Program and game management device

The program and game management device enhance player engagement by dynamically presenting and distributing game elements with value-based modes and lotteries, addressing the challenge of maintaining interest in game systems.

JP7846197B2Active Publication Date: 2026-04-14BANDAI CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
BANDAI CO LTD
Filing Date
2024-12-16
Publication Date
2026-04-14

AI Technical Summary

Technical Problem

Existing game systems struggle to maintain player interest by providing engaging and varied game elements, leading to a decline in game enjoyment.

Method used

A program and game management device that assigns game elements with value information, presenting them in different modes based on this value, and using lottery selection to provide elements in forms corresponding to their value, enhancing player engagement.

Benefits of technology

This approach creates a highly entertaining gaming experience by varying game element presentation and availability, maintaining player interest through surprise and anticipation.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game that enhances player enjoyment.SOLUTION: A program causes a computer to function as: presentation means for selecting at least one game element by lottery from multiple game elements associated with value information and presenting the selected game elements; and presentation control means for presenting the presented game elements in either a first or second manner in a first phase, and for presenting the presented game elements in a manner corresponding to the value information of the game elements in a second phase subsequent to the first phase.SELECTED DRAWING: Figure 19
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Description

Technical Field

[0001] The present invention relates to a program and a game management device.

Background Art

[0002] In recent years, game systems that provide games to players' terminals via communication networks have become widespread. And the servers of game systems provide various game elements that can be used in games (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In a game system as described above, devising the types of game elements to be provided to players and the presentation method of those game elements is an important issue in terms of continuing players' interest in the game, and as a result, it is to provide a game with improved interestingness for players.

[0005] Therefore, an object of the present invention is to provide a program and a game management device that can provide a game with improved interestingness for players.

Means for Solving the Problems

[0006] One aspect of the present invention is a program that causes a computer to function as a game element assignment means for assigning at least one game element to which value information is associated; a presentation means for, in a first stage, presenting the assigned game element in either a first or second mode; and in a second stage following the first stage, presenting the assigned game element in a mode corresponding to the value information of the game element.

[0007] One aspect of the present invention is a game device comprising: a game element assignment means for assigning at least one game element to which value information is associated; and a presentation means for presenting the assigned game element in either a first or second manner in a first stage, and presenting the assigned game element in a manner corresponding to the value information of the game element in a second stage following the first stage.

[0008] One aspect of the present invention is a program that causes a computer to function as a providing means for selecting at least one game element by lottery from a plurality of game elements to which value information is associated, and providing the selected game element; a presentation control means for causing the provided game element to be presented in either a first or second manner in a first stage, and for causing the provided game element to be presented in a manner corresponding to the value information of the game element in a second stage following the first stage.

[0009] One aspect of the present invention is a game management device comprising: a providing means that selects at least one game element by lottery from a plurality of game elements to which value information is associated, and provides the selected game element; and a presentation control means that, in a first stage, causes the provided game element to be presented in either a first or second form, and in a second stage following the first stage, causes the provided game element to be presented in a form corresponding to the value information of the game element. [Effects of the Invention]

[0010] According to the present invention, it is possible to provide a highly entertaining game. [Brief explanation of the drawing]

[0011] [Figure 1] Figure 1 shows an example of the overall configuration of the game system in this embodiment. [Figure 2] Figure 2 shows an example of the device configuration of a notebook computer, which is an example of a player terminal 1. [Figure 3] Figure 3 is a diagram illustrating an example of the surface of the reader card 21. [Figure 4] Figure 4 is a diagram illustrating an example of the back side of the reader card 21. [Figure 5] Figure 5 is a diagram illustrating an example of the front surface of Battle Card 22. [Figure 6] Figure 6 is a diagram illustrating an example of the back of Battle Card 22. [Figure 7] Figure 7 is a diagram illustrating an example of the surface of Extra Card 23. [Figure 8] Figure 8 is a block diagram showing an example of the functional configuration of player terminal 1. [Figure 9] Figure 9 shows an example of the player information database D1. [Figure 10] Figure 10 shows an example of the game element information database D2. [Figure 11] Figure 11 shows an example of a home screen. [Figure 12] Figure 12 shows an example of a store screen. [Figure 13] Figure 13 shows an example of a store screen. [Figure 14] Figure 14 is an example of a store screen that displays game elements that are currently tradable and those that are not currently tradable. [Figure 15] Figure 15 shows an example of how to display the breakdown of paid and free in-game currency currently held. [Figure 16] Figure 16 shows an example of a screen displaying in-game currency. [Figure 17]FIG. 17 is a diagram showing an example when the number of provided (awarded) first paid currency packs 231 reaches the upper limit and is out of stock. [Figure 18] FIG. 18 is a diagram showing an example of a screen displayed when there is a shortage of in-game currency for the cost of game elements. [Figure 19] FIG. 19 is a block diagram showing a functional configuration example of the game server 2. [Figure 20] FIG. 20 is a diagram showing an example of the user information management database D3. [Figure 21] FIG. 21 is a diagram showing an example of the game element management database D4. [Figure 22] FIG. 22 is a diagram showing an example of the store management database D5. [Figure 23] FIG. 23 is a sequence diagram for explaining the operations of the player terminal 1 and the game server 2. [Figure 24] FIG. 24 is a diagram for explaining the determination of whether game elements can be provided (awarded) or not. [Figure 25] FIG. 25 is a diagram showing an example of a notification when the total charge exceeds a predetermined amount. [Figure 26] FIG. 26 is a diagram for explaining Modification Example ② of the embodiment. <​​​​​​​​​​​​​​​​​​​​​

[0012] <Overall Structure> Figure 1 shows an example of the overall configuration of the game system in this embodiment. As shown in Figure 1, the game system is configured to include a player terminal 1, which is provided for each of the game's players A and B, and a game server 2. The player terminal 1 and the game server 2 can connect to a communication line N and communicate with each other.

[0013] Communication line N refers to a communication path capable of data communication. In other words, communication line N includes not only dedicated lines (dedicated cables) for direct connection and LANs using Ethernet (registered trademark), but also communication networks such as telephone networks, cable networks, and the Internet, and the communication method can be wired or wireless.

[0014] Player terminal 1 is a computer capable of executing game programs, and can connect to a communication line N via a wireless communication base station or the like, and communicate data with the game server 2. Examples of player terminal 1 include personal computers, smartphones, mobile phones, portable game consoles, home consoles, arcade game consoles, tablet computers, and controllers for home consoles. Basically, there are multiple player terminals 1, each operated by a different player.

[0015] Game Server 2 is a server system comprising one or more server devices, storage devices, etc. Game Server 2 provides various services for operating the game of this embodiment, and can manage data necessary for game operation, and distribute game programs and data necessary for running the game on Player Terminal 1.

[0016] Figure 2 shows an example of the device configuration of a notebook computer, which is an example of a player terminal 1. As shown in Figure 2, the player terminal 1 comprises a display 11 and a keyboard 12, which is an operating means. The player terminal 1 is also equipped with a control board, a built-in battery, a power button, volume control buttons, a speaker, etc., which are not shown.

[0017] The control board is equipped with various microprocessors such as CPUs, GPUs, and DSPs, ASICs, various IC memories such as VRAM, RAM, and ROM, and a wireless communication module for wireless communication with mobile phone base stations. The control board also includes so-called I / F circuits (interface circuits), such as the driver circuit for the touch operation panel 12. Each of these elements mounted on the control board is electrically connected via bus circuits, etc., enabling data reading and writing, and signal transmission and reception.

[0018] The game in this embodiment features multiple game elements. Each game element will be described below.

