Programs and Information Processing Systems
The system addresses the issue of unwanted item distribution in games by ensuring objects are always obtained as sets and enhancing parameters upon duplication, thereby improving user engagement and enjoyment.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-09-27
- Publication Date
- 2026-04-01
AI Technical Summary
In conventional games, items applicable to specific characters are often given to users without possessing the character, leading to disappointment and a diminished gaming experience.
A system where objects, such as characters and items, are granted through a lottery mechanism that ensures they are always obtained as a set, with the game system changing the parameters of the first object based on the duplication of the second object, thereby enhancing user anticipation and preventing the feeling of loss.
This approach enhances user enjoyment by aligning the acquisition timing of objects and improving the sense of anticipation, while preventing disappointment by ensuring that objects are never duplicated and parameters are enhanced upon duplication.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to programs and information processing systems.
Background Art
[0002] In conventional games, objects such as characters and items applicable to the characters have been given to users by lottery or the like (see, for example, Patent Document 1). In such games, there has been a case where an item applicable to a specific character is given to a user without the user possessing the specific character.
Prior Art Documents
Patent Documents
[0003] [[ID= A program will be provided. [Effects of the Invention]
[0007] According to the present invention, the enjoyment of games can be improved. [Brief explanation of the drawing]
[0008] [Figure 1] This is a diagram illustrating the general structure of the game system. [Figure 2] This is a block diagram showing the functional configuration of the game system. [Figure 3] This figure shows an example of how objects owned by a user can be duplicated. [Figure 4] This figure shows an example of a screen displayed on the display unit. [Figure 5] This figure shows an example of a display related to obtaining clothing in different colors. [Figure 6] This flowchart shows an example of the processing involved in changes to the parameters of the first object based on the duplication of the second object. [Figure 7] This flowchart shows an example of the process related to the granting of a first object based on the granting of a second object. [Modes for carrying out the invention]
[0009] Embodiments of the present invention will be described below with reference to the drawings.
[0010] <Game System Hardware Configuration> As shown in Figure 1, the game system 1, which is an information processing system in this embodiment, comprises a plurality of terminal devices 10 and a server 20.
[0011] The terminal device 10 and the server 20 are connected via network 2. Network 2 may consist of, for example, the internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination thereof. Furthermore, the connection between the terminal device 10 and the server 20 may be wired or wireless.
[0012] The server 20 (in other words, a computer or information processing device) may be a general-purpose computer such as a workstation or personal computer. The server 20 comprises a processor 21, memory 22, storage 23, a communication interface 24, and an input / output interface 25. These components of the server 20 are connected to each other by a communication bus.
[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), and a GPU (Graphics Processing Unit), etc. The processor 21 reads programs from the storage 23 and loads them into memory 22. The processor 21 executes the loaded programs.
[0014] Memory 22 is the main memory. Memory 22 is composed of storage devices such as ROM (Read Only Memory) and RAM (Random Access Memory). Memory 22 provides the processor 21 with a workspace by temporarily storing programs and various data read by the processor 21 from storage 23. Memory 22 also temporarily stores various data generated by the processor 21 while it is operating according to the program.
[0015] In addition, in this embodiment, the program may be a program for realizing a game by the terminal device 10. Further, the program may be a program for realizing the game through cooperation between the terminal device 10 and the server 20. As an example, the game realized through cooperation between the terminal device 10 and the server 20 may be a game executed on a browser started on the terminal device 10. Further, the program may be a program for realizing the game through cooperation of a plurality of terminal devices 10. In addition, the various data includes, for example, data related to the game such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.
[0016] The storage 23 is an auxiliary storage device. The storage 23 is constituted by a storage device such as a flash memory or an HDD (Hard Disk Drive), for example. Various data related to the game is stored in the storage 23.
[0017] The communication IF 24 controls transmission and reception of various data via a network between the server 20 and the terminal device 10 or the like.
[0018] The input / output IF 25 is an interface for the server 20 to receive data input and an interface for the server 20 to output data. The input / output IF 25 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 for displaying and outputting an image.
[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal when a user (game player) executes a game.
[0020] The terminal device 10 comprises a processor 11, memory 12, storage 13, communication interface 14, input / output interface 15, input unit 17, and display unit 18. These components of the terminal device 10 are connected to each other by a communication bus.
[0021] The processor 11 controls the operation of the entire terminal device 10. The processor 11 may include a CPU, MPU, and GPU. The processor 11 reads a program from the storage 13 and loads it into the memory 12. The processor 11 executes the loaded program.
[0022] Memory 12 is the main memory. Memory 12 is composed of storage devices such as ROM and RAM. Memory 12 provides the processor 11 with a workspace by temporarily storing programs and various data read by the processor 11 from storage 13. Memory 12 also temporarily stores various data generated by the processor 11 while it is operating according to the program.
[0023] Storage 13 is an auxiliary storage device. Storage 13 is comprised of, for example, a storage device such as flash memory or an HDD. Various data related to the game is stored in Storage 13.
[0024] The communication interface 14 controls the transmission and reception of various types of data over the network between the terminal device 10 and the server 20, etc.
[0025] The input / output interface 15 is an interface for the terminal device 10 to receive data input and an interface for the terminal device 10 to output data. The input / output interface 15 may perform data input and output via, for example, USB (Universal Serial Bus). The input / output interface 15 may include an input unit 17 or a display unit 18, etc.
[0026] The input unit 17 accepts input from the user. The input unit 17 may be, for example, a pointing device such as a touchpad. The display unit 18 displays an image. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touchscreen 16 which is an electronic component combining the input unit 17 and the display unit 18.
[0027] The input unit 17 has the function of detecting the position input to the input surface by user operation (for example, touch operation, tap operation, slide operation, swipe operation, flick operation, pinch-in operation, and pinch-out operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel as the input unit 17 can employ a capacitive type or a resistive type, but other types may also be used.
[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (e.g., an accelerometer or angular velocity sensor), an operating stick, a camera, or a microphone. The display unit 18 may be, for example, a projector.
