Information processing device, information processing method, and program

The information processing device addresses the issue of unrecognized game effect changes by granting and notifying players of different effects based on game media possession, improving game engagement.

JP7839422B2Active Publication Date: 2026-04-02MIXI INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-09-03
Publication Date
2026-04-02

AI Technical Summary

Technical Problem

Players often fail to recognize changes in game effects provided by game media, leading to reduced game interest.

Method used

An information processing device that grants players first and second effects based on game media possession during different periods, with a notification unit comparing and informing players about these changes.

Benefits of technology

Enhances player recognition of effect changes, making game progression more engaging by clearly notifying players of effect variations.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a technology which makes it easy for a player to recognize a change in effect imparted to the player in each period in accordance with game media possessed by the player.SOLUTION: An information processor includes: an imparting part which imparts to a player a first effect determined on the basis of game media possessed by the player at a first point of time and a first condition about the game media set during a first period at least during a part of the first period; and a notification part which notifies the player of information based on comparison between a second effect that is determined on the basis of a game medium possessed by the player at a second point of time and a second condition about the game medium set during a second period different from the first period and the first effect.SELECTED DRAWING: Figure 2
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Description

Technical Field

[0001] The present invention relates to an information processing apparatus, an information processing method, and a program.

Background Art

[0002] Conventionally, a game system that provides a player with a game medium used during the progress of a game in accordance with a request from the player is known. For example, in the system described in Patent Document 1, it is determined whether a player satisfies the possession condition regarding a specific game medium among a plurality of game media, and when it is determined that the possession condition is satisfied, an effect related to the game is provided to the player.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in the conventional technology, even if the effect related to the game provided to the player changes during a certain period compared to other periods, there are cases where the player cannot sufficiently utilize the effect related to the game by recognizing the change, and there is still room for improvement in enhancing the interest of the game.

[0005] Therefore, an object of the present invention is to provide a technique that makes it easier for a player to recognize a change in the effect provided to the player for each period according to the game medium possessed by the player.

Means for Solving the Problems

[0006] An information processing device according to one aspect of the present invention includes a granting unit that grants to a player a first effect, which is determined based on a game medium held by the player at a first time point in time and first conditions relating to the game medium set during a first period, for at least a portion of the first period; The system includes a second effect determined based on the game medium the player possesses at a second time point in time and a second condition relating to the game medium set for a second period different from the first period, and a notification unit that notifies the player of information based on a comparison with the first effect. [Effects of the Invention]

[0007] According to the present invention, it becomes easier for players to recognize the changes in the effects granted to them over time, depending on the game medium they possess. [Brief explanation of the drawing]

[0008] [Figure 1] This figure shows an example of the system configuration of the game system according to this embodiment. [Figure 2] This figure shows an example of a game server configuration. [Figure 3] This figure shows an example of a typical character database. [Figure 4] This figure shows an example of a specific character database. [Figure 5] This figure shows an example of a database for managing owned characters. [Figure 6] This figure shows an example of an effect table. [Figure 7] This is a diagram showing an example of a terminal configuration. [Figure 8] This flowchart shows an example of the processing steps performed by the game server. [Figure 9] This diagram illustrates the operation of the game system according to this embodiment. [Figure 10] This diagram shows an example of screen transitions. [Figure 11] This figure shows an example of the hardware configuration of a game server and terminal. [Modes for carrying out the invention]

[0009] One embodiment of the present invention will be described below. In each figure, components with the same reference numerals have the same or similar configuration.

[0010] <System Configuration> Figure 1 shows an example of the system configuration of a game system 1 according to one embodiment. The game system 1 comprises a game server 10 and a plurality of terminals 20. The game server 10 and the terminals 20 are connected to each other so as to be able to communicate via a communication network N such as the Internet, intranet, wireless LAN, or mobile communication.

[0011] The game server 10 is a device that performs some of the functions necessary for the terminal 20 to provide the game, such as managing various information about the player or executing some of the game's processing. The game server 10 may consist of one or more computers, or it may be configured using a virtual server (such as a cloud server).

[0012] Terminal 20 is a device that provides games to players. Terminal 20 is, for example, a mobile phone. The terminal 20 is a computer such as a smartphone, tablet, personal computer, arcade game machine, or consumer game machine. The terminal 20 notifies the game server 10 of its location, which it has detected using GPS (Global Positioning System), etc.

[0013] <Game Overview> Next, an overview of the game provided by Game System 1 according to one embodiment will be described. In the game provided by Game System 1, players can assemble a deck of characters selected from among multiple characters they own, and by clearing quests using the assembled deck, they can obtain new characters and items.

[0014] Here, a quest is a term that means a task that can be cleared by meeting certain predetermined conditions. Quests are sometimes generally called explorations, tasks, and missions. A quest is an example of a game event.

[0015] As game events, in addition to quests, for example, they include in-game lotteries (so-called gachas), login bonuses, missions, and the like. An in-game lottery is a term that means an event for a player to obtain characters or items.