[0019] <Type 1 Game Element> The first type of game element is an object in which a character is embodied, and is represented through an image. The image includes both still images and moving images. The object can be intangible or tangible. For example, it could be a virtual game card displayed on a computer or a physical game card. Furthermore, the object is not limited to a card, as long as it is an object configured in a way that allows the game element associated with the object to be identified. The object may also be a sculpted object such as a figure that has the appearance of a game element. In the following explanation, the first type of game element will be described using the example of a virtual game card in which a character is embodied.

[0020] In the game of this embodiment, there are multiple types of game cards, which are the first type of game element. The information printed on the surface of the game card differs depending on the type of game card. Any number of game card types may be provided, but in the following description, we will use three types of game cards as examples: leader card 21 (first game element of the first type), battle card 22 (second game element of the first type), and extra card 23 (third game element of the first type). What all types of game cards have in common is that they are associated with character images from the work. Character images are images of characters that appear in the work, but in this embodiment, images of scenes that include characters that appear in the work will also be described as character images. Furthermore, even for the same character, there may be multiple game cards with different character designs, and each is treated as a separate game card.

[0021] Players build a deck in advance using the game cards they acquire and then play the game. The total number of cards in the deck and the number of cards of each type are predetermined when building the deck. In this embodiment, a deck of 50 cards in total, including one leader card 21, will be used as an example, but the number of cards can be any number as long as it is predetermined.

[0022] Game cards also have an upright position, which is when the player can directly interpret the information written on the game card. There are multiple possible positions for game cards. In the following explanation, the state in which a game card is in its upright position is called the active state, and the state in which a game card is rotated 90 degrees and facing sideways is called the rest state. Furthermore, in a designated area, the state in which a game card is rotated 180 degrees and facing inverted is also called the active state. Alternatively, a predetermined orientation may be designated as the active state, and the state in which the orientation of the game card is changed from the predetermined orientation may be designated as the rest state. These states of the game cards may be used as appropriate during the game.

[0023] <Reader Card 21> This section describes the Leader Card 21 (the first game element of the first type). Figures 3 and 4 show examples of Leader Card 21. Figure 3 is a diagram illustrating an example of the front side of Leader Card 21. Figure 4 is a diagram illustrating an example of the back side of Leader Card 21. Leader Card 21 is a card that is included as one in each deck. Leader Card 21 is a game card that is used to play against an opponent's Leader Card 21 or Battle Card 22.

[0024] The front and back of the reader card 21 are inscribed with character information 10 and card information 11, respectively. At the start of the game, the reader card 21 is placed with its front side facing outwards, but when certain conditions are met, it is placed with its back side facing outwards.

[0025] Reader card 21 contains character information 10 and card information 11. Character information 10 includes the character name 101, character image 102, power information 103, and effect information 104.

[0026] Character name 101 is the name of the character associated with the card. In the examples shown in Figures 3 and 4, "Sakurakoji" is written.

[0027] Character image 102 is an image of the character associated with the card.

[0028] Ability information 103 is the parameter of the character's ability associated with the game card. In this embodiment, we will explain using the case where the character's power value is listed as ability information. Victory is achieved when the power value is greater than the power value of the opponent's battle card 22. In the example in Figure 3, the power value is listed as "15000", and in the example in Figure 4, the power value is listed as "20000".

[0029] Effect Information 104 contains skill information related to effects that activate during an attack, and awakening information related to the conditions and effects of flipping the card from face up to face down. In the example in Figure 3, the skill information is listed as "When attacking: Draw one card," and the awakening information is listed as "If your life is 4 or less, draw one card. Then flip this card over."

[0030] Note that ability information 103 and effect information 104 may be included in character information 10, but this explanation will use an example where ability information 103 and effect information 104 are not included in character information.

[0031] Card information 11 includes front / back information 111, card type name 112, card type symbol 113, color information 114, rarity 115, and card identification information 116.

[0032] The front / back information 111 is information that clearly indicates the front and back of the reader card 21. Any information that indicates the front and back can be a string of characters, an illustration, a symbol, etc. In the example shown in Figure 3, the front / back information is indicated by the word "front", and in the example shown in Figure 4, the front / back information is indicated by the string of characters "back", indicating the back. Note that the front / back information only needs to be on the back. This is because the appearance of the game cards themselves is important in card games, so it is preferred that no unnecessary information is printed on the front.

[0033] The card type name 112 is information indicating the type of card. The card type name 112 contains information about either a leader card, a battle card, or an extra card, but in the example of the leader card 21 shown in Figures 3 and 4, the card type name 112 is written as "Leader".

[0034] The card type symbol 113 is marked with one of the symbols that distinguishes the leader card 21, the battle card 22, and the extra card 23. The leader card 21 is marked with a leader symbol to indicate that it is a leader card. This leader symbol (first symbol) is preferably a symbol that evokes the role of the leader card 21 so that it can be visually understood that it is a leader card.

[0035] Color information 114 indicates the color information to which the card belongs. The player refers to the color information 114 of the leader card 21 and constructs a deck using battle cards 22 and extra cards 23 with the same color information.

[0036] Rarity 115 indicates the rarity level of the game card. The rarity level can be displayed in any way as long as it is predetermined, but in this embodiment, we will explain using the case where the rarity is divided into 5 levels. The examples shown in Figures 3 and 4 illustrate the case where the rarity level is 1.

[0037] Card identification information 116 contains identification information that uniquely identifies the game card. In the examples in Figures 3 and 4, "001" is written as card identification information 116.

[0038] Unlike other game cards, Leader Card 21 has a card type symbol 113 (leader symbol) and ability information 103 or effect information 104 printed on both sides. Furthermore, the ability information 103 or effect information 104 is different on the front and back. This allows a single card to represent the evolution or awakening of one character, and also allows the card to be identified as a leader card by the display on both sides.

[0039] <Battle Card 22> This section describes Battle Card 22 (the second game element of the first type). Figure 5 is an example of the front side of Battle Card 22. Figure 6 is an example of the back side of Battle Card 22. As shown in Figure 5, Battle Card 22 has an image of the corresponding character printed only on the front side. The back sides of all Battle Card 22 are identical. Battle Card 22 is a card used to attack the opponent player's Leader Card 21 or Battle Card 22.

[0040] Battle Card 22 includes Character Information 10 and Card Information 11.

[0041] Character information 10 includes the character name 101, character image 102, power information 103, and effect information 104, similar to leader card 21. Furthermore, it includes combo information 105 and cost information 106.

[0042] Character name 101, like reader card 21, is the name of the character associated with that card. In the example shown in Figure 5, "Umekoji" is written.

[0043] Character image 102, like reader card 21, is an image of the character associated with that card.

[0044] Ability information 103, like leader card 21, is a parameter of the character's ability associated with that card. In the example in Figure 5, the power value "20000" is written.

[0045] Effect Information 104 contains skill information related to effects that activate during an attack. In the example in Figure 5, the skill information states, "If you are attacked and lose with this card, you lose 1 life."

[0046] Combo information 105 is information about the power value that increases the power value of other game cards placed in the battle area. In the example shown in Figure 5, combo information 105 is written as "+5000".

[0047] Cost information 106 is information about the cost required to place the battle card 22 from your hand into the battle area. In other words, by changing the number of game cards located in the energy area from the active state to the rest state, for example, by the number of cards indicated in cost information 106, it becomes possible to place the battle card 22 into the battle area. In the example in Figure 5, "3" is written as cost information 106. Note that changing the state of game cards located in the energy area from the active state to the rest state will be referred to as "paying the cost" in the following explanation.

[0048] Card information 11 includes card type name 112, card type symbol 113, color information 114, rarity 115, and card identification information 116.

[0049] The card type name 112 is information indicating the type of card. In the example of battle card 22 shown in Figure 5, the card type name 112 is written as "Battle".

[0050] The card type symbol 113 is marked with a battle symbol (second symbol) indicating that it is a battle card 22. This battle symbol should preferably be one that evokes the role of battle card 22 so that it can be visually understood that it is a battle card.

