Information processing device, information processing method, and program
A lottery system with switchable modes addresses the challenge of maintaining game balance and user satisfaction by allowing users to choose between restrictive and non-restrictive lottery modes, enhancing engagement and satisfaction.
Patent Information
- Application Number
- JP2024117908
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-07-23
- Publication Date
- 2026-03-05
- Estimated Expiration
- 2039-12-10
AI Technical Summary
Existing lottery systems in games face challenges in maintaining game balance while ensuring rare objects retain their value and user satisfaction, as lenient initialization conditions lead to overuse of rare objects, reducing their value, and strict conditions lead to user dissatisfaction.
Implementing a lottery system with switchable modes: a first mode that restricts drawing identical objects until used and a second mode with no restrictions, allowing users to select the mode based on their play style.
This approach enhances user engagement by allowing personalized play experiences, increasing anticipation and satisfaction through balanced lottery outcomes.
Smart Images

Figure 0007824540000001 
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Figure 0007824540000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing device, an information processing method, and a program. [Background technology]
[0002] BACKGROUND ART Conventionally, in games such as online games, a lottery is held in response to a user's request, and an object selected by the lottery (for example, a character or an item that can be used in the game) is given to the user.
[0003] For example, Patent Document 1 discloses that in a lottery, an object is selected from a deck containing a finite number of objects (referred to as "game media" in Patent Document 1) based on the probability of winning set for each object, and the selected object is then removed from the deck and given to the user. [Prior art documents] [Non-patent literature]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-247977 Summary of the Invention [Problem to be solved by the invention]
[0005] In the lottery shown in Patent Document 1, the number of objects contained in the deck that are eligible for the lottery decreases with repeated lottery draws. Therefore, it is necessary to initialize the deck as appropriate under predetermined initialization conditions to restore the number of objects. However, if the initialization conditions are too lenient, rare objects (strictly speaking, rare objects with a low probability of winning in the lottery) will continue to be selected with a high probability for a long period of time, which may reduce the value of the rare objects and ultimately make the game less enjoyable. On the other hand, if the initialization conditions are too strict, users will become dissatisfied. As such, in games that involve lotteries, it has been difficult to achieve an optimal game balance that can maintain the value of rare objects while improving user satisfaction with the game.
[0006] Therefore, an object of the present invention is to provide an information processing device, an information processing method, and a program that can increase expectations for the lottery while maintaining game balance, and improve users' game satisfaction. [Means for solving the problem]
[0007] An information processing device according to one aspect of the present invention has a lottery unit that draws for objects that can be used in a game, and the lottery unit provides switchable modes between a first mode that restricts the lottery so that an object identical to a lottery result object is not drawn until the user uses the lottery result object that is the result of the lottery, and a second mode that does not restrict the lottery regardless of whether the user uses the lottery result object. [Effects of the Invention]
[0008] According to one aspect of the present invention, a first mode that restricts the lottery so that an object identical to an object already drawn will not be drawn until the lottery result object is used, and a second mode that does not restrict the lottery but the use of the lottery result object does not affect the lottery result are provided in a switchable manner, thereby increasing anticipation for the lottery while maintaining game balance and improving users' game satisfaction. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a conceptual diagram of a game system including an information processing device according to an embodiment of the present invention. [Figure 2] 10A and 10B are diagrams illustrating an example of a screen transition when a lottery mode is selected. [Figure 3] FIG. 10 is a diagram showing an example of a lottery result list screen in the first mode. [Figure 4] 1 is a diagram illustrating the hardware configuration of an information processing device and a terminal according to an embodiment of the present invention. [Figure 5] FIG. 2 is an explanatory diagram of functions of a terminal according to an embodiment of the present invention. [Figure 6] FIG. 2 is an explanatory diagram of functions of a server that constitutes an information processing apparatus according to an embodiment of the present invention. [Figure 7] 10 is a flowchart showing the flow of a lottery mode switching process. [Figure 8] 10 is a flowchart showing the flow of a lottery mode switching process. [Figure 9] 10 is a flowchart showing the flow of a lottery process in the first mode. [Figure 10] 10 is a flowchart showing the flow of a lottery process in a second mode. [Figure 11] 10 is a flowchart showing the flow of an object conversion process. DETAILED DESCRIPTION OF THE INVENTION
[0010] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An information processing device, an information processing method, and a program according to the present invention will be described in detail below with reference to preferred embodiments shown in the accompanying drawings. It should be noted that the embodiment described below is merely an example given to facilitate understanding of the present invention and is not intended to limit the present invention. That is, the present invention may be modified or improved from the embodiment described below without departing from the spirit of the present invention. Furthermore, it goes without saying that the present invention also includes equivalents thereof. Furthermore, the screen examples shown in each figure referenced in the following description are merely examples, and the screen configuration examples, the displayed information, and the specific contents of the GUI (Graphical User Interface), etc., can be freely designed and changed according to the design specifications and user preferences.
[0011] <About the game> The communication system shown in FIG. 1 (hereinafter referred to as game system S) is a communication system including an information processing device according to one embodiment of the present invention (hereinafter referred to as server 30), and provides a game to a user U.
[0012] The "game" is an online game provided using the game system S, and is an electronic game in which the player progresses (hereinafter referred to as "play") by completing various quests (events) that occur. In this embodiment, an example of the game is a game in which the user U forms a team of multiple characters (for example, a group of four), controls the characters using predetermined actions to fight enemy characters, and progresses by sequentially challenging and clearing multiple quests provided in the game. In addition, in the game of this embodiment, the user U can enter a lottery to obtain various objects that can be used in the game.
[0013] A "quest" refers to a task given to the user U in the game, i.e., an individual event that constitutes the game. Each quest has a set period of time and conditions for achievement, and various types arise as the game progresses. Examples of quests include quests whose objective is to reach a certain point, quests in which the player encounters or fights enemy characters, and quests in which items can be obtained. Completing a quest by fulfilling the set conditions for achievement is called clearing the quest, and upon clearing the quest, the user U can receive a clear reward.
