as an output device that outputs game images and sounds. The user terminal 100 functions as a control unit 110 and a storage unit 120 through cooperation of the processor 10, memory 11, storage 12, communication IF 13, input / output IF 14, etc.

[0047] The server 200 has a function of communicating with each user terminal 100 and supporting the user terminal 100 in progressing through the game. If the game is a multiplayer game, the server 200 may have a function of communicating with each user terminal 100 participating in the game and mediating interactions between the user terminals 100. The server 200 functions as a control unit 210 and a storage unit 220 through cooperation of the processor 20, memory 21, storage 22, communication IF 23, input / output IF 24, etc.

[0048] The memory unit 120 and the memory unit 220 store a game program, game information 132, and user information 133. The game program 131 is a game program executed by the user terminal 100. The game program 231 is a game program executed by the server 200. The game information 132 is data referenced by the control unit 110 and the control unit 210 when executing the game program. The user information 133 is data related to the user's account. In the memory unit 220, the game information 132 and the user information 133 are stored for each user terminal 100. The game information 132 stored in the memory unit 220 also includes a probability table that defines the selection probability for each character to be selected in the lottery process. The probability table will be described in detail later.

[0049] (Functional configuration of server 200) The control unit 210 executes the game program 231 stored in the storage unit 220 to exercise overall control over the server 200. For example, the control unit 210 transmits various data, programs, etc. to the user terminal 100. The control unit 210 receives some or all of the game information or user information from the user terminal 100. If the game is a multiplayer game, the control unit 210 may receive a request for multiplayer synchronization from the user terminal 100 and transmit data for synchronization to the user terminal 100.

[0050] The control unit 210 functions as a lottery processing unit 211 in accordance with the description of the game program 231. The control unit 210 can also function as other functional blocks (not shown) to support the progress of the game on the user terminal 100 in accordance with the nature of the game to be executed.

[0051] The lottery running unit 212 runs a lottery to determine the game media to be awarded to the user in response to a request from the user terminal 100. The lottery running unit 212 transmits the result of the lottery to the user terminal 100 that issued the request.

[0052] The update unit 213 updates a deck management table (a plurality of game media contained in a deck) for managing the deck of each user, which will be described later, based on the lottery results, and stores the updated table in the storage unit 220. The initialization processing unit 214 initializes the deck management table based on the lottery results, and stores the updated table in the storage unit 220. In response to a request from the user terminal 100, the game media granting unit 215 performs processing to grant the game media determined by the lottery executing unit 212 to the user (such as updating the game media owned by the user and transmitting information about the game media to the requesting user terminal 100).

[0053] (Functional configuration of user terminal 100) The control unit 110 executes the game program 131 stored in the storage unit 120 to exercise overall control over the user terminal 100. For example, the control unit 110 progresses the game in accordance with the game program 131 and user operations. Furthermore, while the game is progressing, the control unit 110 communicates with the server 200 as necessary to send and receive information.

[0054] The control unit 110 functions as a lottery unit 115, a determination unit 116, a game media management unit 117, and a game progression unit 118 in accordance with the description of the game program 131.

[0055] Note that the control unit 110 can also function as other functional blocks (not shown) in order to progress the game depending on the nature of the game being executed.

[0056] Furthermore, the control unit 110 also functions as an operation reception unit and a display control unit, both not shown. The operation reception unit detects and receives a user's input operation on the input unit 151. For example, the operation reception unit detects the coordinates of the input position on the input unit 151 for the above-mentioned input operation and identifies the type of the input operation. The operation reception unit identifies, for example, a touch operation, a slide operation, a swipe operation, a tap operation, etc. The display control unit outputs, to the display unit 152 of the touch screen 15, a game screen that reflects the results of processing executed by each unit of the control unit 110. The display control unit may display, on the display unit 152, a game screen that includes images generated by each unit of the control unit 110. The display control unit may also draw a graphical user interface (hereinafter, referred to as GUI) superimposed on the game screen.

[0057] The lottery unit 115 requests the server 200 to hold a lottery to determine game media available in the game. The lottery unit 115 also obtains the lottery results from the server 200. For example, the lottery unit 115 requests the server 200 to hold a lottery in exchange for a consumable item owned by the user. The lottery unit 115 may also request the server 200 to hold a lottery when other conditions in the game are satisfied.