[0051] Color information 114 indicates the color information to which the card belongs. The player refers to the color information 114 of the leader card 21 and constructs a deck using battle cards 22 and extra cards 23 with the same color information.

[0052] Rarity 115 indicates the rarity level of the game card. The example shown in Figure 5 illustrates the case where the rarity level is 1.

[0053] Card identification information 116 contains identification information that uniquely identifies the game card. In the example in Figure 5, "002" is written as card identification information 116.

[0054] <Extra Card 23> Extra Card 23 (Type 1, Third Game Element) will now be explained. Figure 7 is a diagram illustrating an example of the front surface of Extra Card 23. As shown in Figure 7, the front surface of Extra Card 23 displays an image of the corresponding character. The reverse side of Extra Card 23 is identical to that of Battle Card 22. Therefore, the reverse side of Extra Card 23 is identical to that of Battle Card 22 shown in Figure 6.

[0055] Extra card 23 contains character information 10 and card information 11.

[0056] Character information 10 includes character name 101, character image 102, effect information 104, and cost information 106.

[0057] Character name 101 is the name of the character associated with the card. In the case of Extra Card 23, it is the name of a characteristic scene, setting, landscape, background, building, character's possessions, event, etc. that appears in the work. In the example in Figure 7, "Water Surface Slash" is written.

[0058] Character image 102 is an image of the character associated with the card, and depicts the character together with characteristic scenes, scenery, landscapes, backgrounds, buildings, the character's possessions, events, etc. that appear in the work.

[0059] Effect information 104 contains skill information related to effects that are activated during an attack. In the example in Figure 7, the skill information is listed as "Power value is doubled for 1 turn."

[0060] Cost information 106 is information about the cost required to place the extra card 23 from your hand into the battle area. In the example in Figure 7, "3" is written as cost information 106.

[0061] Card information 11 includes card type name 112, card type symbol 113, color information 114, rarity 115, and card identification information 116.

[0062] The card type name 112 is information indicating the type of card. In the example of the extra card 23 shown in Figure 7, the card type name 112 is written as "Extra".

[0063] The card type symbol 113 is marked with an extra symbol (third symbol) indicating that it is an extra card 23. This extra symbol should preferably be one that evokes the role of extra card 23 so that it can be visually understood that it is an extra card.

[0064] Color information 114 indicates the color information to which the card belongs. The player refers to the color information 114 of the leader card 21 and constructs a deck using battle cards 22 and extra cards 23 with the same color information.

[0065] Rarity 115 indicates the rarity level of the game card. The example shown in Figure 7 illustrates the case where the rarity level is 1.

[0066] Card identification information 116 contains identification information that uniquely identifies the game card. In the example in Figure 7, "003" is written as card identification information 116.

[0067] <Second type of game element> Let's explain the second type of game element.

[0068] In this embodiment, the second type of game element is a game element used for in-game transactions and is called in-game currency. The second type of game element includes a paid second type of game element (second type first game element) that a player can acquire by paying a price (e.g., money), and a free second type of game element (second type second game element) that a player can acquire by fulfilling predetermined conditions (e.g., missions provided by the game operator) without exchanging it for a price (e.g., money). The paid second type of game element (second type first game element) and the free second type of game element (second type second game element) are mainly used for exchanging (purchasing) the first type of game element (game cards) etc. described above. In the following description, the paid second type of game element (second type first game element) will be referred to as paid currency, and the free second type of game element (second type second game element) will be referred to as free currency.

[0069] Next, we will explain the configuration of each device.

[0070] <Configuration of Player Terminal 1> Figure 8 is a block diagram showing an example of the functional configuration of player terminal 1.

[0071] As shown in Figure 8, terminal 1 includes a display unit 51, a game element reading unit 52, an operation input unit 53, an audio output unit 54, a communication unit 55, a storage unit 56, and a processing unit 57.

[0072] The display unit 51 displays various game screens based on the input image signal. The functions of the display unit 51 can be realized by display devices such as a flat panel display such as an LCD, a cathode ray tube (CRT), a projector, or a head-mounted display. In the example of the personal computer in Figure 2, the display unit 51 corresponds to the display 11.

[0073] The game element reading unit 52 is a reader that reads character information to be used in the game from physical game cards. By setting (placing) the characters to be used in the competitive game from the game cards held by the player into the game element reading unit 52, the game element reading unit 52 can read the identification information of the game cards.

[0074] The input unit 53 is for the player to input various game-related operations and outputs an input signal to the processing unit 57 in accordance with the input. The functions of the input unit 53 can be realized not only by elements that the player directly operates with their fingers, such as a keyboard, mouse, touch pad, home button, button switch, joystick, and trackball, but also by elements that detect movement and posture, such as an accelerometer, angular velocity sensor, tilt sensor, and geomagnetic sensor. In the example of the personal computer in Figure 2, the input unit 53 corresponds to the keyboard 12.

[0075] The sound output unit 54 is for outputting sound effects and the like related to the game based on the input sound signal.

[0076] The communication unit 55 connects to the communication line N to enable communication. The functions of the communication unit 55 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack or control circuit for a wired communication cable, etc.

[0077] The storage unit 56 pre-stores programs for operating the player terminal 1 and realizing various functions of the player terminal 1, as well as data used during the execution of these programs, or temporarily stores them each time processing is performed. The storage unit 56 can be implemented, for example, by a solid-state drive using IC memory such as RAM, ROM, or flash memory, a magnetic disk such as a hard disk, or an optical disk such as a CD-ROM or DVD.

[0078] The storage unit 56 stores the system program and the game program. The system program is a program that realizes the basic functions of the player terminal 1 as a computer. The game program is a program that enables the processing unit 57 to perform the functions described later. This program is delivered from the game server 2 or other application distribution server, etc., once the player has completed account registration. The storage unit 56 also stores the database necessary to run the game. In this embodiment, the storage unit 56 stores the player information database D1 and the game element information database D2.

[0079] The player information database D1 is a database that stores various information about a player. Figure 9 shows an example of the player information database D1. The player information database D1 includes fields for player ID, player name, player information, level, profile card information, owned game card information, deck information, owned currency information, purchase history information, and last updated date and time, and each piece of information is stored in association with other fields.

[0080] The Player ID field is where identification information for the player is recorded. The Player Name field is where, for example, the player's nickname is recorded. The Player Information field is where experience points and other information gained from playing competitive games are recorded. The Level field is where the player's level, achieved through accumulated experience points, is recorded. The Profile Card Information field is where information about the Profile Card, described later, is recorded. The Owned Game Card Information field is where the game card identification information (Game Card ID) of the game cards owned by the player is recorded. The Deck Information field contains information about the decks the player has constructed from game cards, and for each deck, the Game Card IDs of the game cards that make up the deck are recorded.

[0081] The "Currency Held Information" field contains information about the in-game currency held by the player, with the quantity of each paid and free currency listed. Specifically, for each type of currency (paid and free), the acquisition date, the quantity acquired, and the total quantity are listed. The "Purchase History Information" field contains the purchase history of game cards, in-game currency, etc., purchased by the player. Specifically, the game element ID, the name of the game element, the purchase date, and the quantity purchased are listed. The "Last Updated Date and Time" field contains the last updated date and time of the player information database D1.

[0082] The Game Element Information Database D2 is a database that stores information about game elements that appear or are used in the game. Figure 10 shows an example of the Game Element Information Database D2. The Game Element Information Database D2 includes a Game Element ID field, a Character Information field, a Game Element Image field, and a Last Updated Date and Time field, and each piece of information is stored in association with each other. The Game Element ID field is a field that records identification information (Game Card ID) that identifies game elements such as game cards. The Character Information field is a field that records character information of the character embodied in the game element (e.g., type of game element, profile information, ability values, rarity information, etc.). The Game Element Image field is a field that records image data of the game element itself (e.g., game card) or image data of the character embodied in the game element. Note that image data includes still images and videos. The Last Updated Date and Time field is a field that records the last updated date and time of the Game Element Information Database D2.