[0016] Items obtained by performing an in-game lottery include, for example, material items and evolution items. A player consumes items when performing an in-game lottery. The consumption amount of items is preset for each in-game lottery.

[0017] In addition to consuming items, a player can also perform an in-game lottery by making a payment or the like. That is, an in-game lottery may include a paid in-game lottery that requires a payment and a free in-game lottery that does not require a payment.

[0018] A deck is a term that means a group combining a plurality of characters. When a player executes a quest, the player selects characters having capabilities suitable for clearing the quest to form a deck and executes the quest. The game server 10 can store a plurality of decks compiled by the player, and the player can also select one deck from the plurality of stored decks to execute the quest when executing the quest.

[0019] Characters include regular characters and specific characters. Regular characters are characters that can be used to progress through the game. Specific characters are characters that are randomly selected from the regular characters at regular intervals. "Usable to progress through the game" means, for example, that they can be included in a deck and used in quests, that they can be controlled as player characters, and / or that their game parameters can be changed and they can be trained (evolved, strengthened, synthesized).

[0020] Normal characters and specific characters are examples of game elements. Normal characters can improve their parameters as the game progresses. The effects granted to the player are determined based on the number of specific characters the player possesses that meet certain conditions.

[0021] The predetermined conditions include, for example, that a predetermined parameter of the character (e.g., Luck) reaches a predetermined value (e.g., maximum value). The predetermined parameter of the character may be one that can be increased, for example, by combining characters of the same type. Alternatively, the predetermined parameter of the character may be one that changes (grows) as the character is used in the game.

[0022] The effects granted to the player may be one or more types of effects, and one example is at least one of the following: an effect that increases the player's or game medium's parameters, an effect that reduces the consumption of the player's or game medium's parameters, and an effect that grants the player a predetermined item.

[0023] The effects granted to the player are those that make the game easier to play. For example, when such effects are active, the player may be granted more points, items, and / or game media than when they are not active. Furthermore, the more specific characters a player possesses that meet certain conditions, the more points, items, and / or game media the player may be granted by the above effects.

[0024] For each additional specific character owned by the player that meets certain conditions, an additional effect may be granted to the player.

[0025] Furthermore, the effects granted to the player may change as the number of specific characters possessed by the player that meet certain conditions increases. For example, the effects granted to the player may differ depending on whether the number of specific characters possessed by the player that meet the conditions is the first number or the second number, which is smaller than the first number. In this case, the effects granted to the player may be modified so that having a larger number of specific characters that meet the conditions is more advantageous for the progression of the game than having a smaller number.

[0026] Players consume items when participating in quests. In addition to items, players can also participate in quests by consuming stamina. Players who participate in a quest can clear it by fulfilling certain conditions. Clearing a quest also rewards the player and advances the game's storyline.

[0027] Rewards include items and characters that can be used to build decks. For example, you will receive items when you complete a quest. The number of items you can potentially receive when you complete a quest will vary depending on the difficulty of the quest and the amount of stamina consumed.

[0028] (Game Server) Figure 2 shows an example of the configuration of a game server 10. The game server 10 comprises a game control unit 110 and a storage unit 120. The game control unit 110 can be realized by executing a program stored in the storage unit 120. This program can be stored in a storage medium. The storage medium in which the program is stored may be a non-transitory computer-readable medium. The non-transitory storage medium is not particularly limited, but may be a storage medium such as a USB memory or CD-ROM.

[0029] The game control unit 110 provides various functions necessary for running the game. The game control unit 110 includes an assignment unit 111 and a notification unit 112. The storage unit 120 stores the normal character DB 121, the support character DB 122, the owned character management DB 123, and the item management DB 124.

[0030] The granting unit 111 grants the player a first effect, which is determined based on the game medium the player possesses at the first time and the first condition regarding the game medium set during the first period, for at least a portion of the first period.

[0031] A game medium can be any game object that a player can use in the game, such as characters or items. For example, a game medium can be included in a deck that a player uses when playing a quest.

[0032] The first point in time is, for example, a point in time included in the first period. The first point in time may also be, for example, a point in time prior to the first period. The first period is the period during which the first effect can be applied to a player.

[0033] The first condition is, for example, a condition relating to the first specific group of game media corresponding to the first period that the player possesses at the first point in time.

[0034] The first group of specific game media includes one or more specific game media associated with the first period. In this embodiment, an example in which the game media is a character will be described, and hereafter, the first group of specific game media will be referred to as the first group of specific characters, and the specific game media as a specific character.

[0035] A specific character is a character selected from among multiple characters usable in the game, and is set at predetermined intervals. Specifically, a specific character is set in the first period and in the second period following the first period. In this embodiment, a first group of specific characters, including multiple specific characters, is set in the first period, and a second group of specific characters, also including multiple specific characters, is set in the second period. At least one character may be different in each of the first group of specific characters and the second group of specific characters.