[0058] The determination unit 116 executes various determination processes required for the progress of the game. For example, the determination unit 116 determines whether or not a user operation has been performed to instruct the execution of a lottery process.

[0059] The game media management unit 117 manages various game media, such as characters, that are available to the user. The game media management unit 117 stores information representing game media (user-owned game media) that have been granted, for example, by lottery or the like, in the storage unit 120, thereby making the game media available to the user in the game.

[0060] The game progression unit 118 performs various processes related to the execution of the game. For example, the game progression unit 118 interprets the user's instructions indicated by the coordinates of the input position of the input operation received by the operation reception unit 111 and the type of operation, and performs processing to progress the game based on this interpretation.

[0061] 2 are merely examples. The server 200 may have at least some of the functions of the user terminal 100. The user terminal 100 may have at least some of the functions of the server 200. Furthermore, devices other than the user terminal 100 and the server 200 may be components of the game system 1, and some of the processing in the game system 1 may be executed by these other devices. In other words, the computer that executes the game program in this embodiment may be any of the user terminal 100, the server 200, and other devices, or may be realized by a combination of these multiple devices.

[0062] <Deck Management Table> Next, an example of a deck management table will be described with reference to Figure 3. The deck management table is a table for managing decks provided for each user, and is a table for identifying multiple game media contained (associated) with each deck. The deck management table is stored and managed in the user information 133 of the server 200. As shown in Figure 3(A), the deck management table stores information that can identify the "user ID," "deck ID," "number of game media," "rank," and "number contained."

[0063] A "user ID" is an identification code for identifying a user and is assigned to each user. In FIG. 3(A), the user ID is illustrated as a single alphabetic character, such as "a, b, c, ...," but may be composed of a combination of alphabetic characters and numbers, such as "U0001." A "deck ID" is an identification code for identifying a deck and is assigned to each deck. In FIG. 3(A), the deck ID is illustrated in a simplified form, similar to the user ID, but may be composed of a combination of alphabetic characters and numbers, such as "D0001." FIG. 3 shows an example in which one deck is assigned to one user. In the example shown in FIG. 3(A), the deck ID "deck a" is stored for the user ID "a." Note that a user may be assigned not only one deck but also multiple decks. In this case, a lottery may be performed using the corresponding deck depending on the type of lottery request from the user.

[0064] Each deck is associated with the number of game media contained therein. Each game media is assigned a "rank" indicating the rarity level described above and a "name" associated with the game media. In FIG. 3(A), the names of multiple types of game media are illustrated in katakana, such as "A" through "N." For example, "A" through "O" are defined as S-rank game media, "Ka" through "Ko" are defined as A-rank game media, "Sa" through "So" are defined as B-rank game media, and "Ta" through "N" are defined as C-rank game media. An initial deck (a deck that has never been drawn) is associated with game media determined by lottery or other means from multiple types of game media, such that there is 1 S-rank, 10 A-rank, 30 B-rank, and 59 C-rank game media, for a total of 100. The "number of game media contained" indicates the total number of game media contained in the deck. Therefore, for example, the probability of winning an S-rank game medium is 1 / 100, and the probability of winning an A-rank game medium is 10 / 100.

[0065] Deck a corresponding to user a in Figure 3(A) is associated with one game medium "A" as S rank, one each of game media "K" and "K" as A rank, and eight other game media (such as "K" indicated by "..." in Figure 3, etc.) as S rank, two game media "S" as B rank, one game medium "S" as B rank, and 27 other game media (such as "S" indicated by "..." in Figure 3, etc.) as B rank, and three game media "T" as B rank and 56 other game media (such as "T" indicated by "..." in Figure 3, etc.) as C rank. Deck b corresponding to user b is associated with one game medium "I" as S rank, two game media "K" as B rank, and eight other game media (such as "C" indicated by "..." in Figure 3, etc.) as S rank, one game medium "S" as B rank, and 29 other game media (such as "S" as B rank), and two game media "T" as B rank and 57 other game media (such as "C" as B rank). Similarly, for decks corresponding to other users (see user c and user d), game media are associated with them, determined by lottery or other means, so that there is 1 S rank, 10 A rank, 30 B rank, and 59 C rank, for a total of 100.