[0029] <Functional Configuration of the Game System> Figure 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. In this embodiment, the server 20 has functions such as providing various data and programs necessary to realize the game to each terminal device 10, collecting and managing game-related data from each terminal device 10, and performing synchronization processing between multiple terminal devices 10.
[0030] In this embodiment, the server 20 identifies each user and terminal device 10 using user accounts that are registered in advance for each game. The method of registering accounts is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information necessary for user account registration to the server 20 based on user operations, and the server 20 may create and store each user's account based on the received information.
[0031] As shown in Figure 2, the server 20 functions as a control unit 210 and a storage unit 220 through the cooperation of the processor 21, memory 22, storage 23, communication interface 24, and input / output interface 25. The storage unit 220 stores various data used by the control unit 210. Examples of such data include a game program 221, game information 222, and user information 223.
[0032] The game program 221 is a program for implementing the game. The game information 222 and user information 223 are data that the control unit 210 refers to when executing the game program 221.
[0033] The game program 221 may include, in addition to the game program executed on the server 20, a program (game program 121 described later) that is sent to the terminal device 10 and executed on the terminal device 10. Alternatively, the storage unit 220 may store both the game program 221 executed on the server 20 and the program executed on the terminal device 10.
[0034] Game information 222 is information shared across accounts. Game information 222 includes, for example, information for defining various game spaces. A game space is the space where objects such as characters that can be controlled by the user (hereinafter also referred to as "controllable characters" or "player characters") and items equipped by those characters (for example, clothes, accessories, clubs, or mascot characters) are placed. Game information 222 also includes various setting information about objects shared across accounts, such as the placement, size, color, and shape of background objects such as buildings, trees, and stones, as well as non-player characters (NPCs) placed within the game space. Hereafter, the character objects placed in the game space may simply be referred to as "characters."
[0035] User information 223 is information managed for each game account. User information 223 includes, for example, information about objects such as playable characters, information about owned assets, and information indicating the game's progress. Examples of owned assets include in-game currency, items, and character equipment. Information about objects includes information about parameters related to objects such as characters.
[0036] The control unit 210 controls various processes related to the game by executing the game program 221 stored in the memory unit 220. The control unit 210 includes, for example, a transmitting / receiving unit 211, a server processing unit 212, a data management unit 213, and a synchronization processing unit 214.
[0037] The transmitting / receiving unit 211 transmits or receives various types of data. For example, the transmitting / receiving unit 211 receives requests to transmit various types of data and programs, requests for synchronization processing to support the multiplayer function, and data to be synchronized from each terminal device 10, and passes them to the server processing unit 212. The transmitting / receiving unit 211 also transmits various types of data and programs, including instructions for synchronization, to each terminal device 10 in accordance with the control of the server processing unit 212.
[0038] In this embodiment, the multiplayer function is a function that synchronizes the game processing of multiple accounts. The server 20 and terminal device 10 of the game system 1 execute various processes to support the multiplayer function when multiple accounts logged into the game system 1 participate in the same game.
[0039] The server processing unit 212 provides the game to the terminal device 10 by executing calculations described in the game program 221 in response to requests from the terminal device 10. For example, when the server processing unit 212 receives a request for synchronization processing to support the multiplayer function or data to be synchronized from the terminal device 10 via the transmission / reception unit 211, it executes the synchronization processing to support the multiplayer function. The server processing unit 212 also instructs the transmission / reception unit 211 to transmit game information 222 or user information 223. Furthermore, the server processing unit 212 instructs the data management unit 213 to add, update, or delete records of game information 222 or user information 223.
[0040] The data management unit 213 manages various data stored in the storage unit 220 according to instructions from the server processing unit 212. For example, the data management unit 213 reads game information 222 or user information 223 according to instructions from the server processing unit 212 and transmits it to the terminal device 10 via the transmission / reception unit 211. The data management unit 213 also adds, updates, or deletes records of game information 222 or user information 223 according to instructions from the server processing unit 212.
[0041] The synchronization processing unit 214 performs synchronization processing to support the game's multiplayer function in accordance with instructions from the server processing unit 212. For example, when the server 20 sends information to multiple terminal devices 10, the synchronization processing unit 214 synchronizes the game progressing among the terminal devices 10 by simultaneously sending the information to each terminal device 10. Specifically, the synchronization processing unit 214 simultaneously sends operation information received from each terminal device 10 corresponding to each account within a predetermined period (e.g., one frame) to each terminal device 10 at predetermined intervals. The operation information is information about operations input to the terminal device 10. The timing of synchronization and the information to be synchronized may be received from the server processing unit 212 as needed. By performing synchronization processing, it becomes possible to simultaneously reflect in-game events caused by operations input on one terminal device 10 to other terminal devices 10.
[0042] In this embodiment, the terminal device 10 has functions such as an input device that accepts user input operations, and an output device that outputs game images and sounds.
[0043] The terminal device 10 functions as a control unit 110 and a storage unit 120 through the cooperation of a processor 11, memory 12, storage 13, communication IF 14, and input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. Examples of such data include a game program 121, game information 122, and user information 123.
[0044] The game program 121 is a program for implementing the game on the terminal device 10. The game information 122 and user information 123 are data that the control unit 110 refers to when executing the game program 121.
[0045] Game information 122 contains the same information as game information 222 for server 20, as mentioned above. Therefore, the explanation of game information 122 is omitted here.
[0046] User information 123 is data relating to the account of a user using terminal device 10, and includes the same information as the user information 223 of server 20 described above. Therefore, the explanation of user information 123 is omitted here.
[0047] The control unit 110 controls various processes related to the game executed in the terminal device 10 by executing the game program 121 stored in the memory unit 120. The control unit 110 includes, for example, an operation reception unit 111, a transmission / reception unit 112, a game progress unit 113, and a display control unit 114.