[0083] These databases can be downloaded sequentially from game server 2 as characters used in the game are added or changed.

[0084] The processing unit 57 comprehensively controls the operation of terminal 1 based on programs and data stored in the memory unit 56, various input signals from the operation input unit 53, etc. The functions of the processing unit 57 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, or an IC memory. The main functional units of this processing unit 57 include a player information management unit 60, a game execution control unit 61, a store presentation control unit 62, and a performance presentation control unit 63.

[0085] The player information management unit 60 manages player information using the player information database D1. The player information management unit 60 manages player information such as player ID and player name, owned game cards, in-game currency, and game elements such as decks built by the player using the player information database D1. When there are updates to this information, the player information management unit 60 updates the player information database D1 and records the update date.

[0086] The game execution control unit 61 controls and manages the overall progress of the game. For example, the game execution control unit 61 displays menu screens such as the home screen and executes the process selected by the player. Figure 11 shows an example of a home screen. The home screen in Figure 11 displays the home screen tab 200, the deck tab 201 for transitioning to the deck screen for building a deck, the store tab 202 for transitioning to the store screen for purchasing game cards, the battle mode selection button 203 for selecting a battle mode for a deck battle, the battle button 204 for transitioning to a battle in the selected battle mode, an icon 205, a reward button 206 for transitioning to the reward screen for mission rewards, an icon 207 for in-game currency, the balance (amount held) of in-game currency 208, and the in-game currency purchase button 209 for transitioning to the in-game currency purchase screen. The balance (amount held) 208 of in-game currency is the total number of paid currency and free currency. Additionally, icon 205 displays the name of the deck currently selected by the player, as well as the leader cards included in that deck.

[0087] The game execution control unit 61 executes a game between players, and once the winner and loser of the game are determined, it updates the player information, level, etc. in the player information database D1 with the match results and the experience points, level, rank, etc. that have changed as a result of the match, and records the date and time of the update as the last update date and time in the last update date and time field.

[0088] When the store tab 202 on the home screen is selected, the store display control unit 62 displays a store screen for trading game elements (game cards, in-game currency, etc.), and on the store screen, it displays the game elements to be traded in a selectable format. Figures 12 and 13 show examples of store screens. Figure 12 is an example of a store screen for purchasing a card pack (a collection of game cards), and Figure 13 is an example of a store screen for purchasing a starter deck (a collection of game cards), where the available card packs are displayed in a selectable format. The card pack area displays the name of the card pack 210 and the option 211 for purchasing that card pack. Here, "available" includes acquisition by the player in exchange for payment, or provision (granting) by the operator without requiring payment.

[0089] Furthermore, some game elements are limited in their availability, while others are not. Game elements with availability restrictions include, for example, those with a limit on the number of elements that can be provided (given), or those that are only available for a limited period. Limitations on the number of game elements that can be provided include, for example, a limit on the number provided per player, or a limit on the number that can be provided to all players. It is also possible for multiple or a single item to be displayed that has both availability restrictions and items with availability restrictions. In the example in Figure 12, "XXX Card Pack" and "YYY Card Pack" have no availability restrictions, but "ZZZ Card Pack" and "SSS Card Pack" do. In the example in Figure 13, "AAA Deck," "BBB Deck," "CCC Deck," and "DDD Deck" all have availability restrictions. In this way, by providing game elements that are provided (given) only in specific quantities or for specific periods, in addition to the game elements that are normally sold, it is possible to maintain players' interest in the game elements.

[0090] Furthermore, the game elements presented on the store screen include not only currently tradable game elements, but also game elements that were previously available but are no longer tradable. Currently tradable game elements include, for example, game elements for which there is a limit on the number of times a game element can be given per player and that limit has been reached, or game elements for which a set number of items can be provided to all players and that number has been reached (sold out). The store presentation control unit 62 presents currently tradable game elements in a way that allows players to distinguish them from currently available game elements, and prevents them from selecting currently tradable game elements. Figure 14 is a diagram showing an example of how currently available game elements and currently tradable game elements are displayed on the store screen. In the example in Figure 14, the areas 220 for the sold-out "AAA Deck" and "CCC Deck" are represented in black, distinguishable from the areas 221 for the available "BBB Deck" and "DDD Deck." The display for the "AAA Deck" and "CCC Deck" options 211 has been changed to "SOLD OUT," indicating that they are sold out and are not available to the player. By presenting currently unavailable game elements as unavailable, players can learn about previously available game elements and avoid selecting them, thus improving player convenience.

[0091] Furthermore, the store display control unit 62 also provides and grants in-game currency. As shown in Figures 11 to 14, the provision of in-game currency is not done by transitioning to the in-game currency provision screen via tabs, but rather the in-game currency icon 207, the in-game currency balance icon 208 for the player's in-game currency, and the in-game currency provision screen transition button 209 for transitioning to the in-game currency provision screen are displayed on any of the screens, including the home screen accessed via the home screen tab 200, the deck building screen accessed via the deck tab 201, and the store screen accessed via the store tab 202.

[0092] When either the in-game currency icon 207 or the player's in-game currency balance icon 208 is selected, the store display control unit 62 refers to the currency information field in the player information database D1 and displays a breakdown of the paid and free amounts of in-game currency currently held by the player. Figure 15 shows an example of the display of the breakdown of paid and free in-game currency currently held. In the example in Figure 15, the balance of paid currency and the balance of free currency among the in-game currency currently held by the player are displayed. It also shows that free currency will be consumed preferentially as payment when purchasing game elements, and that paid currency will be consumed in order of oldest acquisition date.

[0093] In this way, by displaying the in-game currency icon 207, the in-game currency balance icon 208, and the in-game currency provision screen transition button 209 on each screen, players can see the balance of in-game currency they currently possess and its breakdown into paid and free currency, and can transition from each screen to the in-game currency provision screen to obtain the necessary in-game currency.

[0094] When the in-game currency provision screen transition button 209 is selected, the store display control unit 62 transitions to the in-game currency provision screen. On the in-game currency provision screen, the store display control unit 62 displays the currently available in-game currency.

[0095] Figure 16 shows an example of an in-game currency provision screen. In the example in Figure 16, the in-game currency provision screen offers two options: a first paid currency pack 231 and a second paid currency pack 232. The first paid currency pack 231 provides 150 currency units for 100 yen, while the second paid currency pack 232 provides 100 currency units for 100 yen. Thus, the first paid currency pack 231 and the second paid currency pack 232 offer different amounts of currency per predetermined price. In other words, the first paid currency pack 231 is a better deal. However, the first paid currency pack 231 has a limit on the number of packs provided (given) per player; in the example in Figure 16, the first paid currency pack 231 has a limit of 3 packs per player. On the other hand, the second paid currency pack 232 has no limit on the number of packs provided (given) per player.

[0096] The store display control unit 62 refers to the purchase history information in the player information database D1 of the player, and if the number of first paid currency packs 231 available (number of units granted) reaches the upper limit, it notifies the player that the number of first paid currency packs 231 available (number of units granted) has reached the upper limit and is sold out, and displays the first paid currency pack 231 as unavailable for selection. Figure 17 shows an example of the case when the number of first paid currency packs 231 available (number of units granted) has reached the upper limit and is sold out.

[0097] As mentioned above, by providing (granting) game elements that are offered only in specific quantities or for specific periods, in addition to the game elements that are normally sold, it is possible to maintain players' interest in the game elements.