[0066] 3, the number of contained items is set to 100, but this is not particularly limited to this, and depending on the embodiment, it may be 1 or more, less than 100, or more than 100. Also, in this embodiment, the types of game media contained in the deck differ for each user, but the deck contents may be the same and assigned to each user.

[0067] In this embodiment, if a game medium of a rank other than S rank is determined by the lottery process, the determined game medium is subtracted from the deck and the deck is updated by adding the game medium determined by lottery from the S rank. If a game medium of S rank is determined, the deck is initialized. Note that instead of subtracting the determined game medium, one of the game media of the same rank as the determined game medium may be subtracted, or the contents of the game medium may be shuffled at this time. An example of shuffling the contents of the game medium will be described later. Next, with reference to the lottery process flow, deck updating and initialization when the lottery process is performed will be described.

[0068] <Lottery processing flow> The flow of the lottery process in one embodiment of the present disclosure will be described with reference to Fig. 4. Fig. 4 is a flowchart showing an overview of the process of updating or initializing a deck corresponding to a user based on the rank of the game content determined by the lottery process. The lottery process flow shown in Fig. 4 is executed on the server 200 side in response to a lottery request from a user (when lottery request information (including a user ID, etc.) is received).

[0069] In step S01, the deck corresponding to the user who has requested the lottery is identified. The control unit 210 identifies the deck corresponding to the user from the information in the deck management table stored in the user information 133 of the storage unit 220. When a lottery request is made by user a, deck a corresponding to user a in FIG. 3(A) is identified.

[0070] In step S02, a game medium selected from the plurality of game mediums contained in the (identified) deck corresponding to the user is granted to the user. The lottery execution unit 212 selects a game medium from the plurality of game mediums contained in the deck corresponding to the user by random lottery or the like. The game medium granting unit 215 grants the determined game medium to the user.

[0071] In step S03, it is determined whether the determined game media is S rank. The control unit 210 determines the rank of the determined game media. If the determined game media is not determined to be S rank, the process proceeds to step S04. On the other hand, if the determined game media is determined to be S rank, the process proceeds to step S05.

[0072] In step S04, the deck is updated based on the determined game media. The update unit 213 deletes the determined game media from the deck and updates the deck by adding randomly determined S-rank game media.

[0073] In step S05, the deck is initialized based on the determined game media. If the determined game media are S rank, the initialization processing unit 214 initializes the deck. This updates the deck to the initial deck. As described above, the initial deck is a deck associated with game media determined by lottery or the like so that there is one S rank, ten A rank, thirty B rank, and fifty-nine C rank game media, for a total of 100 game media.

[0074] In step S06, processing is performed to notify the user of the deck contents. The game progression unit 118 outputs information for displaying the deck contents (e.g., the assigned game media, the number of game media of each rank contained in the deck after the lottery, the number of game media contained in the deck, the winning probability of each rank game media, etc.) on the user terminal. By notifying the user of the assigned game media and the deck contents after the lottery, the user can know the number of S-rank game media in the current deck and determine the probability of winning in a subsequent lottery (number of S-rank game media / number contained). When the number of game media of higher ranks is increasing, the user's motivation to participate in the lottery increases.

[0075] As described above, according to the embodiment of the present invention, each user is individually assigned a deck containing a predetermined number of game contents. Based on a lottery operation by each user, game contents to be assigned to the user are determined by lottery from among the game contents contained in the deck and assigned to the user (step S01 in FIG. 4). If the determined game contents are not S-rank, the game contents are removed from the deck assigned to the user, and the deck is updated by being replenished with S-rank game contents determined by lottery instead (step S04 in FIG. 4). In this embodiment, the above process is repeated until S-rank game contents are determined (until step S03 in FIG. 4 returns YES). If S-rank game contents are determined, the deck is initialized. In other words, the deck is updated so that the more game contents other than S-rank are determined, the easier it is for the user to acquire S-rank game contents. Furthermore, the updated deck contents are disclosed to the user, so the user can recognize that the number of S-rank game contents has increased and that they are now easier to acquire.