[0036] The first condition is, for example, whether the player possesses one or more specific characters from the first specific character group whose parameters satisfy predetermined conditions.

[0037] The predetermined conditions are, for example, conditions relating to whether a predetermined parameter of a specific character is greater than or equal to a predetermined value (e.g., the maximum value).

[0038] The first effect is an effect granted to the player during the first period by the player possessing the first specific group of characters corresponding to the first period. The first effect includes, for example, at least some of the following: an effect that increases the player's or game medium's parameters, an effect that reduces the consumption of the player's or game medium's parameters, and an effect that grants the player a predetermined item.

[0039] The granting unit 111 may, for example, grant the first effect to the player for the entire first period, or for a part of the first period. A part of the first period is, for example, the period from when the conditions for granting the first effect to the player are met in the first period until the end of the first period.

[0040] Specifically, if the first specific character group consists of three or more specific characters, and the player satisfies a predetermined condition for one of the first specific character group during the first period, the granting unit 111 may grant the player the first type of effect from the time the player satisfies the condition.

[0041] Furthermore, if the player satisfies predetermined conditions for two of the first specific character group during the first period, the granting unit 111 may grant the player a second type effect in addition to the first type effect from the time the player satisfies those conditions.

[0042] Furthermore, if the player meets the predetermined conditions for three or more of the first specific character group during the first period, the granting unit 111 may grant the player a third type effect in addition to the first type effect and the second type effect from the time the player meets those conditions.

[0043] The game control unit 110 determines the second effect based on the game medium the player possesses at the second time point and the second condition relating to the game medium set for the second period, which is different from the first period.

[0044] The second point in time is, for example, a point in time after the first point in time, and the first and second points in time do not have to coincide. Alternatively, the second point in time may be, for example, a point in time after the first point in time but before the second period. Preferably, the second point in time is a point in time before the start of the second period, but it may also be included in the second period.

[0045] The second period is the period during which the second effect may be granted to the player.

[0046] The second condition is, for example, a condition relating to the second specific group of characters corresponding to the second period that the player possesses at the second point in time.

[0047] The specific characters constituting the first specific character group and the specific characters constituting the second specific character group may differ in at least some respects.

[0048] The second condition is, for example, whether the player possesses one or more specific characters whose predetermined parameters satisfy a predetermined condition. The predetermined condition is, for example, whether the predetermined parameters of a specific character are greater than or equal to a predetermined value (e.g., the maximum value).

[0049] The second effect is an effect granted to the player during the second period when the player possesses a specific character corresponding to that period. The second effect includes, for example, at least some of the following: an effect that increases the player's or game medium's parameters, an effect that reduces the consumption of the player's or game medium's parameters, and an effect that grants the player a predetermined item.

[0050] The granting unit 111 grants the player the second effect, which is determined at the third point in time, if the current point in time (for example, the third point in time) falls within the second period. For example, the granting unit 111 may grant the second effect to the player for the entire second period, or for a portion of the second period. A portion of the second period is, for example, the period from when the conditions for granting the second effect to the player are met until the end of the second period.

[0051] Specifically, if the second specific character group consists of three or more specific characters, and the player satisfies a predetermined condition for one of the second specific character group during the second period, the granting unit 111 may grant the player the first type of effect from the time the player satisfies that condition.

[0052] Furthermore, during the second period, if the player satisfies predetermined conditions for two of the second specific character group, the granting unit 111 may grant the player the second type effect in addition to the first type effect from the time the player satisfies those conditions.

[0053] Furthermore, during the second period, if the player meets the predetermined conditions for three or more of the second specific character group, the granting unit 111 may grant the player the third type effect in addition to the first type effect and the second type effect from the time the player meets those conditions.

[0054] The first effect is determined, for example, based on the number of game media that the player possesses at the first time that satisfy the first condition, and the second effect is determined, for example, based on the number of game media that the player possesses at the second time that satisfy the second condition.

[0055] The first effect is determined, for example, based on the number of specific characters owned by the player at the first point in time whose predetermined parameters satisfy predetermined conditions. The first effect is determined, for example, based on the number of specific characters owned by the player at the first point in time whose predetermined parameters reach their maximum value.

[0056] The first effect is determined such that, for example, the effect becomes better the more specific characters there are whose predetermined parameter reaches its maximum value.

[0057] The first effect includes, for example, at least a portion of the following: an effect that increases the parameters of the player or game medium; an effect that reduces the consumption of parameters of the player or game medium; and an effect that grants a predetermined item to the player.

[0058] The first effect is set in stages, for example, depending on the number of specific characters for which a given parameter reaches its maximum value.

[0059] The effect assignment unit 111 determines, for example, one type of effect as the first effect if the number of specific characters whose predetermined parameter is at its maximum value is in the first range, two types of effects as the first effect if the number of specific characters whose predetermined parameter is at its maximum value is in the second range which is greater than the first range, and three types of effects as the first effect if the number of specific characters whose predetermined parameter is at its maximum value is in the third range which is greater than the second range.

