Information processing device and program
The system addresses unfairness in lottery games by adjusting item consumption and providing rewards based on accumulated points, ensuring a fair experience for all players.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SEGA CORP
- Filing Date
- 2025-10-02
- Publication Date
- 2026-04-28
AI Technical Summary
Existing lottery games lack fairness as some players can obtain specific content with a small number of consumed items while others cannot obtain it despite spending a large amount.
Implementing a system that stores item consumption, determines specific content acquisition, adjusts item consumption based on accumulated points, and provides rewards or changes item type based on predetermined values to ensure fairness.
Ensures a fair lottery game experience by rewarding players more for higher accumulated points and reducing item consumption as points increase, balancing resource expenditure among players.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to an information processing apparatus and a program.
Background Art
[0002] Conventionally, there has been known a lottery game in which a player consumes an item owned by the player to obtain the selected content.
[0003] Regarding this, Patent Document 1 discloses a technique for allowing a player to obtain content selected according to the appearance frequency (lottery probability) of each content (character).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, in the technique of Patent Document 1, there is a problem of lack of fairness because there are players who obtain specific content by consuming only a small number of costs (for example, items), while there are also players who cannot obtain specific content even after consuming a large number of costs.
[0006] The present invention has been made in view of such problems, and an object thereof is to provide an information processing apparatus and a program capable of providing a fair lottery game.
Means for Solving the Problems
[0007] To solve the above problems, the information processing device according to the first aspect of the present invention includes: a storage means for storing a number of stored items in association with a player; a lottery means for executing a lottery game in which the player acquires content selected based on the lottery probability of each target content by consuming items owned by the player; a determination means for determining whether the content selected in the lottery game is a specific content; a storage means for increasing the number of stored items if the determination is denied; and a control means for decreasing the number of items consumed when executing the lottery game if the number of stored items exceeds a first predetermined value.
[0008] Furthermore, in a second aspect of the present invention, the control means does not consume the item when executing the lottery game if the accumulated number exceeds a second predetermined value which is higher than the first predetermined value.
[0009] Furthermore, an information processing device according to a third aspect of the present invention includes: a storage means for storing a number of stored items in association with a player; a lottery means for executing a lottery game in which the player acquires content selected based on the lottery probability for each of the target contents by consuming items owned by the player; a determination means for determining whether the content selected in the lottery game is a specific content; a storage means for increasing the number of stored items if the determination is denied; and a control means for changing the item consumed when executing the lottery game to an item of lower value if the number of stored items exceeds a first predetermined value.
[0010] Furthermore, in a fourth aspect of the present invention, the items include paid items purchased by the player and free items that the player can obtain by playing the game, and the control means changes the items consumed when executing the lottery game from paid items to free items when the accumulated number exceeds the first predetermined value.
[0011] Furthermore, in the fifth aspect of the present invention, the first predetermined value is a number corresponding to the probability of winning the lottery for the specific content, and the higher the lottery probability, the lower the number.
[0012] Furthermore, in a sixth aspect of the present invention, the storage means initializes the storage count when the determination is affirmed.
[0013] Furthermore, in a seventh aspect of the present invention, if the determination is affirmed, the present invention provides a reward to the player corresponding to the accumulated number, wherein the reward is more advantageous to the player the higher the accumulated number.
[0014] Furthermore, the program according to the eighth aspect of the present invention causes the computer to function as: a storage means for storing the number of accumulated items in association with a player; a lottery means for executing a lottery game in which the player acquires content selected based on the lottery probability for each of the lottery target contents by consuming items owned by the player; a determination means for determining whether the content selected in the lottery game is a specific content; an accumulation means for increasing the number of accumulated items if the determination is denied; and a control means for decreasing the number of items consumed when executing the lottery game if the number of accumulated items exceeds a first predetermined value.