[0076] FIG. 3B is a diagram illustrating an example of the deck management table after user a performs a lottery process once in the state shown in FIG. 3A. FIG. 3B illustrates a case in which an A-rank "Ka" is determined from among the game contents associated with deck a corresponding to user a in FIG. 3A through the lottery process. When an A-rank "Ka" is determined as a result of the lottery process performed on deck a corresponding to user a, the A-rank "Ka" in deck a corresponding to user a is deleted from deck a, and the deck is updated by adding the S-rank game contents (here, "I") determined by lottery (step S04 in FIG. 4). As shown in the gray area in FIG. 3B, in the deck management table, the number of A-rank "Ka" characters is updated from "1" to "0," and the number of S-rank "I" characters is updated from "0" to "1." In this embodiment, regardless of the lottery result, the number of contained items does not change before and after the lottery. As a result, the number of items contained in deck a remains the same, but the number of S-rank game media contained in deck a becomes two, making it easier for users to win S-rank game media. Specifically, the probability of winning an S-rank game medium becomes 2 / 100.

[0077] FIG. 3(C) is a diagram illustrating an example of the deck management table after user a performs a lottery process once in the state shown in FIG. 3(B). FIG. 3(C) illustrates a case in which a B-rank "S" is determined from among the game media associated with deck a corresponding to user a in FIG. 3(B) through the lottery process. When a B-rank "S" is determined as a result of the lottery process performed on deck a corresponding to user a, the determined (winning) B-rank "S" is deleted from the deck, and the deck is updated by adding one S-rank game media (here, "U") determined by lottery (step S04 in FIG. 4). As shown in the gray area in FIG. 3(C), in the deck management table, the number of B-rank "S" characters is updated from "2" to "1," and the number of S-rank "U" characters is updated from "0" to "1." As a result, the number of S-rank game media included in deck a remains unchanged, but the number of S-rank game media included in deck a becomes three, making it even easier for the user to win S-rank game media. Specifically, the probability of winning an S-rank game medium is 3 in 100. Thereafter, each time a game medium of a rank other than S is awarded, the number of S-rank game mediums that can be accommodated increases, thereby improving the probability of winning an S-rank game medium.

[0078] FIG. 3(D) is a diagram showing an example of the deck management table after user a performs a lottery process once in the state shown in FIG. 3(C). FIG. 3(D) illustrates a case in which an S-rank "B" is determined from among the game media associated with deck a corresponding to user a in FIG. 3(C) through the lottery process. When an S-rank "A" is determined as a result of the lottery process performed on deck a corresponding to user a, deck a is initialized (step S05 in FIG. 4). As a result, the number of S-rank game media included in deck a is returned to its initial state. For deck a in the deck management table, a plurality of game media are set by lottery or the like to a total of 100, including 1 S-rank, 10 A-rank, 30 B-rank, and 59 C-rank game media, and the initial state is established. Similarly, for other users, in response to a lottery request from the other user, the game media to be granted is determined based on the deck corresponding to that user (for example, deck b for user b), and the deck corresponding to that user is updated according to the rank of the game media (steps S04, S05).

[0079] In this way, the number of S-rank game media in the deck is increased each time a lottery is held until the user is awarded an S-rank game medium. Therefore, each time a user is awarded a game medium other than S-rank in a lottery, the user becomes more likely to obtain an S-rank game medium in subsequent lotteries.

[0080] <Effects of the First Embodiment> According to the first embodiment, if no S-rank game media are determined, the deck is updated by subtracting the determined game media and adding the S-rank game media determined by lottery, as shown in step S04 of FIG. 4. In this embodiment, this process is repeated until S-rank game media are determined. Therefore, the number of S-rank game media in the deck continues to increase through updates until S-rank game media are determined. This allows the user to be provided with a deck with an increased number of S-rank game media, thereby rescuing users who were unable to obtain S-rank game media.

[0081] Furthermore, according to this embodiment, once an S-rank game content is determined, the deck corresponding to the user is initialized as shown in step S05 of Figure 4. This allows the rarity of the S-rank game content to be restored to an appropriate value, preventing the user's advantage from becoming too high.

[0082] According to this embodiment, as shown in step S04, if the determined game media are not S-rank, a game media selected by random drawing or the like from among the plurality of types of game media that are S-rank is added. This allows the newly added S-rank game media to be varied randomly, thereby increasing attention to which game media will be added.