[0060] The second effect is determined, for example, based on the number of specific characters owned by the player at the second point in time whose predetermined parameters satisfy predetermined conditions.

[0061] The second effect is determined, for example, based on the number of specific characters the player possesses at point 2 whose predetermined parameters are at their maximum value.

[0062] The second effect is determined such that, for example, the effect becomes better the more specific characters there are whose predetermined parameter reaches its maximum value.

[0063] The second effect includes, for example, at least some of the following: an effect that increases the parameters of the player or game medium; an effect that reduces the consumption of parameters of the player or game medium; and an effect that grants the player a predetermined item.

[0064] The second effect is set in stages, for example, depending on the number of specific characters for which a given parameter reaches its maximum value.

[0065] The effect assignment unit 111 determines, for example, one type of effect as the second effect if the number of specific characters whose predetermined parameter is at its maximum value is in the first range, two types of effects as the second effect if the number of specific characters whose predetermined parameter is at its maximum value is in the second range which is greater than the first range, and three types of effects as the second effect if the number of specific characters whose predetermined parameter is at its maximum value is in the third range which is greater than the second range.

[0066] The granting unit 111, for example, determines that a specific character owned by the player in the first period is also a specific character owned by the player in the second period, and determines the second effect based on the number of specific characters owned by the player in the second period that satisfy the second condition.

[0067] The notification unit 112 notifies the player of the second effect, which is determined based on the game medium the player possesses at the second time point and the second condition relating to the game medium set for the second period which is different from the first period, and information based on a comparison with the first effect.

[0068] Information based on a comparison between the first and second effects may include, for example, information showing that there is a difference between the first and second effects, or information that allows for a comparative view of both the first and second effects.

[0069] Information based on a comparison between the first and second effects includes, for example, information indicating that, if the second effect is inferior to the first effect, the effect granted to the player during the second period is reduced compared to the effect granted to the player during the first period.

[0070] Furthermore, if the second effect, which is determined based on the game medium the player possesses at the second time and the second condition relating to the second game medium set in a second period different from the first period, does not meet the predetermined conditions, the notification unit 112 may notify the player that the second effect does not meet the predetermined conditions.

[0071] The predetermined conditions are, for example, conditions relating to whether the second effect is inferior to a predetermined effect, and more specifically, conditions relating to whether the number of game media that satisfy the second condition is less than a predetermined number. Specifically, if there are first to third type effects, and all first to third type effects can be granted, the notification unit 112 does not give a notification at the second time point, but if none of the first to third type effects are granted, the notification unit 112 may notify the player of that fact at the second time point.

[0072] The notification is not particularly limited as long as it is displayed in a manner that allows for the identification of whether the first effect meets the predetermined effect at the second point in time. For example, if the second effect is inferior to the predetermined effect, a specific icon may be displayed in the first manner, and if the second effect is equal to or better than the predetermined effect, a specific icon may be displayed in the second manner.

[0073] For example, if the second effect is inferior to the first effect, the notification unit 112 notifies the player of information based on a comparison between the first and second effects.

[0074] A second effect being inferior to a first effect means, for example, that the game progresses more favorably when the player is granted the first effect compared to when the player is granted the second effect. Furthermore, a second effect being inferior to a first effect may also mean, for example, that when the number of types of first and second effects differ, the number of types of second effects is fewer than that of first effects. This includes cases where there are two types of first effects and one type of second effect, or three types of first effects and one or two types of second effects. Additionally, a second effect being inferior to a first effect may mean, for example, when both the first and second effects increase the parameters of the player or game medium, that the increase in parameters from the second effect is smaller than that from the first effect.

[0075] Furthermore, for a second effect to be inferior to a first effect, this includes, for example, when both the first and second effects reduce the consumption of player or game medium parameters, the second effect reduces the consumption of parameters to a smaller degree than the first effect.

[0076] Furthermore, for the second effect to be inferior to the first effect, for example, if the first and second effects are effects that grant the player a predetermined item, the second effect may grant the player an item of lower rarity compared to the first effect.

[0077] The notification unit 112, for example, notifies the player in a way that allows them to identify which of the game media the player possesses at a second time point in time meet the second condition and which do not meet the second condition, from among one or more specific game media. The notification unit 112 may, for example, display an icon indicating a game medium that satisfies the second condition in the first mode, and display an icon indicating a game medium that does not satisfy the second condition in the second mode.

[0078] The notification unit 112, for example, notifies the player of, among one or more specific game media, any game media that the player possesses at the second time that do not meet the second condition, in order of priority. The notification unit 112, for example, may notify the player of specific characters that the player possesses at the second time that do not meet the second condition, if their priority is above a predetermined value, and may not notify the player of specific characters with a priority below the predetermined value. The notification unit 112, for example, may notify the player of specific characters that the player possesses at the second time that do not meet the second condition, in order from the highest priority character.