[0014] "Objects" include, for example, characters that move in response to user U's operations in the game, and items that give the user an advantage in the game. The number of objects held increases depending on the results of a lottery (winning), and decreases as the object is consumed or discarded in the game.
[0015] A "lottery" is one of the events in the game in which the above objects can be obtained, and is carried out at the request of user U while playing the game. In the lottery, multiple objects with different winning probabilities are prepared as candidates, and one or a predetermined number of objects are selected from the multiple candidate objects, and the selected objects are given to user U as lottery result objects. Generally, rare objects with a low winning probability are called high rarity objects.
[0016] There are various types of lotteries, including, for example, a "single-shot" lottery that is held only once, and an "N-series" lottery that is held N times in a row (N is a natural number greater than or equal to 2). There are also various conditions for holding a lottery, including a lottery that can be held by consuming a lottery item that can be obtained for free, a lottery that can be held by consuming a lottery item that has been purchased for a fee, and a lottery that can be held as a reward for completing a quest.
[0017] In this embodiment, for example, a lottery result object won in a lottery that can be held as a clear reward is an item that has an effect of changing the ability of the character who uses the lottery result object. There are various effects that change these abilities, and ranks are determined according to the magnitude of the effect. Note that in this embodiment, the user U can determine the rank of the lottery result object when he or she wins, but cannot determine the type of effect that occurs when using the lottery result object until he or she actually uses it. Furthermore, the effect that occurs when using the lottery result object is reflected in the next quest and thereafter.
[0018] "Changing abilities" means changing the abilities of a character, and examples include the following changes. Note that, while these changes are basically advantageous to the user U, they do not exclude changes that are disadvantageous to the user U. (a) Strengthen the character by improving its parameters (setting data related to level, stamina, attack power, speed, luck, etc.). (b) The maximum value of the predefined ability of the parameters of the character is increased to further strengthen the character. (c) Add special abilities (techniques, etc.) to the character. (d) Changing the special abilities a character possesses. (e) Entitle a character to take on special quests. (f) Changing the attributes of a character, for example, changing the character's occupation from Occupation A to Occupation B.
[0019] Furthermore, the lottery result object won in the lottery held as a clear reward can only be used by the character set as the team leader. In other words, one lottery result object cannot be used by multiple characters, and cannot be used by any character other than the team leader.
[0020] The "leader" refers to, for example, a character set at the head of the team members, who can use the lottery result object that he or she has obtained. Conditions may be set for the characters that can be set as leaders, for example, they may be limited to characters who possess a predetermined item, or to characters above a predetermined level.
[0021] Furthermore, as a general rule, only one lottery result object's effect is generated per character, and if a character is used multiple times, the effect of the lottery result object used later is overwritten. However, for characters that have reached a certain level, the effects of multiple lottery result objects may be generated simultaneously.
[0022] In this embodiment, for example, two types of lottery modes with different specifications are prepared for the lottery that can be held as a clear reward, and the user U can select and set any lottery mode for each stage or each owned character. Note that, "each stage" here may be for each quest, or may be a quest (small quest) that is a unit obtained by further dividing a quest, or may be a quest (large quest) that is a unit obtained by combining multiple quests.
[0023] Here, with reference to FIG. 2, a description will be given of screen transitions when selecting and setting a lottery mode for each stage. As shown in FIG. 2, when a user U attempts a specific quest in which a lottery is held as a reward for completion, the user terminal 10 first displays a lottery mode selection screen 40 for selecting one of two lottery modes: a first mode and a second mode. The lottery mode selection screen 40 displays a first mode selection button 41 and a second mode selection button 42. When the user U taps the first mode selection button 41, the screen transitions to a first mode selection screen 43. On the other hand, when the user U taps the second mode selection button 42, the screen transitions to a second mode selection screen 44. The first mode selection screen 43 or the second mode selection screen 44 displays a screen for selecting multiple sub-quests included in the quest, each of which differs in difficulty level, the types of objects obtainable, etc. (e.g., quests such as "XXXX(A)" or "YYYY(A)"). The displayed candidate sub-quests are the same in both the first mode and the second mode. However, due to differences in the specifications of the two modes, the first mode selection screen 43 displays a counter 45 indicating the number of lottery result objects. Then, the user U selects any small quest on the first mode selection screen 43 or the second mode selection screen 44 and taps or the like to play the game. Note that in this embodiment, the lottery mode can be set each time a small quest is selected, and the user U can check the lottery mode that is currently set both when attempting a small quest and when completing the small quest.
[0024] The "first mode" is a mode in which a lottery restriction is imposed so that an object identical to the lottery result object is not drawn until the user U uses the lottery result object. Specifically, in the first mode, objects that are candidates for the lottery result object are contained in a virtual box, and the number of objects in the box is limited, thereby setting an upper limit on the number of objects (for example, 96). Once an object has been drawn, it is removed from the box, thereby restricting the drawing so that it cannot be drawn in subsequent lottery draws. The initial setting for the game is the first mode, which is generally advantageous for many users U.
[0025] The lottery restriction is lifted when the user U uses a lottery result object or when the number of lottery result objects reaches the upper limit (when all objects have been obtained). Therefore, in the first mode, the lottery restriction is in effect until the user U uses a lottery result object or until the number of lottery result objects reaches the upper limit, and the probability of winning a rare object gradually improves as the lottery is repeated. On the other hand, when the user U uses a lottery result object or the number of lottery result objects reaches the upper limit, the lottery restriction is lifted and all winning probabilities, including the probability of winning a rare object, are restored to their original state.
[0026] In the first mode, since the lottery results up to now affect the probability of winning subsequent objects, the user terminal 10 displays a lottery result list screen 47, which is information about the box after the lottery, indicating that the lottery result object has been deleted from the box. 3, on the lottery result list screen 47, the objects are classified by type of effect (for example, "attack power," "defense power," "recovery power," "power," "speed," or "intelligence") and by rank (A rank 48a, B rank 48b, C rank 48c) according to the magnitude of the effect. Furthermore, for each of these objects, an unobtained object 49a and an obtained object 49b (lottery result object) are displayed so that they can be distinguished from each other.