[0083] 4, the game media to be determined in step S03 are S-rank game media, which are the game media that are initially included in the deck in the fewest number among multiple types of game media and have the highest degree of advantage in the game. Therefore, when any of the A-rank to C-rank game media other than S-rank is determined as the game media to be awarded, the S-rank game media is reliably added, which prevents disappointment to the user compared to adding A-rank game media by lottery.

[0084] [Embodiment 2] Next, another embodiment of the present invention (also referred to as embodiment 2) will be described with reference to Figures 5 and 6. The server device 200 according to embodiment 2 has a deck management table with substantially the same configuration as that of the embodiment shown in Figures 1 and 2, and therefore detailed description of parts common to embodiment 1 shown in Figures 1 and 2 will be omitted.

[0085] Next, an example of a deck management table will be described using Figure 5. The deck management table is a table for managing decks provided for each user, and is a table for identifying multiple game media contained (associated) with each deck. The deck management table is stored and managed in the user information 133 of the server 200. Figure 5(A) is essentially the same as Figure 3(A) except for the inclusion of an "initial setting number," and therefore a description thereof will be omitted. The "initial setting number" is the number of items per rank that can be stored in the initial deck (the number of items of each rank in the initial deck).

[0086] <Lottery processing flow> The flow of the lottery process in embodiment 2 will be described with reference to Fig. 6. Fig. 6 is a flowchart showing an overview of the process of updating or initializing a deck corresponding to a user based on the rank of the game content determined by the lottery process. Steps S01 to S03, S05, and S06 in this embodiment are common to the above embodiment, and therefore detailed description thereof will be omitted.

[0087] In step S04', the deck is updated based on the determined game media. The update unit 213 randomly determines (shuffles) game media for each rank so that the number of game media of the same rank as the determined game media is equal to the number of game media of each rank (the number of game media that can be stored for each rank) set in the deck, and stores (associates) the game media in the new deck. Thus, in the second embodiment, if the game media assigned to the user is not S rank, the number of game media of the assigned rank (the number that can be stored) is decremented by one, and the deck is updated by randomly determining game media for each rank so that the number of game media of each rank (the number that can be stored) is equal to the number of game media of each rank. In the second embodiment, step S04' is repeated with each randomly determined game media until S rank game media are assigned to the user. On the other hand, if S rank game media are determined, the deck is initialized (step S05). Therefore, the number of game media in a deck decreases as more game media other than S rank are assigned, making it easier for each user to acquire S rank game media in the deck. Furthermore, since the contents of the game media are shuffled each time the deck is updated, the user may be able to reacquire the same game media. When the same game media is acquired, it is advantageous to combine (consume) them to increase the level of the game media or increase the upper limit of the game media's abilities (limit break). Furthermore, since the updated deck contents are disclosed to the user, the user can recognize that the number of S-rank game media has increased and that they are now easier to acquire.

[0088] FIG. 5B is a diagram illustrating an example of the deck management table after user a performs a lottery process once in the state shown in FIG. 5A. FIG. 5B illustrates a case in which a rank A "Ka" is determined by lottery from among the game media associated with deck a corresponding to user a in FIG. 5A. When a rank A "Ka" is determined as a result of the lottery process performed on deck a corresponding to user a, the number of rank A game media that can be stored in deck a corresponding to user a is reduced from "10" to "9," and game media for each rank are determined by lottery (shuffled) so that the number of game media for each rank after the reduction is achieved, and the deck is updated to include the game media (step S04' in FIG. 6). As a result, the number of game media that can be stored in deck a is reduced from "100" to "99," making it easier for the user to win a rank S game medium. Since the game media are shuffled, the user can obtain the same game media in subsequent lotteries.

[0089] FIG. 5C illustrates an example of the deck management table after user a performs a lottery in the state shown in FIG. 5B. FIG. 5C illustrates a case in which a B-rank "S" game content is determined by lottery from among the game content associated with deck a corresponding to user a in FIG. 5B. When a B-rank "S" game content is determined as a result of the lottery for deck a corresponding to user a, the number of B-rank game content that can be stored in deck a corresponding to user a is reduced from "30" to "29." Game content for each rank is then randomly determined (shuffled) to match the reduced number of game content, and the deck is updated to include the game content (step S04' in FIG. 6). As a result, the number of game content stored in deck a is reduced from "99" to "98," making it easier for the user to acquire S-rank game content contained in deck a. Furthermore, by shuffling the game content, the user can acquire the same game content in subsequent lotteries.