[0098] Furthermore, as a method for transitioning to the in-game currency provision screen, the store display control unit 62 may, when purchasing game elements such as game cards on the store screen, notify the user if the in-game currency (total amount of paid and free currency) for the game elements is insufficient and display a screen that allows transitioning to the in-game currency provision screen. Figure 18 shows an example of a screen displayed when the in-game currency for the game elements is insufficient. In the example of Figure 18, a notification 233 indicating that the in-game currency for the game elements is insufficient and a button 234 allowing transitioning to the in-game currency provision screen are displayed.

[0099] The presentation control unit 63 performs an opening animation for game elements such as game cards purchased on the store screen. In this embodiment, we will explain using a collection of game cards such as a card pack or deck as an example. As mentioned above, game cards have rarity levels, which are divided into five stages. Each game card also has attributes such as leader cards and battle cards. Each of these game cards has value, and the number of high-value game cards offered is small. A collection such as a card pack is a collection of multiple game cards that have various value information such as rarity and attributes. When a player purchases a collection such as a card pack (pack), they do not know the value of the game elements such as game cards contained in the pack. On the other hand, players may look forward to finding out what value the game cards contained in the purchased pack have. Therefore, an opening animation for a pack that allows the player to find out what value the game cards contained in the purchased pack have is an important animation that enhances the enjoyment of the game.

[0100] The presentation control unit 63 uses the pack information transmitted from the server 2 when the pack is provided to perform the opening animation for the assigned pack. The pack information includes the game element IDs of the game elements contained in the pack. The presentation control unit 63 obtains the value information (rarity information, attribute information, etc.) of the game element IDs in the pack information from the game element information database D2 and performs the pack opening animation according to the value information.

[0101] The following describes specific examples of unboxing animations performed by the animation display control unit 63. In the following explanation, a game card pack containing eight game cards will be used as an example of a collection of game elements, and rarity information will be used as an example of value information. Figure 27 is a diagram illustrating an example of an unboxing animation.

[0102] The presentation control unit 63 receives pack information for the pack provided by the server 2. Here, the game element IDs of the eight game cards included in the received pack information are game element ID "2021", game element ID "2056", game element ID "2078", game element ID "2088", game element ID "2147", game element ID "2159", game element ID "2299", and game element ID "2347".

[0103] The presentation control unit 63 obtains rarity information corresponding to the game element ID from the game element information database D2. The rarity information corresponding to the game element ID is as follows: Rarity information for game element ID "2021": "1" Rarity information for game element ID "2056": "1" Game element ID "2078" rarity information "3" Game element ID "2088" has a rarity of "1". Game element ID "2147" rarity information "5" Game element ID "2159" rarity information "1" Rarity information for game element ID "2299": "1" Rarity information for game element ID "2347": "1"

[0104] The presentation control unit 63 stores a predetermined threshold for rarity information in advance and performs different presentations depending on whether the rarity information of the assigned game card exceeds the threshold. In the following example, the threshold for rarity information is set to "2".

[0105] The presentation control unit 63, as the first stage of presentation, presents eight game cards 301 to 308 with the same image on the reverse side (character information not recognizable), allowing the user to select each game card 301 to 308. If game cards 301 to 308 are reader cards, character information is printed on both the front and back, but they are displayed with the same image on the reverse side where the character information is not recognizable. For game cards that exceed the threshold "2", the outer edge of the back of the game card is made thicker (first mode). On the other hand, the outer edge of the back of game cards that do not exceed the threshold "2" is kept at the normal thickness (second mode). However, for the game card with the highest rarity information among the game cards that exceed the threshold "2", the same second mode as the game cards that do not exceed the threshold "2" is applied.

[0106] To explain in more detail, in Figure 27, game cards 301 to 308 correspond as follows: game card 301 corresponds to rarity information "1" and game element ID "2021", game card 302 corresponds to rarity information "1" and game element ID "2056", game card 303 corresponds to rarity information "3" and game element ID "2078", game card 304 corresponds to rarity information "1" and game element ID "2088", game card 305 corresponds to rarity information "5" and game element ID "2147", game card 306 corresponds to rarity information "1" and game element ID "2159", game card 307 corresponds to rarity information "1" and game element ID "2299", and game card 308 corresponds to rarity information "1" and game element ID "2347". Of game cards 301-308, only game cards 303 and 305 exceed the threshold of "2". Furthermore, game card 305 has the highest rarity information.

[0107] The presentation control unit 63 indicates that the game card 303 is a high-rarity card by thickening the outer edge of the back of the game card 303 in a first mode. On the other hand, other game cards other than game card 303 are presented in a second mode (Figure 27(a)).

[0108] The player selects a game card from the presented options. The presentation control unit 63 then performs the second stage of the presentation for the selected game card.

[0109] Here, assuming the player has selected game card 302 (Figure 27(b)), the presentation control unit 63 performs a first presentation (one rotation) as the second stage of presentation, in which game card 302 is flipped from the back to the front, displaying the front of game card 302 and presenting the character information in a recognizable manner (Figure 27(c)).

[0110] Next, assuming the player has selected game card 303 (Figure 27(c)), the presentation control unit 63 performs a second-stage presentation in which game card 303 is flipped over from the back to the front (one rotation), displaying the front of game card 303 and presenting the character information in a recognizable manner (Figure 27(d)). At this time, the outer edge of game card 303 is set to the first configuration, indicating high rarity information.

[0111] Furthermore, assuming the player has selected game card 305 (Figure 27(d)), the presentation control unit 63 performs a second-stage presentation in which game card 305 is flipped over from the back to the front. Game card 305 is the game card with the highest rarity information, "5". Therefore, when game card 305 is flipped over from the back to the front, the presentation control unit 63 performs a second presentation in which game card 305 is flipped over from the back to the front with a larger number of rotations (for example, 2 rotations) to show that it is different from other game cards (Figure 27(e)). Then, the presentation control unit 63 displays the front of game card 305 and presents the character information in a recognizable manner (Figure 27(f)). At this time, the outer edge of game card 305 is set to the first form indicating high rarity information. The above operations are performed until all game cards have been selected.

[0112] Thus, by combining three methods for opening each game card—a first method used when the rarity information does not exceed a threshold, a second method used when the rarity information exceeds a threshold, and a third method used when the rarity information exceeds a threshold and is a special game card—the opening of the game cards can be performed in a way that surprises the player and enhances the excitement of the game.

[0113] In the above explanation, the first embodiment was described as one type, but there may be multiple types depending on the size of the rarity information. For example, a color for the outer edge may be determined for each type of rarity information, and the outer edge of the game card for that rarity information may be that color. Furthermore, the color of the outer edge may be different depending on the attributes of the game card.

[0114] Furthermore, while the game card that performs the third presentation method is defined as the game card with the highest rarity information, it is not limited to this, and can be a game card with multiple rarity information, or even a combination of rarity information and game card attribute information. Alternatively, the first and second presentation methods may be applied to rarity information, while the third presentation method may be applied to a special game card, such as a leader card.

[0115] <Game Server 2 Configuration> Figure 19 is a block diagram showing an example of the functional configuration of the game server 2. The game server 2 comprises a processing unit 70, a communication unit 71, and a storage unit 72.

[0116] The processing unit 70 comprehensively controls the operation of the game server 2 based on programs and data stored in the memory unit 72, received information, etc. The functions of the processing unit 70 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, or an IC memory. The processing unit 70 includes the functions of a player information management unit 80, a game execution management unit 81, a store management unit 82, and a pack management unit 83.

[0117] The player information management unit 80 manages player information using the user information management database D3. Figure 20 shows an example of the user information management database D3. The user information management database D3 has one record for each player, and this record is the same as that of the user information database D1.

[0118] The player information management unit 80 compares the player ID and the last update date and time of the user information database D1, which are transmitted when the player terminal 1 logs into the game, with the player ID and the last update date and time of the user information management database D3. If they match, it sends a message to that effect; if they do not match, it sends the information registered in the user information management database D3, thereby synchronizing the contents of the user information database D1 between the player terminal 1 and the game server 2.