[0027] The "second mode" is a mode in which there is no lottery restriction, regardless of whether or not the user U uses the lottery result object. Specifically, like the first mode, objects that are candidates for the lottery result object are contained in a virtual box, and the number of objects in the box is finite (for example, 96). However, in the second mode, even if an object has been selected once, it is not deleted from the box, and there is no lottery restriction so that the object can be selected in subsequent lottery draws. In other words, in the second mode, the probability of each object being selected does not change even if the lottery is repeated. Furthermore, the probability of selection does not change even if the user U uses the lottery result object.
[0028] In the case of the above-mentioned "N-series" lottery, the N lottery result objects for the N lotteries conducted at one time will not overlap in the first mode, which has a lottery restriction, but they may also not overlap in the second mode, which does not have a lottery restriction. Also, in the second mode, since there is no lottery restriction, the probability of winning a rare object may be set slightly higher than in the first mode.
[0029] In this embodiment, the first mode and the second mode can be switched, so that the user U can select a lottery mode that is easy for him / her to play in or that suits his / her purpose of play. In other words, although the first mode has the risk of not being able to use the lottery result object casually, the first mode imposes a lottery restriction so that an object identical to an object already drawn will not be drawn until the lottery result object is used, making it suitable for the user U whose play style is to reliably obtain the specific object he / she most desires. On the other hand, the second mode does not impose a lottery restriction so that he / she may never obtain his / her specific object, but the use of the lottery result object does not affect the lottery result, and even if the lottery result object is not his / her specific object most desires (if it is a relatively advantageous object), he / she can use it casually, making it suitable for the user U whose play style is to obtain as many advantageous objects as possible without waste. For the user U, being able to switch the lottery mode to suit his / her own playing style in this way makes the game more interesting and increases his / her motivation to play the game.
[0030] In this embodiment, even when the first mode and the second mode are switched, the lottery restriction in the first mode is continued with the lottery history of the lottery result object in the first mode remaining. Furthermore, even when the user U uses the lottery result object in the second mode after switching, the lottery restriction in the first mode may be continued with the lottery history of the lottery result object in the first mode remaining.
[0031] Furthermore, in both the first mode and the second mode, if a lottery result object is not used, it is immediately discarded as a general rule. Therefore, the user U must decide whether to keep or discard the lottery result object when he or she obtains it, which is a relatively strict condition for removing the lottery restriction, especially in the first mode. However, it is also possible to make it possible to hold unused lottery result objects for a predetermined period of time, and if unused lottery result objects remain after clearing a stage, for example, the unused lottery result objects can be converted into other objects. Examples of other objects include objects of the same rank or fragments thereof (objects that can be exchanged for a specified object when multiple objects are collected). Furthermore, a lottery may be held when converting into other objects.
[0032] Although the above describes the case where a lottery mode is set for each stage, the user U may also be able to set a lottery mode for each character owned. When a lottery mode is set for each character, if the set character is the leader, the user U plays the game in the set lottery mode. On the other hand, if the set character is not the leader, i.e., if an unset character is the leader, the user U plays the game in the second mode while maintaining the lottery restriction for the set character.
[0033] In the first mode, since the probability of winning thereafter changes depending on the number of lottery result objects and the lottery results due to the lottery restriction, a counter 45 (FIG. 2) showing the number of lottery result objects and a lottery result list screen 47 (FIG. 3) are displayed. On the other hand, in the second mode, the probability of winning does not change depending on the number of lottery result objects and the lottery results, so progress displays such as the counter 45 and the lottery result list screen 47 as in the first mode are not necessary.
[0034] In this embodiment, not only can a user U play alone, but so-called multiplay (hereinafter referred to as cooperative play) is also possible, in which multiple users U simultaneously play a common quest by operating their respective user terminals 10. In this cooperative play, a cooperative relationship is formed between a user U (hereinafter referred to as a host) who hosts a cooperative play for a specific quest and recruits companions, and users U (hereinafter referred to as guests) who respond to the recruitment and participate in the cooperative play, and the progress of play is synchronized between the users playing cooperatively.
[0035] Even in this case of cooperative play, user U can switch the lottery mode. The timing of switching may be limited to when cooperative play begins, or may be set to allow switching at any time during cooperative play. Furthermore, during cooperative play, the lottery mode may be selected for each user U, and the lottery mode during cooperative play may be determined for each user U, the host and guest.
[0036] Joint play is carried out through the communication function of the user terminal 10 of each user U. Specifically, when a user U applies to participate in a joint play invited by a host and the host accepts the application, a communication path for joint play is established between the user U as a guest and the host. The qualifications for applying for joint play are not particularly limited and can be set arbitrarily. For example, a friend user who is another user U in a friendship relationship with a user U and who has been mutually approved by the users U may apply.
[0037] Thereafter, various data required for cooperative play is transmitted and received according to a known communication method. The data may be transmitted via a client-server method via the server 30, or via a P2P (peer-to-peer) method without the server 30. The cooperative play method is classified into a fully synchronous type and an asynchronous type, but either method may be adopted. The fully synchronous type includes a key input synchronization method and a command input method, while the asynchronous type includes a server-centralized processing method and a client-distributed processing method.
[0038] Note that cooperative play-compatible games include cooperative play games in which multiple users U cooperate, and competitive games in which users U compete against each other, but either type is acceptable. The upper limit on the number of users U in one cooperative play session (maximum number of players) is not particularly limited and may be set to any number, but it is preferable to set it to a maximum of about four people, for example.
[0039] <About the configuration of the Game System S> Next, the configuration of a game system S for providing the above game to users U will be described. 1, the game system S is constructed so that a user U can play a game, and is composed of an information terminal (hereinafter referred to as a user terminal 10) operated by the user U, and a server 30. The user terminal 10 and the server 30 are connected to each other so as to be able to communicate with each other via a network N such as the Internet.
[0040] The user terminal 10 is equipped with a program stored therein and a processor that executes the program, and is carried by its owner, the user U, who operates the user terminal 10 when playing. The user terminal 10 may be any known device used as a gaming terminal, such as a smartphone, mobile phone, laptop PC, tablet device, wearable device, or dedicated gaming device with communication capabilities. The number of user terminals 10 constituting the game system S is not particularly limited and may be any number, but for convenience of illustration, FIG. 1 shows three user terminals 10.