[0048] The operation reception unit 111 receives operations (hereinafter also referred to as "input operations") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of input operation. Examples of input operations include various operations performed with fingers, such as touch operations, tap operations, slide operations, swipe operations, flick operations, pinch-in operations, and pinch-out operations. Input operations are not limited to operations that physically contact the input unit 17 (for example, the touchscreen 16), but can also include non-contact operations. Operations that terminate an input operation that was previously performed, such as a touch-off operation that ends contact with the touchscreen 16, can also be considered a form of input operation.
[0049] Here, the operation reception unit 111 can accept input operations performed using operating devices connected via the input / output IF 15, in the same way as input operations performed on the input unit 17.
[0050] The transmitting / receiving unit 112 transmits and receives various types of data. Specific examples are given below.
[0051] The transmitting / receiving unit 112 sends game information 122 or user information 123, and synchronization requests for multiplayer functionality to the server 20. The transmitting / receiving unit 112 receives various data, programs, and synchronization data for multiplayer functionality from the server 20. Synchronization data includes, for example, synchronization instruction data to instruct each terminal device 10 participating in multiplayer to synchronize. Synchronization instruction data includes, for example, data to specify the data to be synchronized, the type of data, and the timing of the synchronization.
[0052] The transmitting / receiving unit 112 transmits operation information related to input operations received by the operation reception unit 111 to the server 20. The transmitting / receiving unit 112 also receives operation information from the server 20 related to operations entered by other users on other terminal devices 10.
[0053] The game progress unit 113 executes various processes related to the progress of the game. A specific example is given below.
[0054] The game progress unit 113 defines the game space based on the information for defining the game space contained in the game information 122. The game progress unit 113 places objects in the game space based on the object setting information contained in the game information 122. The game progress unit 113 controls the objects placed in the game space. Specifically, the game progress unit 113 controls the objects by changing their position, orientation, shape, color, etc., within the game space, and by making the objects perform predetermined actions.
[0055] The game progress unit 113 defines a virtual camera for specifying the area of the game space to be presented to the user. The game progress unit 113 positions the virtual camera within the game space by defining its position and orientation. The game progress unit 113 instructs the display control unit 114 to generate an image that renders the field of view defined by the virtual camera and the objects placed within this field of view.
[0056] The position and orientation of the virtual camera can be determined as appropriate for each game space. For example, the game progress unit 113 positions the virtual camera based on the position and orientation of a specific object, so that the specific object is centered in the field of view with a specific orientation. In doing so, the game progress unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be a dynamic object such as a playable character or a non-player character, or a static object such as a building, tree, or stone. Dynamic objects include playable characters that operate based on the actions of each user, and characters that operate based on the game programs 121,221 (e.g., non-player characters, enemy characters, etc.).
[0057] The game progress unit 113 interprets the user's instructions based on the coordinates of the input position and the type of input operation detected by the operation reception unit 111. Based on the interpreted instructions, the game progress unit 113 executes various judgment processes related to the progress of the game. Based on the results of the judgment processes, the game progress unit 113 controls objects, virtual cameras, etc., to advance the game. The game progress unit 113 updates, adds, or deletes game information 122 and user information 123 according to the progress of the game.
[0058] The display control unit 114 causes the display unit 18 to display an image. A specific example will be given below.
[0059] The display control unit 114 generates an image that depicts the field of view of the virtual camera defined by the game progress unit 113 within the game space, along with the objects present in that field, and displays it on the display unit 18. The display control unit 114 can also superimpose objects related to the UI (User Interface) necessary for various game operations, such as icons, buttons, and menus showing various parameters, onto the image displayed on the display unit 18.
[0060] Note that the functions of the terminal device 10 and server 20 shown in Figure 2 are merely examples. Each of the terminal device 10 and server 20 may also possess at least some of the functions of other devices. Furthermore, each of the terminal device 10 and server 20, etc., does not have to be implemented by a single device, but may be implemented by multiple devices connected via a network, for example. Also, the game system 1 may consist of only the terminal device 10 or the server 20, for example. In other words, the game system 1 does not have to be implemented by multiple devices connected via a network.
[0061] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. In this embodiment, the processor 11 of the terminal device 10 or the processor 21 of the server 20 will be described as performing the processing described later by executing the game program stored in the game system 1. However, at least a portion of the processing described later that is performed by the processor 11 may be executed by a processor other than the processor 11. Also, at least a portion of the processing described later that is performed by the processor 21 may be executed by a processor other than the processor 21. In other words, in this embodiment, the computer that executes the game program may be either the terminal device 10 or the server 20, or it may be realized by a combination of multiple devices.
[0062] The following description will use the application of the configuration according to this embodiment to a golf game as an example. However, the configuration according to this embodiment can also be applied to games other than golf games. Furthermore, the configuration according to this embodiment can be applied not only to games but also to applications (in other words, services) that provide a virtual space in which objects related to each user exist.
[0063] In this embodiment, the game progress unit 113 functions as an object granting means that, in conjunction with the execution of the game program, grants a first object in the game space and a second object having different attributes from the first object to the user playing the game by lottery. It also functions as a parameter changing means that changes the parameters of the first object according to the result of the lottery, in which the second object that the user already possesses is granted. As a result, even if the user acquires a predetermined object multiple times, the user can expect to gain an advantage from the change in the parameters of the first object, thus avoiding feelings of loss and disappointment.
[0064] Furthermore, the game progress unit 113, which functions as an object granting means, grants the user a second object that the user does not yet possess, in accordance with the result of a lottery conducted in conjunction with the execution of the game program. This grants the user a corresponding first object to which the second object can be applied, along with the second object to which the second object can be applied. This allows the timing of obtaining the first object to be aligned with the timing of obtaining the second object to which the first object can be applied, thereby improving the user's sense of anticipation.