[0119] The game execution management unit 81 performs and manages player matching, execution of the game, and the assignment of various parameters such as experience points based on the results of the game. The game execution management unit 81 also manages various game elements such as game cards used in the game using the game element management database D4. Figure 21 is a diagram showing an example of the game element management database D4. The game element management database D4 has the same information as the game element database D4 stored in each player terminal 1. The game execution management unit 81 updates the game element management database D4 when new game elements appear, etc. Then, when logging in with the player terminal 1, etc., it synchronizes the contents of the game element database D2 between the player terminal 1 and the game server 2.

[0120] The store management unit 82 manages stores that provide game elements using the store management database D5. Figure 22 shows an example of the store management database D5. In the example in Figure 22, each record includes a field for the game element ID that identifies the game element to be provided, a field for the game element, a field for the price (in-game currency) of the game element, a field for the provision limit of the game element, and a field for the stock quantity of the game element.

[0121] The Game Element ID field contains not only the ID of the game element itself, such as game cards and in-game currency, but also identification information for game card packs (including decks), which are collections of multiple game cards, and in-game currency packs, which are collections of in-game currency. In the case of game card packs, even if the identification information is the same, the contents of the game cards included may differ. In such cases, a list of game card IDs of game cards linked to the identification information of the game card pack (game cards that may be included in the game card pack) is stored, and when providing it to the player, the store management unit 82 randomly selects the number of game card IDs corresponding to the number of cards in the game card pack from this list and provides the collection of game cards with the selected game card IDs as a game card pack. The Provision Restriction field contains the details of the provision restrictions for that game element. Provision restrictions include, for example, the number of game elements that can be provided (given), the period during which they can be provided, etc. The Stock Quantity field contains "Yes" if there are no restrictions on the number of items provided, etc., and "Stock Quantity" if there are restrictions on the number of items provided to all players.

[0122] The store management unit 82 receives a request from the player terminal 1, reads information on each game element to be provided from the store management database D5, and transmits it as store information.

[0123] The pack management unit 83 uses the pack information database D10 to randomly select game elements to be included in the purchased pack, and transmits the pack information, including the game ID of the selected game elements, to the player terminal 1.

[0124] Figure 28 shows an example of the pack information database D10. For each game element ID that identifies a pack, there is a field for the game element ID that identifies the game elements that may be included in that pack, an attribute field, and a rarity information field. The attribute field is where the attributes of game cards such as leader cards are listed. The rarity information field is where the rarity information of game cards is listed on a five-point scale. The number of game element IDs for game cards included in the pack information database D10 for a single pack is at least the number of cards that are included in one pack. Also, the number of game cards for a single pack's game element ID in the pack information database D10 is smaller for cards with high value information and larger for cards with low value information. As a result, when selecting game cards randomly, game cards with high value information are less likely to be selected, and game cards with low value information are more likely to be selected.

[0125] The pack management unit 83 randomly selects, by lottery, the number of game element IDs that make up the pack from the pack information database D10 of the game element IDs of the pack purchased by the player. In this embodiment, the pack consists of 8 cards, so the pack management unit 83 selects 8 game element IDs from the pack information database D10 by lottery. The pack management unit 83 then generates pack information that includes the game element IDs of the purchased pack and the game element IDs of the game elements selected by lottery, and transmits it to the player terminal 1.

[0126] The communication unit 71 connects to the communication line N to enable communication.

[0127] The memory unit 72 stores the system program and the game program. The system program is a program that implements the basic functions of the game server 2 as a computer. The game program is a program that causes the processing unit 70 to function as the player information management unit 80, the game execution management unit 81, and the store management unit 82.

[0128] Furthermore, the recording unit 72 stores the user information management database D3, the game element management database D4, and the store management database D5.

[0129] <Operation of each device> This section describes the operation between player terminal 1 and game server 2. Figure 23 is a sequence diagram illustrating the operation between player terminal 1 and game server 2. In the following description, it is assumed that the player has completed the initial game setup and has been assigned a player ID.

[0130] When a player starts the game application on player terminal 1, the game execution control unit 61 sends the player's player ID and the last update date and time of player information database D1 and game element database D2 to the game server 2 (Step 1).

[0131] The player information management unit 80 of game server 2 compares the last update date and time of the received player ID with the last update date of the player ID in player information management database D3 (Step 2). If the last update dates match, the player information management unit 80 sends a message to that effect. If they do not match, the player information management unit 80 sends the information stored in the player ID record in player information management database D3 (Step 3). This synchronizes the player information between player terminal 1 and game server 2. Similarly, the player information management unit 80 compares the last update date and time of game element database D2 with the last update date and time of game element management database D4, and if they do not match, sends the information from game element management database D4. This synchronizes the game element information between player terminal 1 and game server 2. Note that the information sent from game server 2 may be differential information that differs between player terminal 1 and game server 2.

[0132] The player information management unit 60 and the game execution control unit 61 of the player terminal 1 receive database notifications from the game server 2 and update the player information database D1 and the game element information database D2 if necessary (Step 4).

[0133] The store display control unit 62 of the player terminal 1 displays the home screen shown in Figure 11 and requests store information from the game server 2 (Step 5).

[0134] The store management unit 82 of the game server 2 receives a request from the player terminal 1, reads information on each game element to be provided from the store management database D5, and transmits it as store information (Step 6).

[0135] The store presentation control unit 62 of the player terminal 1 receives store information. For game elements in the store information that have provision restrictions, the store presentation control unit 62 compares the provision restrictions with the purchase history information in the player information database D1 to determine whether the game element can be provided (given) or not (Step 7). Then, when the store tab 202 is selected, the store presentation control unit 62 presents the game elements that can be provided (given) and the game elements that cannot be provided (given) in an identifiable form, presenting the game elements that can be provided (given) as selectable and the game elements that cannot be provided (given) as not selectable (Step 8).

[0136] Figure 24 is a diagram illustrating the determination of whether a game element can be provided (given) or not. Figure 24 shows the received store information and the purchase history information of the player information database D1. The store presentation control unit 62 determines whether any of the received store information with restricted provisioning game element IDs are registered in the purchase history information. In the example in Figure 24, "Bargain Item" with game element ID "1001", "FFF Pack" with game element ID "1002", ..., "AAA Deck" with game element ID "1010", ..., and "CCC Deck" with game element ID "1012" have restricted provisioning. On the other hand, in the purchase history information, "AAA Deck" with game element ID "1010", "CCC Deck" with game element ID "1012", and "Bargain Item" with game element ID "1001" each have one purchase history.

[0137] The store display control unit 62, on the starter deck screen of the store screen, displays the areas 220 for the sold-out "AAA deck" and "CCC deck" in black, as shown in Figure 14, so that they can be distinguished from the areas 221 for the available "BBB deck" and "DDD deck". The display of the "AAA deck" and "CCC deck" options 211 is changed to "SOLD OUT" to indicate that they are sold out, and they are not presented to the player as selectable.

[0138] Furthermore, the purchase of the "Bargain Item" with game element ID "1001" is limited to one purchase and does not reach the maximum number of purchases allowed. Therefore, when the in-game currency provision screen transition button 209, which transitions to the in-game currency provision screen, is selected on each screen, the store presentation control unit 62 presents the paid currency pack 231 and the paid currency pack 232 of the "Bargain Item" on the in-game currency provision screen, as shown in Figure 16.

[0139] The store presentation control unit 62 grants the game element to the player upon selection of the game element, payment, or exchange for in-game currency (Step 9). During this transaction, the store presentation control unit 62 refers to the player's held currency information in the player information database D1 and consumes the currency in the following order. 1. The free currency will be consumed in order of the earliest acquisition date. 2. After the number of free currencies reaches zero, the paid currencies will be consumed in order of the earliest acquisition date.