[0041] The server 30 is a computer that constitutes the information processing device of the present invention. For example, it is constituted by a server computer managed by a game provider, and is responsible for processing the progress of the game. Specifically, it manages the game account and status of each user U for each user U, and distributes game progress data to each user U. Furthermore, the server 30 is not limited to a server device consisting of a single computer that independently performs a specific function, but may be constituted by a group of server devices consisting of multiple computers that are distributed but work together to perform a specific function.
[0042] The network N may be any network that connects the user terminal 10 and the server 30 in a state that enables data communication. It may be wired or wireless, and includes the Internet, a mobile communication network, a LAN (Local Area Network), a WAN (Wide Area Network), an intranet, Ethernet (registered trademark), etc. Furthermore, the user terminals 10 may communicate with each other via the network N, or may communicate directly via Bluetooth (registered trademark), Wifi-Direct, etc. without going through the network N.
[0043] In the game system S of this embodiment, the user terminal 10 and the server 30 cooperate with each other in the above-described configuration to progress the game. Specifically, part of the game progress processing is performed on the server 30 side, and part of the graphics processing and the like is executed on the user terminal 10 side. For example, the server 30 side executes a program including certain rules, logic, and algorithms. Meanwhile, the user terminal 10 side synchronizes with the server 30 and generates various quests according to the same rules, logic, and algorithms as the program executed on the server 30, thereby progressing the game.
[0044] <Configuration of User Terminal 10> Next, the configuration of the user terminal 10 according to this embodiment will be described. As shown in Figure 4, the user terminal 10 has a hardware configuration including a processor 11, a storage device 12, a communication interface (referred to as communication I / F in Figure 4) 13, an input device 14, and an output device 15, and these devices are electrically connected via a bus not shown.
[0045] The processor 11 includes, for example, a central processing unit, a microprocessor, a graphics processing unit, or a digital signal processor, and executes various types of arithmetic processing based on programs or data stored in the storage device 12, and controls each part of the user terminal 10. The programs executed by the processor 11 include an OS (Operating System), which is system software for controlling the entire user terminal 10, and game application programs, and the functions of the user terminal 10 that constitutes the game system S are fulfilled by reading and executing these various programs by the processor 11.
[0046] The storage device 12 includes, for example, a memory or storage, and stores various programs and data. The memory is composed of semiconductor memory such as ROM (Read Only Memory) and RAM (Random Access Memory), and provides a working area for the processor 11 by temporarily storing programs and data, and temporarily stores various data generated by the processing executed by the processor 11. The storage stores various data related to the game and is composed of, for example, flash memory, HDD (Hard Disc Drive), SSD (Solid State Drive), FD (Flexible Disc), MO disk (Magneto-Optical disc), CD (Compact Disc), DVD (Digital Versatile Disc), SD card (Secure Digital card), and USB memory (Universal Serial Bus memory).
[0047] The communication interface 13 is configured by, for example, a network interface card (NIC) or the like, and controls communication processing of the user terminal 10. There are no particular limitations on the communication standard used by the communication interface 13, and any public communication standard can be applied without any restrictions. The communication method used by the communication interface 13 may be a wireless method or a wired method.
[0048] The input device 14 is a device that receives an operation by the user U and generates data indicating the content of the received operation. As an example, an operation key, an operation button, a microphone for collecting sound, a camera for taking pictures, etc. provided on the user terminal 10 can be used.
[0049] The output device 15 is a device that draws a screen to display images, character string information, etc., and plays back audio. As an example, a liquid crystal display or an organic EL (Electroluminescence) display, a head-mounted display, a speaker, etc., provided in the user terminal 10 can be used. In this embodiment, the output device 15 includes at least a display. The display may be a device that combines the functions of both the input device 14 and the output device 15, such as a touch panel display.
[0050] Next, the configuration of the user terminal 10 will be explained again from a functional perspective with reference to FIG. 5, the user terminal 10 includes multiple functional units, specifically, an operation identification unit 16, a terminal storage unit 17, a terminal generation unit 18, a terminal transmission / reception unit 19, and a display processing unit 20. These functional units are realized by the cooperation of hardware devices of the user terminal 10 and programs stored in the user terminal 10 as software.
[0051] [Operation specification section 16] The operation identification unit 16 is mainly realized by the processor 11 and the input device 14, and identifies the content of various operations performed by the user U through the input device 14 of the user terminal 10. The operations identified by the operation identification unit 16 include operations for progressing the game and operations related to joint play (operations for inviting participation in joint play, applying for joint play, and operations related to whether or not the application is accepted). The operations for progressing the game also include an operation for instructing switching to lottery mode, an operation for instructing application for lottery, etc.
[0052] [Terminal side storage unit 17] The terminal-side storage unit 17 is mainly realized by the processor 11 and the storage device 12, and stores various data relating to the progress of the game (for example, video data, image data, audio data, etc.).
[0053] [Terminal side generation unit 18] The terminal-side generation unit 18 is mainly realized by the processor 11 and the storage device 12, and generates game operation data and the like according to the operation content of the user U identified by the operation identification unit 16. The game operation data generated here includes switching instruction operation data based on an instruction to switch between lottery modes, lottery application instruction operation data based on an instruction to apply for a lottery, and operation data related to joint play (including operation data related to soliciting joint play, applying for joint play, and whether or not the application is accepted). These generated data are transmitted to the server 30 by the terminal-side transmission / reception unit 19.
[0054] [Terminal side transceiver 19] The terminal-side transmitting / receiving unit 19 is mainly realized by the processor 11, the storage device 12, and the communication interface 13, and transmits and receives data and information between the server 30 and the user terminals 10 of other users U. For example, while playing a game, the terminal-side transmitting / receiving unit 19 receives game progress data sent from the server 30 and transmits game operation data to the server 30. Furthermore, when a game is being played jointly, the terminal-side transmitting / receiving unit 19 may transmit and receive joint play data (specifically, game operation data of each user U) to and from the user terminals 10 of other users U.