[0065] Here, "applicable to the first object" means, for example, that the first object can be equipped or that it can be used on the first object. The second object applicable to the first object may, for example, change the appearance, attributes, parameters, etc., of the first object. Specifically, the first object may, for example, be a character that can be manipulated by the user. The second object may, for example, be an object that changes the appearance (in other words, the display form) of the character as the first object. Specifically, the second object may be an item that the character can equip, more specifically, a skin (for example, clothes), an accessory, or a tool that the character uses to progress through the game (for example, a club in a golf game, or a weapon in a game where you defeat a specific enemy). The second object may also be, for example, a mascot character that can be associated with the character as the first object. The second object may also be, for example, a consumable item that can be used on the character as the first object (for example, an item that changes the color of the character's hair or clothes, or an item that improves the character's abilities). Furthermore, the targets of the first and second objects, as well as the correspondences between these objects, are not limited to those described above. Also, the second object does not necessarily have to be applicable to the first object.
[0066] In the game of this embodiment, there is a character controlled by the user, which is a first object. In addition, in the game of this embodiment, there are multiple types of second objects, such as skins, accessories, clubs, and mascot characters that can be applied to the character controlled by the user.
[0067] In the game of this embodiment, a first object, such as a character, and a second object, such as a skin, are always obtained as a set when acquired by the user based on a lottery. In other words, the game progression unit 113 does not grant the user a character alone (for example, only "Character A" if there are "Character A," "Character B," "Character C," etc. that can be obtained by lottery), but always grants the user a set of a character (for example, Character A) and a skin applicable to it (for example, "casual clothes" worn by Character A (hereinafter referred to as "Character A casual clothes"), or "work clothes" worn by Character A (hereinafter referred to as "Character A work clothes"), etc.). When "Character A" and "Character A casual clothes" are granted to the user as a set through the lottery, the user will possess one "Character A" and one "Character A casual clothes." Subsequently, if the lottery results in a decision to grant the user the set of "Character A" and "Character A's work uniform," the user will possess two "Character A"s, one "Character A's casual clothes," and one "Character A's work uniform" (in other words, two skins). In this embodiment, a skin applicable to a particular character is a skin exclusive to that character. In other words, a skin applicable to Character A (for example, "Character A's casual clothes" or "Character A's work uniform") is applicable to Character A but not to other characters (for example, Character B or Character C). However, a skin applicable to one character may also be applicable to other characters.
[0068] In this example, the second object, the skin, consists of (or contains) multiple objects such as "casual clothes" and "work clothes" that can be applied to the first object, the character.
[0069] In this embodiment, the game progression unit 113 changes the parameters of the first object (e.g., a character) according to the result of a lottery in which the user is assigned a second object (e.g., a character skin) that they already possess (in other words, assigned the second object twice).
[0070] The parameter changes of the first object based on the duplication of the second object will be explained with reference to Figure 3. Figure 3 conceptually shows an example of the duplication patterns of objects owned by the user. Figure 3 shows a first duplication axis 50 relating to the duplication of a character as the first object (specifically, "Character A"), and a second duplication axis relating to the duplication of a skin as the second object related to the first object "Character A" (specifically, a second duplication axis 52A corresponding to "Character A casual clothes" and a second duplication axis 52B corresponding to "Character A professional clothes"). In this embodiment, character duplication and skin duplication are managed separately, and processing is performed according to the duplicated object.
[0071] In this embodiment, if the first object is duplicated, the game progress unit 113 changes the first parameter, which is a parameter relating to the first object. Specifically, for example, if the user already possesses "Character A" and the lottery result is obtained to grant "Character A" to the user (i.e., "Character A" is duplicated), the game progress unit 113 increases the parameter relating to Character A, which is the first parameter. More specifically, for example, if the user has already obtained a set of "Character A" and "Character A's casual clothes" through a lottery, and the lottery result is obtained to grant the user a set of "Character A" and "Character A's casual clothes" or a set of "Character A" and "Character A's professional clothes", the game progress unit 113 increases the parameter relating to Character A, which is the first parameter, and which affects the progress of the game (in other words, the achievement of the game's objective (e.g., winning or losing)). Here, the first parameter is a parameter relating to the character's ability (in other words, an ability value). In this embodiment, when a character is duplicated, the game progression unit 113 increases the parameters of the duplicated character related to the success rate of shots under specific circumstances (e.g., rough, bunker, or uneven terrain) and parameters related to the skill level of specific shots such as putting. In other words, the game progression unit 113 increases the parameters of the duplicated character to make it advantageous to play the game using that character (in other words, strengthens the character). The parameters related to a character's abilities may be parameters that indicate attack power (in other words, power), defense power, agility, stamina, magic power, etc., depending on the type of game. It should be noted that changing the parameters related to a character's abilities does not necessarily mean changing the magnitude of a certain value, as long as it results in a change in the character's ability (e.g., the level of ability).
[0072] In this embodiment, the duplication of the first object can also be said to mean the duplication of the second object. Specifically, for example, if a user already possesses "Character A's casual clothes" and the lottery result is obtained to grant the user either "Character A's casual clothes" or "Character A's professional clothes" (i.e., if the user already possesses the skin for Character A and wins the skin for Character A), the user will also acquire "Character A" again. In other words, in this embodiment, when the second object (in this case, the skin for Character A) is duplicated, the game progress unit 113 changes the first parameter, which is a parameter related to the first object (in this case, Character A). Specifically, for example, if a user already possesses "Character A's casual clothes" and the lottery result is obtained to grant the user either "Character A's casual clothes" or "Character A's professional clothes", the game progress unit 113 increases the ability value of Character A, which is the first parameter.
[0073] Thus, in this embodiment, when an overlap occurs on the first overlap axis 50 shown in Figure 3, the game progression unit 113 changes the first parameter of the first object.