[0090] 5(D) is a diagram showing an example of the deck management table after user a has performed a lottery process once in the state shown in FIG. 5(C). FIG. 5(D) illustrates a case in which an A rank "A" is determined by lottery from among the game media associated with deck a corresponding to user a in FIG. 5(C). When an A rank "A" is determined as a result of the lottery process performed on deck a corresponding to user a, deck a is initialized (step S05 in FIG. 6). As a result, the number of game media contained in deck a and the number of game media of each rank are returned to their initial values.

[0091] <Effects of the Second Embodiment> According to the second embodiment, if no S-rank game media are determined, the deck is updated to include game media determined for each rank so that the number of game media contained in the deck is equal to the number of game media that can be contained in the rank to which the determined game media belong, minus one, as shown in step S04′ of FIG. In the second embodiment, this process is repeated until an S-rank game media is determined. Therefore, the proportion of S-rank game media in the total number of game media contained increases, thereby increasing the probability of winning an S-rank game media. Furthermore, by performing a lottery for the deck up to 100 times, S-rank game media are reliably awarded, providing a sense of security to the user. Furthermore, the contents of the deck are shuffled each time the deck is updated, so there is a possibility that the same game media will be acquired. This ensures that the user obtains the number of S-rank game media and can increase the advantage of the game media themselves by obtaining the same game media in the deck.

[0092] When shuffling in step S04', the deck may be configured to contain a higher proportion of game media identical to the game media awarded in step S02 than other game media. This allows players to anticipate that when a game medium other than S rank is awarded, the same game medium will be awarded in a subsequent drawing, thereby increasing the advantage of that game medium itself.

[0093] <Modification> Modifications of the above-described embodiment are listed below.

[0094] (1) In the above embodiment, as shown in step S04 of Fig. 4, when a game medium other than an S-rank game medium is determined, the determined game medium is subtracted and a game medium determined by lottery from the S-rank game medium is added. However, when an A-rank game medium is determined, the determined game medium may not be subtracted, and the state of the deck management table before the lottery may be maintained.

[0095] (2) In the above embodiment, an example was described in which S-rank game media corresponding to the second attribute are granted to a user in step S03, and thereby multiple game media contained in a deck corresponding to the user are initialized in step S05. However, the initialization in step S05 may be triggered by granting a predetermined number (e.g., two or more) of S-rank game media corresponding to the second attribute, and the processing of step S04 or S04' may be performed until the predetermined number of S-rank game media are granted, even when S-rank game media are granted.

[0096] (3) In the above embodiment, when the S-rank game medium corresponding to the second attribute is not granted to the user in step S03, the process always proceeds to step S04 or step S04' to perform processing to improve the probability of winning the S-rank game medium. However, the process may proceed to step S04 or step S04' to perform processing to improve the probability of winning the S-rank game medium only when the S-rank game medium corresponding to the second attribute is not granted to the user in step S03 and a predetermined condition is met. However, when the S-rank game medium corresponding to the second attribute is not granted to the user in step S03 and the predetermined condition is not met, the process may proceed to step S06 or the like without proceeding to step S04 or step S04'. The predetermined condition may be met, for example, when the number of times step S04 or step S04' has been performed before the initialization process in step S05 is performed is less than a maximum number of times (e.g., 10 times), or when the user wins a predetermined lottery (e.g., a lottery with an 80% chance of winning).

[0097] (4) In the above embodiment, step S04 is described as an example in which the game media determined in step S02 are subtracted from the total. However, this is not limited to this. Alternatively, game media of the same rank as the determined game media may be selected by random lottery and subtracted. Furthermore, in step S04 in the above embodiment, while an example in which a game medium determined by lottery from S rank is added is described as an example in which a game medium determined by lottery from S rank is added, this is not limited to this. Alternatively, predetermined S rank game media may be added. Alternatively, a lottery may be held to determine whether to add S rank game media, and S rank game media may be added only if the lottery is won, and no game media may be added if the lottery is not won.