[0055] [Display processing unit 20] The display processing unit 20 is mainly realized by the processor 11, the storage device 12, and the output device 15, and executes display processing to display data and information received by the terminal-side transmitting / receiving unit 19 on a display using a browsing function. Specifically, the display processing unit 20 draws a game screen when the game starts, and during game play, the terminal-side transmitting / receiving unit 19 expands the game progress data received from the server 30 and displays images and other information on the game screen. Furthermore, during game play, the display processing unit 20 displays images on the game screen that change in accordance with the game operation data generated by the terminal-side generating unit 18 (specifically, images that move in accordance with the operation of the user U).
[0056] <Server configuration> Next, the configuration of the server 30 according to this embodiment will be described. As shown in Figure 4, the server 30 has the same hardware configuration as a general server computer, and is equipped with a processor 31, a storage device 32, and a communication interface (referred to as communication I / F in Figure 4) 33, and these devices are electrically connected via a bus not shown.
[0057] The processor 31 is configured with a CPU, an MPU, a GPU, a DSP, etc., and performs various processes by executing programs installed in the server 30. The programs executed by the processor 31 include an OS, which is system software for controlling the entire server 30, and application programs for causing the server 30 to function as the information processing device of the present invention.
[0058] The storage device 32 includes, for example, a memory or storage, and stores various programs and data. The memory is composed of semiconductor memory such as ROM and RAM, and provides a working area for the processor 31 by temporarily storing programs and data, and temporarily stores data generated by various processes executed by the processor 31. The storage stores various data related to the user U, maps, games, etc., and is configured, for example, with flash memory, HDD, SSD, FD, MO disk, CD, DVD, SD card, USB memory, etc. Note that a server computer for a database connected to the server 30 via the network N may also be used as storage.
[0059] The communication interface 33 is configured, for example, by a network interface card or the like, and controls communication processing of the server 30. There are no particular limitations on the communication standard used by the communication interface 33, and any public communication standard can be applied without any restrictions. The communication method used by the communication interface 33 may be a wireless method or a wired method.
[0060] Next, the configuration of the server 30 will be explained again from a functional perspective with reference to FIG. 6. 6, the server 30 includes a plurality of functional units, specifically a server-side storage unit 34, a server-side transmission / reception unit 35, a server-side generation unit 36, a lottery unit 37, and an object conversion unit 38. These functional units are realized by cooperation between the hardware devices of the server 30 and programs as software stored in the server 30. When the server 30 is configured by a plurality of computers, the above functions may be distributed so that each of the plurality of computers performs a different function.
[0061] [Server-side storage unit 34] The server-side storage unit 34 is mainly realized by the processor 31 and the storage device 32, and stores various data including data related to the user U and data related to the game progress process (game progress data). Data relating to user U includes an identifier (user ID or terminal ID) that identifies user U or the user terminal 10 used by user U, and various information associated with that identifier (user U's personal information, model of user terminal 10, access history, payment history, or game progress such as status, etc.). Game progression data includes information about characters owned by user U (such as name, attributes, abilities, and level), information about other objects such as items owned by user U, information about quests, or information about the lottery mode.
[0062] [Server-side transmitting / receiving unit 35] The server-side transmitting / receiving unit 35 is mainly realized by the processor 31, the storage device 32, and the communication interface 33, and transmits and receives data and information to and from the user terminal 10. For example, while a game is being played, the server-side transmitting / receiving unit 35 transmits game progress data to the user terminal 10 of the user U, and receives game operation data from the user terminal 10. Furthermore, while a game is being played jointly, the server-side transmitting / receiving unit 35 receives joint play data from each of the user terminals 10 of the multiple users U playing jointly, and transmits data for synchronizing the users U (game progress data in a broad sense) to each user terminal 10.
[0063] [Server-side generation part 36] The server-side generation unit 36 is mainly realized by the processor 31 and the storage device 32, and generates data to be transmitted by the server-side transmission / reception unit 35. The data generated here specifically includes game progression data corresponding to game operation data received from the user terminal 10. The game progression data also includes switching result display data to be displayed on the user terminal 10 when the lottery mode is switched, lottery result display data to be displayed on the user terminal 10 when the lottery mode is switched, box display data to be displayed on the user terminal 10 when the box containing the object is contained, conversion result display data to be displayed on the user terminal 10 when the object is converted, and data for synchronizing multiple users U who are playing the game together while the game is being played together.
[0064] [Lottery Section 37] The lottery unit 37 is mainly realized by the processor 31 and the storage device 32, and draws an object based on a lottery application instruction from the user terminal 10. Furthermore, the lottery unit 37 switches between two lottery modes, the first mode and the second mode, based on a switching instruction from the user terminal 10. This switching of lottery modes may be performed for each stage or for each character. If the lottery mode is set for each character, if the character is a leader, the lottery mode for user U is set based on the setting of that character, and if the character is not a leader, the lottery mode for user U is set to the second mode. The lottery mode may also be switched at the start of cooperative play or during play. Note that when switching from the first mode to the second mode, if there is a lottery history for the first mode, the lottery history is retained and the lottery restriction is maintained, and the mode is switched to the second mode. At this time, even if a lottery result object is used in the second mode, the lottery restriction for the first mode is not released.
[0065] [Object conversion part 38] The object conversion unit 38 is mainly realized by the processor 31 and the storage device 32, and when a predetermined condition is met, such as when a stage is cleared, and there is an unused lottery result object among the lottery result objects, converts the lottery result object into another object. When converting an object, a lottery may be carried out in conjunction with the lottery unit 37.
[0066] In general, the user terminal 10 and the server 30 have various functions other than those described above, but here we will only explain the characteristic functions that have an effect in the game system S of the present invention, and will not illustrate or explain other known functions, etc.
[0067] <Processing flow of Game System S> Next, the flow of processing executed in the game system S configured as described above will be described with reference to FIGS. The information processing method of this embodiment is realized by using a game system S that functions as a computer system; in other words, the information processing method of this embodiment is applied to the information processing performed by the game system S.