[0074] Furthermore, if one of several types of second objects (e.g., skins or accessories) consists of multiple objects (e.g., "Character A's casual clothes," "Character A's work clothes," etc.) that can be applied to the first object (e.g., a character such as "Character A"), (or if it includes multiple objects), the game progress unit 113 may prevent the user from possessing the same (or predetermined) object multiple times. Specifically, for example, if a user already possesses one "Character A" and one "Character A's casual clothes," and then a lottery result is obtained that would grant the user "Character A's casual clothes" again, the game progress unit 113 will actually refrain from granting "Character A's casual clothes" to the user (i.e., prevent the user from possessing "Character A's casual clothes" multiple times). However, instead of actually granting it, the game progress unit 113 will change the parameters related to the first object (e.g., the first parameter or the second parameter described later). This prevents the user from feeling a sense of loss or disappointment. Alternatively, if the game progress unit 113 is in a state where the user possesses one "Character A," one "Character A casual outfit," and one "Character A professional outfit," and the lottery result is to grant the user "Character A casual outfit" again, the unit may refrain from granting the user "Character A casual outfit." However, if the lottery result is to grant the user "Character A professional outfit" again, the unit may grant the user "Character A professional outfit" (i.e., the user cannot possess a predetermined set of "Character A casual outfits" multiple times, but can possess a predetermined set of "Character A professional outfits" multiple times).
[0075] Furthermore, for example, with regard to the first object, such as a character, it may be possible to prevent a user from possessing the same (or predetermined) object multiple times. Specifically, for example, even if a user already possesses one "Character A," and a lottery result is obtained that would grant the user "Character A" again, the game progress unit 113 may actually refrain from granting "Character A" to the user (i.e., it may prevent the user from possessing "Character A" multiple times). However, instead of actually granting it, the game progress unit 113 changes the parameters related to the first object (for example, the first parameters). This prevents the user from feeling a sense of loss or disappointment.
[0076] Furthermore, in this embodiment, if one of the multiple objects constituting a second object of a certain type is duplicated, the game progression unit 113 changes the second parameter as a parameter relating to the first object.
[0077] Specifically, for example, if a user already owns "Character A's casual clothes" and the lottery result is to grant the user "Character A's casual clothes" (i.e., if "Character A's casual clothes" becomes duplicated), the game progress unit 113 increases the reward points of Character A as a second parameter. Also, for example, if a user already owns "Character A's professional clothes" and the lottery result is to grant the user "Character A's professional clothes" (i.e., if "Character A's professional clothes" becomes duplicated), the game progress unit 113 increases the reward points of Character A as a second parameter.
[0078] On the other hand, for example, if a user already owns "Character A's casual clothes" but does not own "Character A's professional clothes," even if the lottery result is to grant the user "Character A's professional clothes," one of the multiple objects that make up the skin as a second object will not be duplicated, so the game progress unit 113 will not increase the reward points of character A as a second parameter.
[0079] Thus, in this embodiment, when an overlap occurs on the second overlap axis 52A, 52B shown in Figure 3, the game progression unit 113 changes the second parameter of the first object.
[0080] Here, reward points refer to points related to rewards (in other words, perks) given to the user. When a predetermined amount of reward points is accumulated, the game progress unit 113 grants the user a predetermined reward. The accumulated amount of reward points is stored in the storage unit 120 as user information 123, for example. In this embodiment, if objects constituting a specific second object are duplicated, the game progress unit 113 grants the user reward points related to the character to which the object applies. When a predetermined amount of reward points is accumulated, the user is granted rewards such as voices, action skills, character medals, or passive skills. In this embodiment, reward points are managed individually for each character; for example, there are reward points associated with character A and reward points associated with character B. When a predetermined amount of reward points associated with a character is accumulated, the user is granted a predetermined reward.
[0081] Here, "voice" refers to the sound that is heard by an opponent in a specific situation, such as during a match against a designated opponent. "Action skills" are techniques (so-called special moves) that a character can use during gameplay. In other words, action skills are skills that are actively activated by the user's actions during gameplay. The user can use the action skills that their character possesses (in other words, those set for the character) during a match against an opponent. Examples of action skills include shots that travel a long distance or shots that curve in a special way. "Passive skills," on the other hand, are skills that are activated during gameplay without user intervention (in other words, their effects are automatically obtained). An example of a passive skill is one that improves control in bunkers. Action skills and passive skills may be set on the character by the user after acquisition (in other words, equipped), or they may be automatically set on the character upon acquisition.
[0082] Character medals exist for each character and are items that can be used to acquire predetermined objects related to the corresponding character. In this embodiment, for example, a user can consume character medals for a specific character to acquire a different color version (in other words, a different type) of the skin of that specific character that the user owns. For example, one character medal may be exchangeable for one different color version. Specifically, for example, "Character A's casual clothes" for character A may have multiple types, including a first version and a second version. If "Character A's casual clothes" is obtained through a lottery, the first version (in other words, the original version) of "Character A's casual clothes" is given to the user, and the user who owns "Character A's casual clothes" may be able to acquire the second version (in other words, a different color version) of "Character A's casual clothes" by consuming character medals related to character A. In this case, for skins that the user does not own (in other words, skins for which the original version has not been acquired), such as "Character A's professional clothes," even if the user possesses character medals for character A, they cannot exchange them for a different color version of "Character A's professional clothes." Furthermore, character medals related to character A cannot be exchanged for skins related to character B or character C (specifically, color variations of skins). In this embodiment, the first version (in other words, the original version) can only be obtained through a lottery and cannot be obtained by consuming character medals.
[0083] Furthermore, in this embodiment, when a predetermined amount of reward points for a certain character are accumulated, the level of that character increases by one. In other words, in this embodiment, the game progression unit 113 increases the level of the first object to which the duplicated object is applicable, based on the duplication of objects that constitute the second object. Also, each time the level increases by one, the user is granted a reward of either a voice, an action skill, a character medal, or a passive skill. At least one or all of the rewards of voice, action skill, character medal, or passive skill granted based on the level increase of a certain character may or may not be rewards related to that character. That is, for example, the reward granted based on the level increase of a certain character may always be a voice of that character, an action skill or passive skill that can be set for that character, or a character medal for that character, and voice, action skill, character medal, or passive skill related to other characters may also be granted. Furthermore, it is preferable that a character's level increases when at least one instance occurs where the character's abilities improve (for example, when the character is granted a skill that can be assigned to them; in other words, the character is strengthened). Note that both a character's level increasing and the acquisition of a skill that can be assigned to a character can be considered increases in the character's parameters.