[0098] (5) In step S04' in the above embodiment, an example was described in which all game media from rank S to rank C are newly set (shuffled) so that the number is the number obtained by subtracting the number of game media of the same rank as the game media determined in step S02. However, this is not limited to this. Only game media of the same rank as the determined game media may be newly set so that the number is the number obtained by subtracting the number of game media of the same rank, and game media of other ranks may be maintained. Alternatively, game media other than rank S may be newly set and only game media of rank S may be maintained.

[0099] (6) In the above embodiment, an example is shown in which a lottery is drawn once in response to a user operation, but the present invention can also be applied to a system in which a predetermined number of consecutive lotteries are drawn in response to an operation (for example, a 10-consecutive gacha). Specifically, when a predetermined number of consecutive lotteries are drawn, the processing of steps S01 to S05 in Fig. 4 or 6 may be repeated for each lottery, and when the predetermined number of lotteries have been drawn, the processing of step S06 may be performed.

[0100] [Software implementation example] The control blocks of the control unit 210 (particularly, the lottery execution unit 212) and the control blocks of the control unit 110 (particularly, the lottery unit 115, the judgment unit 116, the object management unit 117, and the game progression unit 118) may be realized by a logic circuit (hardware) formed on an integrated circuit (IC chip) or the like, or may be realized by software using a CPU (Central Processing Unit).

[0101] In the latter case, an information processing device equipped with control unit 210 or 110, or both, includes a CPU that executes instructions for a program, which is software that realizes each function; a ROM (Read Only Memory) or storage device (these are referred to as "recording media") on which the program and various data are recorded so as to be readable by a computer (or CPU); and a RAM (Random Access Memory) on which the program is deployed. The object of the present invention is achieved when the computer (or CPU) reads and executes the program from the recording media. The recording media may be "non-transitory tangible media," such as tapes, disks, cards, semiconductor memories, and programmable logic circuits. The program may also be supplied to the computer via any transmission medium capable of transmitting the program (such as a communication network or broadcast waves). One aspect of the present invention may also be realized when the program is embodied by electronic transmission in the form of a data signal embedded in a carrier wave.

[0102] The present invention is not limited to the above-described embodiments, and various modifications are possible within the scope of the claims. Embodiments obtained by appropriately combining the technical means disclosed in different embodiments are also included in the technical scope of the present invention.

[0103] [Additional Notes] The contents relating to one aspect of the present invention are as follows.

[0104] (Item 1): According to one aspect of an embodiment of the present disclosure, there is provided a game program executed on a computer having a processor and a memory, the game program causing the processor to execute the following steps: setting a plurality of game media that can be granted to a user from among a plurality of types of game media that are predetermined for the user (step S01); and determining, in accordance with the user's operation, game media to be granted to the user from among the plurality of game media identified for the user (step S02). Each of the plurality of types of game media that are predetermined has one of a plurality of attributes that includes a first attribute and a second attribute that is more advantageous to the user than the first attribute. In the setting step (step S01), the game media having the first attribute are determined as the game media to be granted to the user in the determining step (step S02). As a result, a plurality of game media obtained by subtracting the game media determined to be granted from the plurality of game media set for the user and adding the game media having the second attribute is newly set as a plurality of game media that can be granted to the user (step S04).

[0105] (Item 2): In (Appendix 1), the setting step (step S01) determines the game media to be assigned to the user that have the second attribute defined in the determining step (step S02), thereby initializing and setting multiple game media corresponding to the user (step S05).

[0106] (Item 3): In (Appendix 1) or (Appendix 2), the setting step (step S01) randomly determines a game medium to be added to the multiple game media that can be granted from multiple game media for which the second attribute has been defined among multiple types of game media that have been predetermined (step S04).

[0107] (Item 4): In any of (Appendix 1) to (Appendix 3), the second attribute is the attribute among the plurality of attributes that is most advantageous to the user, and the first attribute is all attributes among the plurality of attributes that are different from the second attribute.