[0068] The information processing executed in the game system S in this embodiment is broadly divided into four processes: a process for switching between lottery modes [lottery mode switching process], a lottery process in the first mode [first mode lottery process], a lottery process in the second mode [second mode lottery process], and a process for converting unused objects [object conversion process]. Each process will be explained individually below.
[0069] [Lottery mode switching process] First, the lottery mode switching process will be described with reference to FIGS. The "lottery mode switching process" is a process executed by the server 30, and refers to a process of switching the lottery mode of the user U between the first mode and the second mode in response to a request from the user U.
[0070] As shown in Figure 7, when the server 30 receives switching instruction operation data from the user terminal 10 and accepts an instruction to switch the lottery mode from the user U (S101), it determines whether the lottery mode selected by the user U is the first mode or the second mode (S102).
[0071] If the lottery mode selected by the user U is the first mode (S102: first mode), it is determined whether or not there is a history of lotteries held in the first mode (S103), and if there is a lottery history (S103: YES), that lottery history is reflected (S104), and the lottery mode is set to the first mode while continuing the lottery restrictions based on that lottery history (S105). Note that if there is no lottery history, such as when setting the first mode for the first time (S103: NO), the lottery mode is set to the first mode as is (S105).
[0072] On the other hand, if the lottery mode selected by the user U is the second mode (S102: second mode), it is determined whether or not there is a history of lotteries held in the first mode (S106), and if there is a lottery history (S106: YES), the lottery mode is set to the second mode (S108) while the lottery history is stored and maintained (S107).If there is no lottery history (S106: NO), the lottery mode is set to the second mode (S108).
[0073] Then, after setting the first mode (S105) or the second mode (S108), switching result display data, which is data for game progression that notifies the switching result, is generated (S109), and the switching result display data is sent to the user terminal 10 of the user U (S110), thereby terminating the processing.
[0074] The lottery mode can be switched for each stage or for each character. The above process shown in Figure 7 is common whether the lottery mode is switched for each stage or for each character, but if the lottery mode is switched for each character, the following process is executed after the above process.
[0075] 8, the server 30 determines whether the lottery mode of the character set as the leader has been set (S201), and if the lottery mode of the leader has been set (S201: YES), sets the lottery mode of the user U based on the lottery mode setting of the leader (S202). That is, if the lottery mode setting of the leader is the first mode, the user U is set to play the game in the first mode, and if the lottery mode setting of the leader is the second mode, the user U is set to play the game in the second mode.
[0076] On the other hand, if the leader's lottery mode is not set (S201: NO), the lottery mode of the user U is set to the second mode (S203). That is, for each character set to the first mode, if there is a lottery history, the user U is set to play the game in the second mode while continuing the lottery restrictions based on the lottery history.
[0077] Then, after setting the lottery mode for user U (S202 or S203), switching result display data, which is game progress data that notifies the switching result, is generated (S204), and the switching result display data is sent to user U's user terminal 10 (S205), thereby terminating the processing.
[0078] When the above series of steps is completed, the lottery mode switching process ends. Thereafter, while the user U is playing the game, more specifically, when the user U challenges a specific quest for which a lottery is held as a reward for completion, the above series of steps is repeatedly performed. The above is an example of the lottery mode switching process.
[0079] [First mode lottery processing] Next, the first mode lottery process will be described with reference to FIG. The "first mode lottery process" is a process executed by the server 30, and refers to a process of conducting a lottery in response to a request from the user U when the lottery mode is set to the first mode.
[0080] 9, when the server 30 receives lottery application instruction operation data from the user terminal 10 and accepts a lottery application from the user U (S301), it selects a lottery result object from a box containing multiple candidate objects based on the winning probability set for each object (S302), and grants the selected lottery result object to the user U (S303). Thereafter, it deletes the lottery result object from the box (S304), and imposes a lottery restriction so that the lottery result object cannot be selected in subsequent lotteries.
[0081] Then, lottery result display data, which is data for game progression notifying the result of the lottery, is generated (S305), and the lottery result display data is transmitted to the user terminal 10 of the user U (S306).
[0082] Furthermore, it is determined whether the user U has used the lottery result object (S307), and if not (S307: NO), it is then determined whether the number of lottery result objects has reached the upper limit of the number of objects contained in the box (S308). If the lottery result object has been used (S307: YES), or if the number of lottery result objects has reached the upper limit (S308: YES), the box is reset and the lottery restriction is lifted by restoring the number of objects in the box to the upper limit by, for example, restoring the deleted object or adding a new object (S309).
[0083] Then, after resetting the box (S309), box display data is generated as game progression data notifying box information indicating the reset state (S310), and the box display data is sent to the user terminal 10 of the user U (S311), and the processing ends. On the other hand, if the number of lottery result objects has not yet reached the upper limit (S308: NO), box display data is generated as game progression data notifying box information after the lottery, indicating that the lottery result objects have been deleted from the box (S310), and the box display data is sent to the user terminal 10 of the user U (S311), and the processing ends.
[0084] When the above series of steps is completed, the first mode lottery process ends. Thereafter, while the user U is playing the game in the first mode, or more precisely, whenever a lottery is conducted in the first mode, the above series of steps is repeatedly performed. The above is an example of the first mode lottery process.
[0085] [Second mode lottery processing] Next, the second mode lottery process will be described with reference to FIG. The "second mode lottery process" is a process executed by the server 30, and refers to a process of conducting a lottery in response to a request from the user U when the lottery mode is set to the second mode.
[0086] As shown in FIG. 10, when the server 30 receives lottery application instruction operation data from the user terminal 10 and accepts a lottery application from user U (S401), it selects a lottery result object from a box containing multiple candidate objects based on the winning probability set for each object (S402), and grants the selected lottery result object to user U (S403).
[0087] Then, lottery result display data, which is data for game progression notifying the result of the lottery, is generated (S404), and the lottery result display data is transmitted to the user terminal 10 of the user U (S405), thereby terminating the process.
[0088] When the above series of steps is completed, the second mode lottery process ends. Thereafter, while the user U is playing the game in the second mode, or more precisely, whenever a lottery is conducted in the second mode, the above series of steps is repeatedly performed. The above is an example of the second mode lottery process.