[0084] Furthermore, the parameters that change when each object is duplicated do not have to be as described above. For example, in a scenario where the first parameter is described as increasing, the second parameter may also increase. Also, for example, in a scenario where the second parameter is described as increasing, the first parameter may also increase. In other words, the same parameter may increase in both the scenario where the first parameter is described as increasing and the scenario where the second parameter is described as increasing. Also, the first and second parameters are not limited to those described above. In addition, for example, there may be cases where the parameter decreases when each object is duplicated (for example, the character's ability decreases). In other words, in this embodiment, when a user possesses a predetermined object and a lottery result is obtained that grants the predetermined object, the game progress unit 113 changes a predetermined parameter (for example, the parameter of the first object). The modes of parameter change here include, for example, an increase or decrease in a predetermined numerical value, a stepwise increase or decrease in a predetermined level, or a random discrete change.
[0085] Furthermore, there may be second objects that are not obtained as a set with the first object, such as a character. In this embodiment, accessories, clubs, and mascot characters are not obtained as a set with a character. That is, when the game progress unit 113 assigns these second objects (specifically, accessories, clubs, and mascot characters, etc.) applicable to the first object (for example, a character such as "Character A") by lottery, it does not assign the first object at the same time.
[0086] On the other hand, if one of several types of second objects (e.g., accessories, clubs, and mascot characters) that are not simultaneously assigned to the first object (e.g., an accessory) consists of multiple objects (e.g., "Sun Visor A", "Sun Visor B", etc.) that are applicable to the first object (e.g., a character such as "Character A"), or contains multiple objects, the game progress unit 113 changes the second parameter as a parameter related to the first object when one of these multiple objects is duplicated. Specifically, for example, if the user already possesses "Sun Visor A", and the lottery result is obtained to assign "Sun Visor A" to the user (i.e., "Sun Visor A" is duplicated), the game progress unit 113 increases the reward points of Character A as the second parameter, similar to the case where "Character A's casual clothes" is duplicated.
[0087] In this embodiment, there are multiple types of second objects (e.g., accessories, clubs, and mascot characters) that are not simultaneously granted to the first object, and among the second objects applicable to a certain character, there are dedicated objects and non-dedicated objects for that character. Specifically, accessories are dedicated objects, while clubs and mascot characters are non-dedicated objects. More specifically, accessories applicable to character A (e.g., "Sun Visor A" or "Sun Visor B") are not applicable to other characters (e.g., character B or character C). On the other hand, clubs and mascot characters applicable to character A are applicable to other characters (e.g., character B or character C; in other words, at least some of the other characters). Furthermore, if, for example, the same accessory (e.g., "Sun Visor A") is duplicated as a dedicated object, the game progression unit 113 increases the second parameter (reward points) of character A to which the accessory is applicable. Furthermore, if there are duplicate non-exclusive objects, such as the same club, the game progression unit 113 increases the second parameter (reward points) of one of the characters among the multiple characters applicable to that club. In this case, the character whose parameter is increased is determined randomly. Alternatively, such a decision may not be random but based on predetermined rules or the like.
[0088] The second object may be, for example, a skin, or a profession. Specifically, for example, the character as the first object and a profession as the second object may always be obtained as a set. Examples of professions include "Swordsman," "Ninja," and "Wizard." Specifically, examples include "Character A Swordsman," "Character A Ninja," and "Character A Wizard" applicable to Character A. In such a case, if any of "Character A Swordsman," "Character A Ninja," or "Character A Wizard" is assigned by lottery, "Character A" may also always be assigned as a set.
[0089] Furthermore, accessories, clubs, and mascot characters, which are considered second objects, share similarities with skins, which are considered second objects, in that they are applicable to the first object. However, they differ from skins, which are considered second objects, in that when they are awarded by lottery, the first object is not awarded simultaneously. For this reason, accessories, clubs, and mascot characters can also be considered third objects distinct from the second object. In this embodiment, the third object is an object that can be awarded to the user even when the user does not possess the corresponding first object. Specifically, for example, even if the user does not possess "Character A," the game progress unit 113 may, through a lottery, award "Sun Visor A" or "Sun Visor B," which are applicable to Character A. If such an outcome occurs, "Sun Visor A" or "Sun Visor B" will actually be awarded to the user. In addition, in this embodiment, even if the user does not possess "Character A," the reward points for "Character A" may increase and "Character A" may level up, for example, based on the fact that "Sun Visor A" is duplicated. In other words, the game progression unit 113 can also increase the parameters (e.g., level, etc.) of characters that the user does not yet possess (e.g., "Character A").
[0090] In the example where the game progress unit 113 functions as an object assignment means and a parameter variable means as described above, the following specific embodiments can be envisioned. That is, when a second object, such as a skin, is duplicated, the game progress unit 113 changes the parameters of the corresponding first object, the character (for example, the first parameter and the second parameter). As a result, for example, the character's ability score may increase, or skills set for that character may be unlocked. Also, for example, when a skin is duplicated, the reward points of the first object increase, and based on this, voices and character medals are awarded to the user.
[0091] Furthermore, if the game progress unit 113 obtains a lottery result that grants a second object (e.g., a skin) applicable to a specific character (e.g., "Character A") to the user when the user does not possess that character as a first object, the game progress unit 113 grants the user the specific character along with the second object. As mentioned above, in this embodiment, the character as the first object and the skin as the second object are granted as a set, so that if the user does not possess that character and a skin applicable to that character is granted, the specific character is granted. However, for example, a skin or other object applicable to a character may be granted individually (e.g., by winning a lottery), and the game progress unit 113 may grant the specific character if the user does not possess that character and such an object applicable to that character is granted.