[0079] The notification unit 112 may, for example, notify the player of information regarding the game medium required to make the second effect equal to or better than the first effect if the second effect is inferior to the first effect. The notification unit 112 may also, for example, notify the player of information regarding a specific character from the second specific character group corresponding to the second time point that the player needs to acquire in order to make the second effect equal to or better than the first effect, or information regarding a specific character that the player has already acquired and needs to satisfy predetermined conditions in order to make the second effect equal to or better than the first effect.

[0080] For example, when notifying or after notifying information based on a comparison between the first effect and the second effect, if an event is being held in which a player can acquire one or more specific game media defined in the second condition for which the player does not meet the second condition, the notification unit 112 will notify the player of information regarding that event.

[0081] For example, when notifying or after notifying information based on a comparison between the first effect and the second effect, if an event is being held to acquire a specific character from the second specific character group corresponding to the second period that the player does not possess, or a specific character that the player possesses but does not meet the second condition, the notification unit 112 may notify the player of information regarding that event.

[0082] The notification unit 112 may, for example, set priorities according to the magnitude of a particular parameter (e.g., Luck) among several parameters set for a specific character. The notification unit 112 may, for example, set priorities higher for specific parameters of a specific character in descending order of their value. For example, the specific parameter may be a parameter that increases by combining characters of the same type.

[0083] Furthermore, the notification unit 112 may, for example, set a first priority when a specific character's rack is within a first range, and set a second priority lower than the first priority when a specific character's rack is within a second range smaller than the first range.

[0084] Furthermore, the notification unit 112 may, for example, set priorities based on whether or not an event for acquiring a specific character is being held.

[0085] The notification unit 112 may, for example, set a higher priority when an event to acquire a specific character is being held compared to when such an event is not being held.

[0086] The notification unit 112 may notify the player of information based on a comparison between the first and second effects, not only when the second effect is inferior to the first effect, but also when the second effect is equivalent to the first effect or when the second effect is superior to the first effect.

[0087] Furthermore, the notification unit 112 may switch whether or not to notify the player of information based on a comparison between the first effect and the second effect, depending on the player's specifications.

[0088] For example, after notifying the player of information based on a comparison between the first effect and the second effect, if the second effect becomes greater than or equal to the first effect due to a change in the game medium held by the player, the notification unit 112 notifies the player that the second effect has become greater than or equal to the first effect.

[0089] For example, after notifying the player of information based on a comparison between the first effect and the second effect, the notification unit 112 determines that the second effect becomes superior if at least some of the second specific character group possessed by the player meet the second condition. If the second effect is equal to or better than the first effect, the notification unit 112 notifies the player that the second effect is equal to or better than the first effect.

[0090] For example, after notifying the player of information based on a comparison between the first and second effects, the notification unit 112 will, as the game progresses, notify the player that the luck of at least some of the second specific character group possessed by the player reaches its maximum value, and the number of specific characters that satisfy the second condition increases, at which point the second effect will become a superior effect. If, as a result, the second effect becomes better than or equal to the first effect, the notification unit 112 will notify the player that the second effect has become better than or equal to the first effect.

[0091] The notification unit 112 notifies the player, for example, at a predetermined time before the second period, of information based on a comparison between the first effect and the second effect. The predetermined time is set, for example, according to the timing when a specific character corresponding to the second period is revealed. The predetermined time may also be, for example, a predetermined time before the start of the second period. The predetermined time may also be specified by the player from a point in time after the specific character corresponding to the second period is revealed. Furthermore, the predetermined time may be set at predetermined intervals of days, or a predetermined time before the end of the first period.

[0092] Figure 3 shows an example of a typical character database 121.

[0093] The standard character database 121 manages various settings related to the characters appearing in this game. The standard character database 121 contains a unique identifier for each standard character (character ID), an identifier indicating the group to which the standard character belongs (group ID), an identifier indicating the character's transition state (form), the maximum level, and the maximum luck value. The maximum rack, maximum HP (Hit Points), maximum attack power (Attack Power), and maximum speed (Speed) are stored in a corresponding location.

[0094] Figure 4 shows an example of a specific character database 122.

[0095] The specific character DB122 contains information about specific characters set for each period, and stores a unique identifier (character ID) that identifies each of multiple specific characters, associated with each period.

[0096] Figure 5 shows an example of the owned character management DB123.

[0097] The owned character management DB123 stores the characters (regular characters) owned by the player. The owned character management DB123 stores an identifier that uniquely identifies the player who owns the character (player ID), an identifier that uniquely identifies the character (character ID), the current status of the regular character (level, luck, HP (hit points), attack power, speed, etc.), and information about a specific character (whether or not a specific character is found, whether or not a predetermined condition is met), all associated with the character.

[0098] Figure 6 shows an example of the effect table 124.