[0089] [Object Conversion Processing] Next, the object conversion process will be described with reference to FIG. "Object conversion process" is a process executed on the server 30, which converts an unused lottery result object into another object when a predetermined condition, such as clearing a stage, is met and an unused lottery result object remains.
[0090] 11, the server 30 determines whether the user U has cleared the stage (S501), and if the stage has been cleared (S501: YES), determines whether there are any unused lottery result objects at that time (S502). If there are any unused lottery result objects (S502: YES), the server 30 converts the unused lottery result objects into other objects (S503).
[0091] Then, conversion result display data, which is data for game progression notifying the result of the conversion, is generated (S504), and the conversion result display data is transmitted to the user terminal 10 of the user U (S505), and the process ends. Note that if the stage has not been cleared (S501: NO) or there are no unused lottery result objects (S502: NO), the process ends immediately.
[0092] When the above series of steps is completed, the lottery mode switching process ends. Thereafter, while the user U is playing the game, the above series of steps is repeatedly performed. The above is an example of the object conversion process.
[0093] <Other embodiments> The present invention is not limited to the above-described embodiments. In the above embodiment, the server 30 executes the program of the present invention and functions as the information processing device of the present invention, but some or all of the functions of the server 30 as the information processing device may be provided in the user terminal 10. For example, functions corresponding to the lottery unit 37 and the object conversion unit 38 may be provided in the user terminal 10.
[0094] In the present embodiment, an online game that uses data communication between the user terminal 10 operated by the user U and the server 30 has been described as an example of a game. However, the type of game is not particularly limited, and the game may be an offline game that does not require data communication. Alternatively, the game may be, for example, a social game that can be used with only a web browser and an SNS (Social Networking Service) account.
[0095] <Summary> The main features of the program, information processing method, and information processing device according to the above-described embodiment are as follows.
[0096] [1] The information processing device according to this embodiment has a lottery unit that draws for objects that can be used in the game, and the lottery unit provides switchable modes between a first mode that restricts the lottery so that an object identical to a lottery result object is not drawn until the user uses the lottery result object, which is the result of the lottery, and a second mode that does not restrict the lottery regardless of whether the user uses the lottery result object. According to the information processing device described above, in the first mode, although the lottery result object cannot be used casually, a lottery restriction is imposed so that an object identical to an object already drawn will not be drawn until the lottery result object is used, making it easier to obtain the most desired specific object. Meanwhile, in the second mode, although a lottery restriction is not imposed, the use of the lottery result object does not affect the lottery result, so even if the lottery result object is not the most desired specific object, i.e., even if it is a more advantageous object, it can be used casually, making it easier to obtain many advantageous objects. Furthermore, by providing two types of lottery modes with different advantages that can be switched between, it is possible to increase the sense of anticipation for the lottery for both users who want to reliably obtain the most desired specific object and users who want to obtain as many advantageous objects as possible without wasting time, while maintaining game balance, thereby improving overall user satisfaction with the game.
[0097] [2] In the first mode, the information processing device removes the lottery restriction on all objects when a user uses a lottery result object. In this way, in the first mode, using a lottery result object removes the lottery restrictions on all objects, so the user must decide whether or not to use each lottery result object in order to obtain the specific object they most desire. This makes it possible to maintain game balance while further increasing anticipation for the lottery and further improving the user's game satisfaction.
[0098] [3] In the first mode, the information processing device has an upper limit set on the number of objects that are candidates for the lottery result object. In this way, in the first mode, the upper limit of the number of objects that are candidates for the lottery result object is predetermined, making it easier for users to obtain the specific object they most desire. This makes it possible to further increase anticipation for the lottery while maintaining game balance, thereby further improving users' game satisfaction.
[0099] [4] In the first mode, when the number of lottery result objects reaches an upper limit, the information processing device removes the lottery restriction on all objects. In this way, in the first mode, the lottery limit is lifted when the number of lottery result objects reaches the upper limit, making it easier for users to obtain the specific object they most desire, and once the upper limit is reached, new opportunities to obtain the specific object they most desire arise. This makes it possible to further increase anticipation for the lottery while maintaining game balance, thereby further improving users' game satisfaction.
[0100] [5] In the above information processing device, even when the lottery unit switches between the first mode and the second mode, the lottery restriction in the first mode is continued while retaining the lottery history of the lottery result object in the first mode. In this way, even when switching between the first mode and the second mode, the lottery restrictions continue in the first mode with the lottery history remaining, so the user can obtain as many advantageous objects as possible in the second mode without wasting any, while still maintaining a state in which it is easier to obtain the specific object they most desire. This makes it possible to further increase expectations for the lottery while maintaining game balance, and further improve the user's game satisfaction.
[0101] [6] In the information processing device described above, the lottery unit continues the lottery restriction in the first mode while leaving the lottery history even if the user uses the lottery result object in the second mode. In this way, even if a lottery result object is used in the second mode, the lottery restriction continues in the first mode with the lottery history remaining, so the user can obtain as many advantageous objects as possible in the second mode without wasting any of them, while still maintaining a state in which the user has an easier time obtaining the specific object they most desire. This makes it possible to further increase the sense of anticipation for the lottery while maintaining game balance, and further improve the user's game satisfaction.
[0102] [7] In the information processing device, the lottery unit can switch between the first mode and the second mode for each stage provided in the game. In this way, the ability to switch between the first mode and the second mode for each stage allows the user to select the lottery mode that is appropriate for each stage they are attempting to conquer. This allows the game balance to be maintained while further increasing anticipation for the lottery, further improving the user's game satisfaction.
[0103] [8] In the above-mentioned information processing device, the game involves forming a team using multiple characters owned by the user and clearing stages provided in the game, and the lottery unit is capable of switching between a first mode and a second mode for each character. In this way, the ability to switch between the first mode and the second mode for each character allows the user to select a lottery mode that is appropriate for each character that makes up the team, thereby further increasing anticipation for the lottery while maintaining game balance and further improving user satisfaction with the game.