[0092] In this embodiment of the game, which involves the assignment of unique objects and associated parameter changes as described above, in-game, each user can control their own character to play golf or compete against a predetermined opponent (e.g., another user or a non-player character). In addition, in this embodiment of the game, out-of-game, each user can change the display form (in other words, appearance) of their character. Changing the display form includes, for example, applying a predetermined item (e.g., a skin, accessory, club, or mascot character) to the character. Furthermore, each user's character is displayed to other users, for example, during a match, in the display form set by that user.
[0093] Here, we will describe the operation related to applying the second object to the first object. In this embodiment, the second object can be applied to the first object by operating on a specific screen 30 displayed on the display unit 18 by the display control unit 114. Figure 4 shows an example of a specific screen 30 displayed on the display unit 18.
[0094] On a specific screen 30, the display form of a character 33 owned by the user (for example, "Character A") can be changed based on the user's input. Specifically, for example, on the specific screen 30, the skins owned by the user are displayed as icons 94a and 94b. Here, as an example, we will explain assuming that the user owns both casual clothes (i.e., "Character A's casual clothes") and work clothes (i.e., "Character A's work clothes") for character 33 as character A. In the game of this embodiment, multiple types of skins are available for character A, including "Character A's casual clothes" and "Character A's work clothes." Furthermore, both "Character A's casual clothes" and "Character A's work clothes" have an original version and two color variations. In Figure 4, the icon for the original version is shown as icon 94a, and the icons for the color variations are shown as icon 94b. Note that the term "color variations" is a convenient expression and includes cases where the shape of the clothes, etc., are different, not just the color. The original version is given to the user, for example, by lottery (specifically, only by lottery). On the other hand, the color variations corresponding to this original version can be obtained through means other than lottery, for example, by using the character medals mentioned above. Alternatively, these versions may be obtained as rewards (for example, in the form of clothing exchange tickets) for fulfilling certain conditions (for example, through payment, participation in an event, or completion of a mission).
[0095] When the user performs an input operation (for example, a tap) on icons 94a and 94b displayed on a specific screen 30 (specifically, icons corresponding to each skin owned by the user), the skin corresponding to the icons 94a and 94b selected by the user is applied to the character 33. In other words, this changes the display form of the character 33 to a form wearing the skin selected by the user.
[0096] Furthermore, on the specific screen 30, for skins whose original versions the user has already obtained, icons 95 (in Figure 4, the icon for the colored version of "Character A's Occupation Outfit") of the corresponding colored versions that the user has not yet obtained are displayed. In addition, based on an input operation (e.g., a tap operation) on the icon 95 displayed on the specific screen 30, the user can obtain the skin corresponding to the operated icon 95 by consuming character medals. Specifically, when an input operation is performed on the icon 95, the display control unit 114 causes the display unit 18 to display a pop-up screen 70 as shown in Figure 5. Then, when the user performs an input operation (e.g., a tap operation) on, for example, the exchange button 72 on the pop-up screen 70, the skin corresponding to the selected icon is granted to the user, and character medals are consumed as payment. Furthermore, when icon 95 is operated, in other words, when an unobtained alternate color version is selected, the display control unit 114 may display character 33 wearing the selected alternate color version on the display unit 18, so that the user can see what character 33 looks like wearing the alternate color version before consuming character medals to obtain that alternate color version.
[0097] Furthermore, users can also change the display form of their owned character 33 on their terminal device 10 by performing input operations to change items other than the skin equipped to the character 33 (for example, accessories, clubs, or mascot characters). These changes to various items are performed, for example, by selecting the items to be equipped to the character 33 from the items owned by the user displayed on the display unit 18, similar to the case of skins.
[0098] Various objects, such as the first object (for example, the character 33 controlled by the user) and the second object (for example, skins, accessories, clubs, or mascot characters), can be obtained, for example, through a predetermined lottery (so-called gacha). These various objects may also be granted, for example, when the user achieves predetermined accomplishments in the game (for example, "winning a predetermined tournament" or "completing a predetermined quest").
[0099] Here, we will explain the lottery for obtaining these objects. Users can participate in a lottery for obtaining objects by spending their assets. Assets may be, for example, currency within the virtual space, or certain items. The lottery may be executed, for example, based on an input operation to a lottery execution button (not shown) displayed on a predetermined screen that the display control unit 114 displays on the display unit 18. The lottery may also be executed, for example, based on the user achieving a predetermined achievement condition in the game.
[0100] When an input operation is performed on the lottery execution button, the game progress unit 113 determines by lottery which object (e.g., character or item) to be given to the user. The game progress unit 113 then gives the object determined by the lottery to the user. The method of lottery is not particularly limited. For example, when the lottery execution button is operated, the game progress unit 113 may refer to a table related to the lottery stored as game information 122 and obtain the lottery result based on that table. Alternatively, for example, when the lottery execution button is operated, the game progress unit 113 may send a lottery request to the server processing unit 212 of the server 20, the server processing unit 212 may refer to a table related to the lottery stored as game information 222, obtain the lottery result based on that table, and send the lottery result to the terminal device 10. In other words, the execution unit that performs the lottery may be located in the terminal device 10, or in the server 20, or it may be realized through cooperation between the terminal device 10 and the server 20. The object selected by lottery becomes part of the user's assets.
[0101] Furthermore, separate lotteries may be provided for each type of object. Specifically, for example, there may be a first lottery for obtaining a character and skin set, a second lottery for obtaining accessories, a third lottery for obtaining a club, and a fourth lottery for obtaining a mascot character, with each type of lottery being determined by the user's choice. In addition, a lottery may be provided for obtaining multiple of these objects.
[0102] Next, referring to Figures 6 and 7, we will explain the processing flow that game system 1 executes in relation to the aforementioned specific object assignment and corresponding parameter changes.
[0103] First, an example of the processing related to the change in the parameters of the first object based on the duplication of the second object will be explained with reference to Figure 6.
[0104] First, the game progress unit 113 performs a lottery related to the granting of a second object and identifies the second object to be granted to the user (step S101). Specifically, for example, the game progress unit 113 performs a lottery related to the granting of a skin and identifies the skin to be granted to the user. The lottery is performed based on user operations, such as inputting to the lottery execution button mentioned above.