[0108] (Item 5): According to an aspect of an embodiment disclosed herein, there is provided a gaming method executed in a computer having a processor and a memory, the gaming method comprising: The method includes the steps of: setting a plurality of game media that can be granted to a user from among a plurality of types of game media that are predetermined for the user; and determining, in accordance with the user's operation, game media to be granted to the user from among the plurality of game media identified for the user, wherein each of the plurality of types of game media that are predetermined has one of a plurality of attributes that includes a first attribute and a second attribute that is more advantageous to the user than the first attribute. In the setting step, the game media having the first attribute is determined as the game media to be granted to the user in the determining step, and a plurality of game media consisting of the game media determined to be granted from the plurality of game media set for the user and the game media having the second attribute is added to the plurality of game media that can be granted to the user are newly set.

[0109] (Item 6): According to one aspect of an embodiment of the present disclosure, an information processing device includes a memory unit that stores a game program and a control unit that controls operation of the information processing device by executing the game program, wherein the control unit includes the steps of: setting a plurality of game media that can be granted to a user from among a plurality of types of game media that are predetermined for the user; and determining, in accordance with the user's operation, game media to be granted to the user from among the plurality of game media identified for the user, wherein each of the plurality of types of game media that are predetermined has one of a plurality of attributes that includes a first attribute and a second attribute that is more advantageous to the user than the first attribute, and the setting step determines, in the determining step, game media having the first attribute as the game media to be granted to the user, thereby subtracting the game media determined to be granted from the plurality of game media set for the user and adding game media having the second attribute, and newly setting, as a plurality of game media that can be granted to the user,

[0110] (Item 7): According to one aspect of another embodiment of the present disclosure, there is provided a game program executed on a computer having a processor and a memory, the game program causing the processor to execute the following steps: setting a plurality of game media that can be granted to a user from among a plurality of types of game media that are predetermined for the user (step S01); and determining, in accordance with the user's operation, game media to be granted to the user from among the plurality of game media identified for the user (step S02), wherein each of the plurality of types of game media that are predetermined has one of a plurality of attributes that includes a first attribute and a second attribute that is more advantageous to the user than the first attribute; and in the setting step, by determining in the determining step the game media that have the first attribute defined as the game media to be granted to the user, newly set a plurality of game media so that the number of the plurality of game media equals the number of each attribute defined for the plurality of game media set for the user minus the first attribute (step S04'). [Explanation of symbols]

[0111] 1 Game system, 2 Network, 10, 20 Processor, 11, 21 Memory, 12, 22 Storage, 13, 23 Communication IF (operation unit), 14, 24 Input / output IF (operation unit), 15 Touch screen (display unit, operation unit), 17 Camera (operation unit), 18 Distance measurement sensor (operation unit), 100 User terminal (information processing device), 110, 210 Control unit, 115 Lottery unit, 116 Determination unit, 117 Object management unit, 118 Game progress unit, 120, 220 Memory unit, 131, 231 Game program, 132 Game information, 133 User information, 151 Input unit (operation unit), 152 Display unit, 200 Server, 212 Lottery execution unit, 213 Update unit, 214 Initialization processing unit, 215 Game medium granting unit, 1010 Object, 1020 Controller (operation unit), 1030 storage medium

Claims

1. A computer, a setting means for setting a lottery table configured with a predetermined number of objects associated with any of a plurality of attributes including a first attribute and a second attribute that is more advantageous than the first attribute, in accordance with a user; a determination means for determining an object to be given to a user from the set lottery table in response to an operation by the user; functioning as an initialization means for initializing the set lottery table to a first lottery table; The setting means A second lottery table can be set in which the predetermined number is equal to the number of objects having the first attribute subtracted from the predetermined number, and the number of objects having the second attribute is added to the predetermined number, The initialization means A program that initializes the second lottery table in response to a predetermined number of objects associated with the second attribute being given to a user from the second lottery table.

2. The setting means: The program of claim 1, wherein the second lottery table is set to relatively increase the probability of an object with the second attribute being determined when an object associated with the second attribute from the second lottery table is not given to the user and a predetermined condition is met.

Citation Information

Patent Citations

  • Compressed gas circuit breaker

    JP1978035969A

  • Server device for providing game

    JP2013247977A

  • Program, game apparatus, and server system

    JP2017035236A

  • Information processing device, game program, and information processing method

    JP2018143500A

  • Game program, game method and information processing apparatus

    JP2021153902A