[0099] Effect Table 124 contains information about the effects granted to a player when they possess a specific character. For example, Effect Table 124 defines the relationship between the number of specific characters that the player possesses that meet certain conditions and the effects granted to the player. In the example shown in Figure 6, the strength of the effects granted to the player is in the order of "Effect C" > "Effect B" > "Effect A".

[0100] (terminal) Figure 7 shows an example of the configuration of terminal 20. Terminal 20 includes a communication unit 201, a UI (User Interface) unit 202, a control unit 203, and a storage unit 210. The communication unit 201, UI unit 202, and control unit 203 can be realized by executing a program stored in the storage unit 210. This program can be stored in a storage medium. The storage medium storing the program may be a computer-readable non-temporary storage medium. The non-temporary storage medium is not particularly limited, but may be, for example, a USB memory or a CD-ROM.

[0101] The communications unit 201 performs various communications with the game server 10.

[0102] The UI unit 202 has the function of receiving various inputs from the player and displaying various game screens on the display. The UI unit 202 also displays the game screen on the terminal 20 in accordance with the instructions of the game server 10.

[0103] The control unit 203 works in conjunction with the game server 10 to provide various functions necessary for running the game. For example, the control unit 203 provides functions such as obtaining various information (icon image data, text data, etc.) from the game server 10 for drawing on the game screen.

[0104] The memory unit 210 stores the game data 211 necessary for the control unit 203 to execute the game. The game data 211 contains character image data, game scenarios, and the like.

[0105] Figure 8 is a flowchart showing an example of a processing procedure performed by the game server 10. The flowchart shown in Figure 8 is executed repeatedly, for example, at a predetermined interval.

[0106] The game server 10 first determines the first effect by referring to the effect table 124 based on the number of specific characters owned by the player that meet the predetermined conditions corresponding to the first period (step S10).

[0107] Next, the game server 10 determines the second effect by referring to the effect table 124 based on the number of specific characters owned by the player that meet the predetermined conditions corresponding to the second period (step S11).

[0108] Next, the game server 10 determines whether the second effect determined in step 11 is inferior to the first effect determined in step S10 (step S12). If the game server 10 determines that the second effect is inferior to the first effect (step S12 = YES), it notifies the player that the effect granted to the player during the second period will be reduced (step S13), and terminates the flowchart shown in Figure 8.

[0109] Figure 9 is a diagram illustrating the relationship between specific characters owned by the player and the effects granted to the player.

[0110] In the example shown in Figure 9, the player possesses four specific characters during period T1, and three of these specific characters meet the predetermined conditions (indicated by a "☆" in this example).

[0111] The effect granted to the player during period T1 is "Effect C". Furthermore, during period T2, the player possesses three specific characters, and two of these characters meet the specified conditions (indicated by the "☆" symbol in this example).

[0112] Based on the characters the player possesses at the second point in time prior to Period T2, if two of the specific characters set for Period T2 meet the predetermined conditions, the effect to be granted to the player will be determined to be "Effect B". Note that since the second point in time is before the start of Period T2, "Effect B" is not yet granted to the player.

[0113] Then, at the second point in time, when comparing the effect granted in period T1 with the effect to be granted in period T2, it is determined that the latter effect is reduced. Therefore, at the second point in time, the player is notified that the effect granted to the player in period T2 will be reduced compared to period T1.

[0114] Figure 10 shows an example of screen transitions when notifying information based on a comparison between the first and second effects.

[0115] As shown in Figure 10, the transition screen A100 displays a list of characters owned by the player. The transition screen A100 displays the character icon images along with icon images indicating whether the character meets certain conditions. In addition, the transition screen A100 displays the character groups corresponding to the first period and the character groups corresponding to the second period, each enclosed in a frame.

[0116] In this example, there are three specific characters corresponding to the first period and two specific characters corresponding to the second period. Therefore, transition screen A100 also displays that the effect granted to the player changes from "Effect C" to "Effect B" when comparing the first and second periods. Then, when the timing for notifying information based on the comparison between the first and second effects is reached on transition screen A100, the screen transitions to transition screen A101.

[0117] On transition screen A101, a message is displayed indicating that the second effect is inferior to the first effect, and that the effects granted to the player during the second period will be reduced.

[0118] The message displays an icon image of a specific character corresponding to the second period, along with the message itself. The message clearly indicates which of the specific characters owned by the player meet certain conditions and which do not. Furthermore, the message clearly indicates which of the specific characters corresponding to the second period the player owns and which do not.

[0119] <Summary> According to the embodiment described above, the game server 10 notifies the player of information based on a comparison between the effects granted to the player in the first period and the effects granted to the player in the second period. This makes it easier for the player to recognize the changes in the effects granted to them each period depending on the game medium they possess.