[0140] Then, the store presentation control unit 62 updates the owned game card information, owned currency information, or purchase history information in the player information database D1, and sends the updated information of the player information database D1 to the game server 2 (Step 10).

[0141] The player information management unit 80 of game server 2 receives update information from the player information database D1 and updates the player information of that player (Step 11). The above process is repeated each time a player is selected and purchased.

[0142] Next, we will explain the operation between player terminal 1 and game server 2 when a pack is purchased. Figure 29 is a sequence diagram illustrating the operation between player terminal 1 and game server 2.

[0143] The player on player terminal 1 selects the desired pack from the store screen, and player terminal 1 sends the game element ID of the selected pack (Step 21).

[0144] After the pack purchase procedure is completed, game server 2 performs a lottery to determine the game elements that make up the pack (Step 22). Then, game server 2 transmits the pack information for that pack (Step 23). In this embodiment, the pack consists of 8 game cards, and the game element IDs selected by lottery are game element ID "2021", game element ID "2056", game element ID "2078", game element ID "2088", game element ID "2147", game element ID "2159", game element ID "2299", and game element ID "2347".

[0145] Player terminal 1 receives the pack information and starts the pack opening animation process (Step 24).

[0146] Next, we will explain the pack opening animation process performed on player terminal 1. Figure 30 is a flowchart of the pack opening animation process.

[0147] The presentation control unit 63 receives pack information for the pack provided by the game server 2 (Step 100). Here, the game element IDs of the eight game cards included in the received pack information are game element ID "2021", game element ID "2056", game element ID "2078", game element ID "2088", game element ID "2147", game element ID "2159", game element ID "2299", and game element ID "2347".

[0148] The presentation control unit 63 obtains rarity information corresponding to the game element ID from the game element information database D2. The rarity information corresponding to the game element ID is as follows (Step 101). Rarity information for game element ID "2021": "1" Rarity information for game element ID "2056": "1" Game element ID "2078" rarity information "3" Game element ID "2088" has a rarity of "1". Game element ID "2147" rarity information "5" Game element ID "2159" rarity information "1" Rarity information for game element ID "2299": "1" Rarity information for game element ID "2347": "1"

[0149] The presentation control unit 63 presents the game card in a first and second manner as the first stage of presentation (Step 102). In this example, the threshold for rarity information is set to "2".

[0150] As shown in Figure 27(a), the presentation control unit 63, as the first stage of presentation, indicates that the game card 303 is a high-rarity card by thickening the outer edge of the back of the game card 303. On the other hand, other game cards other than game card 303 are presented in the second mode.

[0151] The presentation control unit 63 determines whether a game card has been selected (Step 103). If a game card has been selected (Step 104), it determines the rarity information of that game card (Step 105). If the rarity information of the selected game card exceeds a threshold (Step 106), it determines the form of that game card (Step 107).

[0152] If the selected game card is in the first state (Step 108), the presentation control unit 63 performs a first presentation (1 rotation) as shown in Figure 27(b) (Step 109). On the other hand, if the selected game card is not in the first state (Step 108), the presentation control unit 63 performs a second presentation (2 rotations) as shown in Figure 27(e) (Step 112).

[0153] The presentation control unit 63 determines whether all the presented game cards have been selected (determination of the end of the opening animation process) (Step 110), and if all game cards have been selected (Step 111), the pack opening animation process ends.

[0154] Embodiments of the present invention can maintain players' interest in game elements by providing game elements that are offered (given) only in a specific number or for a specific period, in addition to game elements that are normally sold.

[0155] Furthermore, the embodiments of the present invention allow players to learn about game elements that were previously offered by presenting game elements that are currently unavailable in an unselectable manner, thereby maintaining the player's interest in game elements. Moreover, since players cannot select the presented unavailable game elements, they will not make incorrect selections, improving player convenience.

[0156] Furthermore, this embodiment provides means (e.g., icons, buttons) on each screen to transition to the in-game currency provision screen, so that players can transition to the in-game currency provision screen to obtain in-game currency from each screen when needed, improving player convenience.

[0157] Furthermore, this embodiment provides means (e.g., icons, buttons) on each screen that allow the player to see the breakdown of in-game currency, so that the player can see the balance of their in-game currency and its breakdown into paid and free currency whenever needed, thus improving player convenience.

[0158] Furthermore, this embodiment is configured to perform a game card opening animation by combining a first animation method performed when the value information does not exceed a threshold, a second animation method performed when the value information exceeds a threshold, and a third animation method performed when the value information exceeds a threshold and for special game cards. This allows for a highly entertaining game that surprises the player.

[0159] <Modification 1 of the embodiment> The store display control unit 62 may set a maximum charge limit on a daily, monthly, or yearly basis, and may notify the user if the total charge exceeds this limit when a game element transaction requiring payment is made. For example, the store display control unit 62 may calculate the total monthly charge from the purchase history information in the player information database D1, and when that total charge exceeds a predetermined amount, it may notify the user when a game element transaction is made. Figure 25 shows an example of a notification when the total charge exceeds a predetermined amount. By configuring the system in this way, excessive charges can be avoided, and in particular, those with weak economic foundations, such as minors, can be protected.

[0160] <Modified Example 2 of the Embodiment> The store display control unit 62 may set an upper limit on the amount of in-game currency that can be held. For example, when a player purchases new in-game currency on the in-game currency provision screen, the store display control unit 62 refers to the currency information held in the player information database D1. If the purchase of new in-game currency exceeds a predetermined number, the store display control unit 62 displays a selection button for the in-game currency in a form that can be distinguished from other selection buttons. If that selection button is selected, the store display control unit 62 notifies the player that the upper limit on the amount of in-game currency that can be held has been exceeded and prevents the purchase of new in-game currency.

[0161] Figure 26 is a diagram illustrating a modified example of the embodiment. In the example in Figure 26, the maximum number of currency units a player can hold is set to 1000. When purchasing a bargain item, the total number of currency units held becomes 1050, exceeding the limit of 1000. However, when purchasing a regular item, the total number of currency units is 1000, not exceeding the limit of 1000. Therefore, the button 240 for selecting a bargain item is shown in black and cannot be selected, while the button 241 for selecting a regular item is shown in white and can be selected. As a result, the player cannot select a bargain item. Furthermore, if the player selects button 240, a message is displayed stating, "Your current in-game currency exceeds the number of additional items you can purchase. Please use your in-game currency before making a new purchase."

[0162] This configuration prevents players from accumulating more in-game currency than necessary, thus avoiding excessive spending and protecting those with weaker economic foundations, such as minors.

[0163] <Modification 3 of the embodiment> A third modified example of this embodiment will now be described. Modification 3 of this embodiment is another example of the pack opening animation described above. Figure 31 is a diagram illustrating an example of an opening animation.

[0164] In the modified example 3 of this embodiment, the pack opening presentation method, in the first stage, presents all game cards of the same size and with the same image (back side), regardless of their value information. If the value information of the selected game card does not exceed a predetermined threshold, a first presentation (one rotation) is performed in which the card is flipped from the back side to the front side, displaying the front side of game card 2 and presenting the character information in a recognizable manner (Figure 31(c)). On the other hand, if the value information of the selected game card exceeds a predetermined threshold, the game card is enlarged and the character information is presented in a recognizable manner (Figure 31(e)). After that, the game card is returned to its normal display (Figure 31(f)). By using this presentation method, it is possible to perform pack opening animations according to the value information.

[0165] <Modification 4 of the embodiment> A modified example 4 of this embodiment will now be described. Modification 4 of this embodiment is another example of the pack opening animation described above. Figure 31 is a diagram illustrating an example of an opening animation.

[0166] In the fourth modified example of this embodiment, the presentation method involves, in the first stage, presenting all game cards with the same size and image (back side) regardless of their value information (Figure 32(a)). Then, each time a card is selected, only the selected game card is displayed in an enlarged view (Figure 31(c)). The presentation method of Modification 4 of this embodiment has the advantage of making character information easier to see because each game card is displayed in an enlarged view.