[0105] Next, the game progress unit 113 determines whether the user already possesses the second object identified in step S101 (step S102). In other words, the game progress unit 113 determines whether the second object is a duplicate. Specifically, when it is decided to grant a skin for a particular character (for example, "Character A"), the game progress unit 113 determines whether the user already possesses the skin for that particular character. Here, the game progress unit 113 may determine whether the user already possesses the skin for a particular character (for example, "Character A") by determining whether the user possesses that character.
[0106] If the user already possesses the second object identified by lottery (YES in step S102), the game progress unit 113 changes the parameters of the first object (step S103). Specifically, the game progress unit 113 changes the parameters of the first object to which the second object can be applied. More specifically, for example, if it is determined by lottery that a skin applicable to a specific character will be given to the user, and the user already possesses the skin applicable to that specific character, the game progress unit 113 increases the parameters of that specific character. In this case, whether or not to give the user the second object identified by lottery can be set according to the application to be applied, etc.
[0107] On the other hand, if the user does not yet possess the second object identified by lottery (NO in step S102), the game progress unit 113 grants the second object to the user without changing the parameters of the first object.
[0108] Next, an example of the process related to the granting of a first object based on the granting of a second object will be explained with reference to Figure 7.
[0109] First, the game progress unit 113 performs a lottery related to the granting of a second object and identifies the second object to be granted to the user (step S201). Specifically, for example, the game progress unit 113 performs a lottery related to the granting of a skin and identifies the skin to be granted to the user.
[0110] Next, the game progress unit 113 determines whether the user already possesses the first object to which the second object identified in step S201 can be applied (step S202). In other words, the game progress unit 113 determines whether the first object is duplicated. Specifically, when it is decided to apply a skin for a particular character (for example, "Character A"), the game progress unit 113 determines whether the user already possesses that particular character.
[0111] If the user does not yet possess a first object to which the second object identified by lottery is applicable (NO in step S202), the game progress unit 113 grants the user the second object and also grants the user the first object to which the second object is applicable (step S203). Specifically, for example, if the lottery determines that the user should be granted a skin applicable to a specific character, the game progress unit 113 grants the user both the specific character and the skin.
[0112] Furthermore, even if the user already possesses a first object to which the second object identified by lottery is applicable (YES in step S202), the game progress unit 113 may or may not grant the user the first object to which the second object is applicable. In other words, the user may possess duplicate first objects.
[0113] Furthermore, for example, the determination process in step S202 does not necessarily have to be performed. For example, in step S201, the game progress unit 113 may perform a lottery for the granting of a set of the first object and the second object as a lottery for the granting of the second object, and identify a set of the first object and the second object to be granted to the user (for example, a set of "Character A" and "Skin applicable to Character A"). The game progress unit 113 may then grant the identified set of the first object and the second object to the user.
[0114] Furthermore, the present invention is not limited to the embodiments described above, and can be implemented in various modified forms without departing from its essence. For example, the application field of the present invention is not limited to golf games, but can be applied to all games involving the assignment of objects. Also, the services to which the present invention is applied are not limited to games, but can be applied to other services as well. Moreover, within the scope of the invention, it is possible to freely combine each component, modify any component, or omit any component. Furthermore, the processing flow described herein is merely an example, and the order and configuration of each process may differ. Also, some of the various judgment processes and other processes shown in each flowchart may not exist. In other words, the processing flow and specific judgment processes may differ from those exemplified herein.
[0115] <Note> The matters described in the above embodiments may also be described as follows:
[0116] (Note 1) The computer is configured to function as an object granting means (for example, a game progress unit 113) that grants a first object and a second object applicable to the first object to a user playing the game by lottery. The object granting means grants the first object to the user along with the second object, in accordance with the result of the lottery which grants the second object that the user does not yet possess. program. This configuration allows for the timing of obtaining the first object to be synchronized with the timing of obtaining the second object applicable to the first object, thereby enhancing the user's expectations. Consequently, the game's appeal is improved.
[0117] (Note 2) The object granting means grants a third object, which is applicable to the first object and different from the second object, to the user by lottery, without granting the first object together with the third object. The program described in Appendix 1. With this configuration, it is possible to prepare a second object to which the first object may be assigned, and a third object to which it may not be assigned, as objects applicable to the first object. Therefore, the ways in which users acquire objects become more diverse, improving the enjoyment of the game.
[0118] (Note 3) The system includes an object granting means (for example, a game progress unit 113) that grants a first object and a second object applicable to the first object to a user playing the game by lottery, The object granting means grants the first object to the user along with the second object, in accordance with the result of the lottery which grants the second object that the user does not yet possess. Information processing system. With this configuration, the same effects and benefits as the program described in Appendix 1 can be achieved. [Explanation of symbols]
[0119] 1 Game system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 16 Touchscreen, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 30 Home screen, 110 Control unit, 111 Operation reception unit, 112 Transmit / receive unit, 113 Game progress unit, 114 Display control unit, 120 Memory unit, 210 Control unit, 211 Transmit / receive unit, 212 Server processing unit, 213 Data management unit, 214 Synchronization processing unit, 220 Memory unit
Claims
1. The computer is configured to function as an object-granting means that grants a first object and a second object applicable to the first object to a user playing the game by lottery. There are multiple types of the second object that are applicable to one of the first objects, The object assignment means, when the user first wins one of the multiple types of second objects applicable to one of the first objects in the lottery, assigns the first object to which the second object is applicable along with the winning second object, and thereafter, when the user wins a second object of a different type than the first winning second object, changes the parameters of the first object. program.
2. The system includes an object granting means that grants a first object and a second object applicable to the first object to a user playing the game by lottery, There are multiple types of the second object that are applicable to one of the first objects, The object assignment means, when the user first wins one of the multiple types of second objects applicable to one of the first objects in the lottery, assigns the first object to which the second object is applicable along with the winning second object, and thereafter, when the user wins a second object of a different type than the first winning second object, changes the parameters of the first object. Information processing system.
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