[0120] [Hardware configuration] Figure 11 shows an example of the hardware configuration of the game server 10 according to the embodiment. As shown in the figure, the game server 10 has a configuration in which a communication controller 100-1, a CPU 100-2, RAM (Random Access Memory) 100-3 used as working memory, ROM (Read Only Memory) 100-4 for storing boot programs, etc., storage devices 100-5 such as flash memory and HDD (Hard Disk Drive), and a drive device 100-6 are interconnected by an internal bus or dedicated communication line. The communication controller 100-1 communicates with components other than the game server 10. The storage device 100-5 stores a program 100-5a executed by the CPU 100-2. This program is loaded into RAM 100-3 by a DMA (Direct Memory Access) controller (not shown) and executed by the CPU 100-2. This realizes the management unit 111, the game processing unit 112, and the display control unit 113.

[0121] Regarding the functional block configuration described above, it is also possible to configure the control unit 203 of the terminal 20 to include all or part of the management unit 111, game processing unit 112, and display control unit 113 included in the game server 10.

[0122] <Note> <Note 1> An granting unit grants to the player a first effect, which is determined based on the game medium the player possesses at a first point in time and the first conditions relating to the game medium set during the first period, for at least a portion of the first period. The system comprises a second effect determined based on the game medium the player possesses at a second time point, a second condition relating to the game medium set for a second period different from the first period, and a notification unit that notifies the player of information based on a comparison with the first effect. Information processing device.

[0123] According to Appendix 1, it is possible to make it easier for players to recognize the changes in the effects granted to them over time, depending on the game medium they possess.

[0124] <Note 2> The notification unit, if the second effect is inferior to the first effect, notifies the player of information based on a comparison between the first and second effects. The information processing device described in Appendix 1.

[0125] According to Appendix 2, it is possible to make it easier for players to recognize that the effects granted to them are reduced depending on the game medium they possess.

[0126] <Note 3> The first effect is determined based on the number of game media that the player possesses at the first time that satisfy the first condition. The second effect is determined based on the number of game media that the player possesses at the second time that satisfy the second condition. The information processing device described in Appendix 1 or 2.

[0127] According to Appendix 3, the effects granted to the player can be determined based on the number of game media that the player possesses and that meet the specified conditions for each period.

[0128] <Note 4> The second condition is a condition relating to whether the player possesses one or more specific game media whose parameters satisfy predetermined conditions, The notification unit notifies the player in a way that allows them to distinguish between the one or more specific game media that satisfy the second condition and the game media that do not satisfy the second condition. An information processing device as described in any one of the items 1 to 3 of the appendix.

[0129] According to Appendix 4, it is possible to make it easier for players to recognize the game medium that affects the variation in the effect.

[0130] <Note 5> The notification unit notifies the player, in order of priority, of the one or more specific game media in which the player does not meet the second condition at the second time. The information processing device described in Appendix 4.

[0131] According to Appendix 5, it is possible to make it easier for players to recognize game media that affect the second effect.

[0132] <Note 6> If the second effect is inferior to the first effect, the notification unit notifies the player of the information regarding the game medium necessary to make the second effect equal to or better than the first effect. An information processing device as described in any one of the items 1 to 5 of the appendix.

[0133] According to Appendix 6, it is possible to make it easier for players to recognize the information about the game medium necessary to make the second effect greater than or equal to the first effect.

[0134] <Note 7> When the notification unit notifies or after notifying information based on a comparison of the first effect and the second effect, if an event is being held in which a player can acquire one or more specific game media defined in the second condition for which the player does not meet the second condition, the notification unit will notify the player of information regarding the event. An information processing device as described in any one of the items 1 to 6 of the appendix.

[0135] According to Appendix 7, information regarding events in which game media that affect the second effect can be acquired can be made more easily recognizable to players.

[0136] <Note 8> After notifying the player of information based on a comparison between the first effect and the second effect, if the second effect becomes greater than or equal to the first effect due to a change in the game medium held by the player, the notification unit notifies the player that the second effect has become greater than or equal to the first effect. An information processing device as described in any one of the items 1 to 7 of the appendix.

[0137] According to Appendix 8, the effects granted to the player at different times can be accurately recognized by the player, depending on the game medium they possess.

[0138] <Note 9> The notification unit notifies the player of information based on a comparison between the first effect and the second effect at a predetermined point in time prior to the second period. An information processing device as described in any one of the items 1 to 8 of the appendix.

[0139] According to Appendix 9, before the start of the second period, the difference between the effects of the first and second effects can be made known to the player.

[0140] <Note 10> An information processing method performed by an information processing device, A step of granting a first effect to the player for at least a portion of the first period, which is determined based on the game medium the player possesses at the first point in time and the first condition regarding the game medium set in the first period; The process includes a step of notifying the player of a second effect determined based on the game medium the player possesses at a second time point in time and a second condition relating to the game medium set for a second period different from the first period, and information based on a comparison with the first effect. Information processing methods.

[0141] According to Appendix 10, it is possible to make it easier for players to recognize the changes in the effects granted to them over time, depending on the game medium they possess.