[0167] Although the present invention has been described above with reference to preferred embodiments, the present invention is not necessarily limited to the above embodiments and can be modified and implemented in various ways within the scope of its technical concept.

[0168] Furthermore, some or all of the above embodiments may also be described as follows, but are not limited to the following.

[0169] [Note 1] Computers, A means for assigning game elements to which value information is associated, and which assigns at least one game element. In the first stage, the assigned game element is presented in either the first or second mode, and in the second stage following the first stage, the assigned game element is presented in a mode corresponding to the value information of the game element. A program that makes it function as such.

[0170] [Note 2] In the first stage, the presenting means presents the character information associated with the game element in an unrecognizable manner, and in the second stage, it presents the character information associated with the game element in a recognizable manner. The program described in Appendix 1.

[0171] [Note 3] In the first stage, the presentation means presents some of the game elements that have value information exceeding predetermined value information among the assigned game elements in the first mode, and presents the remaining game elements in the second mode. The program described in Appendix 1 or Appendix 2.

[0172] [Note 4] The first embodiment described above is an embodiment that emphasizes the game elements, The second aspect is one in which the game elements are not emphasized. The program described in any of the appendices 1 through 3.

[0173] [Note 5] The first embodiment includes a plurality of embodiments corresponding to the value information of the game element, The program described in any of the appendices 1 through 4.

[0174] [Note 6] The presentation means, in the first stage, presents game elements of the same image in either the first or second mode. The program described in any of the appendices 1 through 5.

[0175] [Note 7] The presentation means, in response to a first operation of selecting a game element presented in either the first or second mode, transitions the selected game element from the first stage to the second stage. The program described in any of the appendices 1 through 6.

[0176] [Note 8] The presentation means presents, in the second stage, game elements that have value information exceeding the predetermined value information among the game elements presented in the second mode in the first stage, in a mode different from the game elements presented in the first mode in the first stage. The program described in any of the appendices 1 through 7.

[0177] [Note 9] The presentation means, in response to a second user operation, presents all of the game elements presented in either the first or second mode, along with the character information associated with the game elements, in a recognizable manner. The program described in any of the appendices 1 through 8.

[0178] [Note 10] The game element that possesses value information exceeding the predetermined value information and was presented in the second aspect in the first stage is the game element with the highest value information among the assigned game elements. The program described in any of the appendices 1 through 9.

[0179] [Note 11] The value information is at least one of the rarity information and attribute information of the game element. The program described in any of the appendices 1 through 10.

[0180] [Note 12] A means for assigning game elements to which value information is associated, and which assigns at least one game element. In the first stage, the assigned game element is presented in either the first or second mode, and in the second stage following the first stage, the assigned game element is presented in a mode corresponding to the value information of the game element, A game device equipped with the following features.

[0181] [Note 13] Computers, A means of providing a game element that selects at least one game element by lottery from multiple game elements to which value information is associated, and provides the selected game element. Presentation control means that, in the first stage, causes the provided game elements to be presented in either the first or second mode, and in the second stage following the first stage, causes the provided game elements to be presented in a mode corresponding to the value information of the game elements. A program that makes it function as such.

[0182] [Note 14] The presentation control means, in the first stage, causes the character information associated with the game element to be presented in an unrecognizable manner, and in the second stage, causes the character information associated with the game element to be presented in a recognizable manner. The program described in Appendix 13.

[0183] [Note 15] In the first stage, the presentation control means causes some of the assigned game elements that have value information exceeding predetermined value information to be presented in the first mode, and the other game elements to be presented in the second mode. The program described in Appendix 13 or Appendix 14.

[0184] [Note 16] The first embodiment described above is an embodiment that emphasizes the game elements, The second aspect is one in which the game elements are not emphasized. The program described in any of the appendices 13 to 15.

[0185] [Note 17] The first embodiment includes a plurality of embodiments corresponding to the value information of the game element, The program described in any of the appendices 13 to 16.

[0186] [Note 18] The presentation control means presents, in the second stage, game elements that have value information exceeding the predetermined value information among the game elements presented in the second mode in the first stage, in a mode different from the game elements presented in the first mode in the first stage. The program described in any of the appendices 13 to 17.

[0187] [Note 19] The value information is at least one of the rarity information and attribute information of the game element. The program described in any of the appendices 13 to 18.

[0188] [Note 20] The aforementioned means provides the game elements in exchange for payment. The program described in any of the appendices 13 to 19.

[0189] [Note 21] A means for selecting at least one game element by lottery from multiple game elements to which value information is associated, and providing the selected game element, In the first stage, the provided game elements are presented in either a first or second mode, and in the second stage following the first stage, the provided game elements are presented in a mode corresponding to the value information of the game elements, and the presentation control means is provided. A game management device equipped with the following features. [Explanation of Symbols]

[0190] 1 Player terminal 2 Game Servers 21 Reader Card 22 Battle Cards 23 Extra Cards 51 Display section 52 Game element reading unit 53 Operation Input Section 54. Sound output section 55 Communications Department 56 Memory section 57 Processing Unit 60 Player Information Management Department 61 Game Execution Control Unit 62 Store Display Control Unit 63 Performance Presentation Control Unit 70 Processing Unit 71 Communications Department 72 Memory section 80 Player Information Management Department 81 Game Execution Management Department 82 Store Management Department 83 Pack Management Department

Claims

1. Computers, A means of providing a collection of multiple game elements, each with associated rarity levels, through a lottery. In the first stage, Among the game elements of the aforementioned collection, excluding game elements whose rarity exceeds a predetermined value and which satisfy a predetermined condition, the character information associated with that game element is presented to the user terminal in a first manner that is not visible to the user. For game elements whose rarity does not exceed the predetermined value, and game elements that satisfy the predetermined conditions, the character information associated with those game elements is presented to the user terminal in a second manner that is not visible to the user. In the second stage following the first stage, With respect to the game elements presented in the first and second embodiments, excluding the game elements that satisfy the predetermined conditions, the first performance is executed, and the character information associated with that game element is displayed on the user terminal in a way that is visible to the user. With respect to the game element that satisfies the predetermined conditions presented in the second aspect, a second presentation is performed, and the character information associated with that game element is displayed on the user terminal in a way that is visible to the user. Presentation control means, A program that makes it function as such.

2. The transition from the first stage to the second stage is, in response to a user operation to select a game element presented in either the first or second mode, the selected game element is transitioned from the first stage to the second stage. The program according to claim 1.

3. The first embodiment is an embodiment that emphasizes the game elements, The second aspect is one in which the game elements are not emphasized. The program according to claim 1 or claim 2.

4. The first embodiment includes a plurality of embodiments corresponding to the rarity of the game element, The program according to claim 3.

5. A means for providing a collection of multiple game elements whose rarity is associated with each other by lottery, In the first stage, Among the game elements of the aforementioned collection, excluding game elements whose rarity exceeds a predetermined value and which satisfy a predetermined condition, the character information associated with that game element is presented to the user terminal in a first manner that is not visible to the user. For game elements whose rarity does not exceed the predetermined value and game elements that satisfy the predetermined conditions, the character information associated with those game elements is presented to the user terminal in a second manner that is not visible to the user. In the second stage following the first stage, With respect to the game elements presented in the first and second embodiments, excluding the game elements that satisfy the predetermined conditions, the first performance is executed, and the character information associated with that game element is displayed on the user terminal in a way that is visible to the user. With respect to the game element that satisfies the predetermined conditions presented in the second aspect, a second presentation is performed, and the character information associated with that game element is displayed on the user terminal in a way that is visible to the user. Presentation control means, A game management device equipped with the following features.

Citation Information

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