[0104] [9] In the information processing device, the lottery unit sets the second mode when a character that has not been set to the first mode or the second mode is selected as the team leader. In this way, even if a predetermined character is set to the first mode, if the user does not select that character as the team leader, the user can play the game in the second mode, and the user can easily use the lottery result object while keeping the desired specific object for the predetermined character in a state where it is easy to obtain. Therefore, it is possible to further increase the anticipation for the lottery while maintaining game balance, and to further improve the user's game satisfaction.
[0105]
[10] The information processing device further includes an object conversion unit that converts the lottery result object into another object if the lottery result object has not been used after a predetermined condition is met. In this way, unused lottery result objects are converted into other objects, so the user does not waste the lottery result objects. This makes it possible to maintain game balance while further increasing the sense of anticipation for the lottery, and further improve the user's game satisfaction.
[0106]
[11] In the above-mentioned information processing device, when a user recruits co-players to play a game together with the user and other users join the game as co-players to play together, the lottery unit can switch between the first mode and the second mode at the start of the co-play or during play. In this way, the ability to switch between the first mode and the second mode at the start of or during cooperative play allows users to select a lottery mode that is appropriate for the members playing cooperatively. This makes it possible to further increase anticipation for the lottery while maintaining game balance, thereby further improving users' game satisfaction.
[0107]
[12] Furthermore, according to the information processing method of this embodiment, the computer selects objects that can be used in the game by lottery and provides a switchable mode between a first mode in which the computer restricts the selection so that an object identical to the lottery result object is not selected until the user uses the lottery result object, which is the result of the selection, and a second mode in which the computer does not restrict the selection regardless of whether the user uses the lottery result object. In this way, the first mode and the second mode are provided so that they can be switched between, thereby maintaining game balance while increasing the sense of anticipation for the lottery for both users who want to be sure to obtain the specific object they most desire, and users who want to obtain as many advantageous objects as possible without wasting any, thereby improving the game satisfaction of all users.
[0108]
[13] Furthermore, according to the program of this embodiment, the program is executed by a computer, and causes the computer to draw objects that can be used in the game by lottery, and provides switchable modes between a first mode in which the selection is restricted so that an object identical to the lottery result object is not drawn until the user uses the lottery result object that is the result of the lottery, and a second mode in which the selection is not restricted regardless of whether the user uses the lottery result object. In this way, the first mode and the second mode are provided so that they can be switched between, thereby maintaining game balance while increasing the sense of anticipation for the lottery for both users who want to be sure to obtain the specific object they most desire, and users who want to obtain as many advantageous objects as possible without wasting any, thereby improving the game satisfaction of all users. [Explanation of symbols]
[0109] 10 User terminal 11 processors 12 Storage device 13 Communication Interface 14 Input Devices 15 Output Devices 16 Operation specific part 17 Terminal side memory unit 18 Terminal side generation unit 19 Terminal side transceiver 20 Display processing section 30 servers 31 processors 32 Storage device 33 Communication Interface 34 Server-side storage unit 35 Server-side transmission / reception unit 36 Server-side generation unit 37 Lottery Section 38 Object conversion section 40 Lottery mode selection screen 41 First mode selection button 42 Second mode selection button 43 First mode selection screen 44 Second mode selection screen 45 Counter 47 Lottery results list screen 48a A rank 48b B rank 48c C rank 49a Unobtained Object 49b Acquired Objects N Network S Game System U User
Claims
1. a processor, the processor comprising: A lottery for an object that can be used in the game is executed in either a first lottery mode in which a lottery restriction is executed to exclude a lottery result object that has been won from candidates for the lottery until the lottery result object that has been won is used to produce an effect in the game, or a second lottery mode in which the lottery restriction is not executed; When the lottery is executed in the first lottery mode, a lottery result list screen is displayed, which allows the winning lottery result object to be identified. Information processing device.
2. When the lottery is conducted in the second lottery mode, the processor does not display the lottery result list screen. The information processing device according to claim 1 .
3. the lottery result list screen displays the result of whether or not each of the objects that are candidates for the lottery has been won; The information processing device according to claim 1 .
4. the processor displays, on the lottery result list screen, a means for accepting reset of the winning lottery result; The information processing device according to claim 1 .
5. the processor continues the lottery restriction in the first lottery mode while leaving the lottery history of the lottery result object in the first lottery mode even when switching between the first lottery mode and the second lottery mode; The information processing device according to claim 1 .
6. the processor continues the lottery restriction in the first lottery mode while leaving the lottery history even when the number of the lottery result objects drawn in the second lottery mode reaches a predetermined value; The information processing device according to claim 5 .
7. the processor draws the object by lottery as a reward for clearing a stage prepared in the game, and switches between the first lottery mode and the second lottery mode for each stage; The information processing device according to claim 1 .
8. a processor executes a lottery for objects available in the game in either a first lottery mode in which a lottery restriction is imposed to exclude a lottery result object that has been won from candidates for the lottery until the lottery result object is used to produce an effect in the game, or a second lottery mode in which the lottery restriction is not imposed; when the processor executes the lottery in the first lottery mode, displaying a lottery result list screen that enables identification of the winning lottery result object; Information processing methods.
9. causing the processor to execute a lottery for an object available in the game in either a first lottery mode in which a lottery restriction is imposed to exclude a lottery result object that has been won from candidates for the lottery until the lottery result object is used to produce an effect in the game, or a second lottery mode in which the lottery restriction is not imposed; causing the processor to display a lottery result list screen that enables identification of the winning lottery result object when the lottery is executed in the first lottery mode; program.
10. A server device and at least one terminal device are provided, The server device: A lottery for an object that can be used in the game is executed in either a first lottery mode in which a lottery restriction is executed to exclude a lottery result object that has been won from candidates for the lottery until the lottery result object that has been won is used to produce an effect in the game, or a second lottery mode in which the lottery restriction is not executed; When the lottery is executed in the first lottery mode, a lottery result list screen is generated that enables identification of the winning lottery result object, and the generated lottery result list screen is transmitted to the terminal device; The terminal device displays the received lottery result list screen. system.
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