[0142] <Note 11> On the computer, A step of granting a first effect to the player for at least a portion of the first period, which is determined based on the game medium the player possesses at the first point in time and the first condition regarding the game medium set in the first period; A program for causing a player to perform the steps of notifying the player of a second effect determined based on the game medium the player possesses at a second time point in time and a second condition relating to the game medium set in a second period different from the first period, and information based on a comparison with the first effect.

[0143] According to Appendix 11, it is possible to make it easier for players to recognize the changes in the effects granted to them over time, depending on the game medium they possess.

[0144] <Note 12> An granting unit grants to the player a first effect, which is determined based on the game medium the player possesses at a first point in time and the first conditions relating to the game medium set during the first period, for at least a portion of the first period. A notification unit that notifies the player that the second effect does not meet the predetermined conditions when the second effect, which is determined based on the game medium the player possesses at the second time and the second conditions relating to the second game medium set in a second period different from the first period, does not meet the predetermined conditions. Equipped with, Information processing device.

[0145] According to Appendix 12, it is possible to make it easier for players to recognize the changes in the effects granted to them over time, depending on the game medium they possess.

[0146] For example, in Appendix 12, "the second effect does not meet the predetermined conditions" means that the second effect is below a predetermined standard. An effect below a predetermined standard may mean, for example, that at least one of the first to third types of effects does not occur. The notification unit may also notify the player that the second effect does not meet the predetermined conditions if, among the three or more specific characters set in the second period, the number of characters owned by the player and whose specific parameter values ​​are above a predetermined value falls below the threshold that is the condition for the occurrence of the predetermined effect. [Explanation of Symbols]

[0147] 10...Game server, 20...Terminal, 100-1...Communication controller, 100-2...CPU, 100-3...RAM, 100-4...ROM, 100-5...Storage device, 100-5a...Program, 100-6...Drive device, 110...Game control unit, 111...Management unit, 112...Game processing unit, 113...Display control unit, 120...Storage unit, 121...Normal character DB, 122...Specific character DB, 123...Owned character management DB, 124...Effect table, 201...Communication unit, 202...UI unit, 203...Control unit, 210...Storage unit, 211...Game data.

Claims

1. The processor comprises, A first effect, determined based on the game medium the player possesses at the first time and the first condition regarding the game medium set during the first period, is granted to the player for at least a portion of the first period. If the second effect, determined based on the game media the player possesses at a second point in time after the first period but before the start of the second period, and the second condition regarding the game media set for the second period, is inferior to the first effect, then the player is notified before the start of the second period that the effect granted to the player during the second period will be reduced. Furthermore, if an event is being held to acquire a game media from the group of game media corresponding to the second period that the player does not possess, or a game media that the player possesses but does not satisfy the second condition, the player is notified of information regarding the event. If the second effect is not inferior to the first effect, the information is not notified to the player. Information processing device.

2. The processor grants to the player a first effect, which is determined based on the game medium the player possesses at a first time and a first condition relating to the game medium set during the first period, for at least a portion of the first period. The processor notifies the player before the start of the second period that if the second effect, determined based on the game media the player possesses at a second point in time after the first period and the second condition regarding the game media set for the second period, is inferior to the first effect, the effect granted to the player during the second period will be reduced. Furthermore, if an event is being held to acquire a game media from the group of game media corresponding to the second period that the player does not possess, or a game media that the player possesses but does not satisfy the second condition, the processor notifies the player of information regarding the event. If the processor determines that the second effect is not inferior to the first effect, it will not notify the player of the information. Information processing methods.

3. On the computer, A game is provided to the player that grants the player a first effect, determined based on the game medium the player possesses at a first point in time and the first conditions regarding the game medium set during the first period, for at least a portion of the first period. If the second effect, determined based on the game media the player possesses at a second point in time after the first period but before the start of the second period, and the second condition regarding the game media set for the second period, is inferior to the first effect, then the player is notified before the start of the second period that the effect granted to the player during the second period will be reduced. Furthermore, if an event is being held to acquire a game media from the group of game media corresponding to the second period that the player does not possess, or a game media that the player possesses but does not satisfy the second condition, the player is notified of information regarding the event. If the second effect is not inferior to the first effect, the information is not notified to the player. A program to execute a process.

4. Equipped with a server and a terminal, The aforementioned server, A first effect, determined based on the game medium the player possesses at the first time and the first condition regarding the game medium set during the first period, is granted to the player for at least a portion of the first period. If the second effect, determined based on the game media the player possesses at a second point in time after the first period but before the start of the second period, and the second condition regarding the game media set for the second period, is inferior to the first effect, then information indicating that the effect granted to the player during the second period will be reduced will be notified to the player's terminal before the start of the second period. Furthermore, if an event is being held to acquire a game media from the group of game media corresponding to the second period that the player does not possess, or a game media that the player possesses but does not meet the second condition, then information regarding that event will be notified to the player's terminal. If the second effect is not inferior to the first effect, the information is not notified to the player's terminal. Information processing system.

Citation Information

Patent Citations

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