[0015] Furthermore, the program according to the ninth aspect of the present invention causes the computer to function as: a storage means for storing an accumulated number in association with a player; a lottery means for executing a lottery game in which the player acquires content selected based on the lottery probability for each target content by consuming items owned by the player; a determination means for determining whether the content selected in the lottery game is a specific content; an accumulation means for increasing the accumulated number if the determination is denied; and a control means for changing the item consumed when executing the lottery game to an item of lower value if the accumulated number exceeds a first predetermined value. [Effects of the Invention]
[0016]
[0017] According to the present invention, a fair lottery game can be provided.
Brief Description of the Drawings
[0018] [Figure 1] It is a block diagram showing an example of the overall configuration of the game system according to the first embodiment. [Figure 2] It is a diagram schematically showing an example of the hardware configuration of the server device. [Figure 3] It is a diagram showing an example of the hardware configuration of a smartphone as the terminal device shown in FIG. 1. [Figure 4] It is a block diagram showing an example of the functional configuration of the server device. [Figure 5] It is a conceptual diagram showing an example of the reward information of the lottery game information. [Figure 6] In the game system according to the first embodiment, it is a flowchart showing an example of the processing flow performed by each functional means shown in FIG. 4. [Figure 7] It is a diagram showing an example of the lottery game execution screen according to the first embodiment. [Figure 8] It is a conceptual diagram showing an example of the consideration information of the lottery game information. [Figure 9] In the game system according to the second embodiment, it is a flowchart showing an example of the processing flow performed by the control means and the like. [Figure 10] It is a diagram showing an example of the lottery game execution screen according to the second embodiment.
Modes for Carrying Out the Invention
[0019] Hereinafter, a plurality of embodiments of the present invention will be described with reference to the accompanying drawings. For ease of understanding of the description, the same components and steps in each drawing are given the same reference numerals as much as possible, and duplicate descriptions are omitted.
[0020] ---First Embodiment--- First, let me describe the first embodiment.
[0021] <Overall Structure> Figure 1 is a block diagram showing an example of the overall configuration of the game system 1 according to the first embodiment.
[0022] As shown in Figure 1, the game system 1 comprises a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are connected to each other via a communication network NT, such as an intranet, the internet, or a telephone line.
[0023] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to the players of each terminal device 12 via the communication network NT. In the first embodiment, the server device 10 provides the game program 14 itself to the players of the terminal devices 12.
[0024] Each terminal device 12 is an information processing device owned by each player, which provides the game to each player by installing and executing the game program 14 received from the server device 10. Examples of these terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.
[0025] <Hardware Configuration> Figure 2 is a schematic diagram showing an example of the hardware configuration of server device 10.
[0026] As shown in Figure 2, the server device 10 comprises a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly composed of a CPU (Central Processing Unit) 22 and memory 24.
[0027] In the control device 20, the CPU 22 executes a predetermined program stored in the memory 24 or storage device 28, thereby functioning as various functional means. Details of these functional means will be described later.
[0028] The communication device 26 consists of a communication interface and the like for communicating with external devices. The communication device 26, for example, sends and receives various types of information with the terminal device 12.
[0029] The storage device 28 is composed of a hard disk or the like. This storage device 28 stores various programs and information necessary for executing processing in the control device 20, including the game program 14, as well as information on the processing results.
[0030] The server device 10 can be implemented using an information processing device such as a dedicated or general-purpose server computer. Furthermore, the server device 10 may consist of a single information processing device or multiple information processing devices distributed across the communication network NT. Also, Figure 2 only shows a portion of the main hardware configuration of the server device 10; the server device 10 may have other configurations that are generally found in servers. Similarly, the hardware configuration of the multiple terminal devices 12 may be similar to that of the server device 10, except for the inclusion of, for example, operating means, display devices, and sound output devices.
[0031] Figure 3 shows an example of the hardware configuration of a smartphone, which is the terminal device 12 shown in Figure 1.
[0032] As shown in Figure 3, the terminal device 12 includes a main control unit 30, a touch panel (touchscreen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.
[0033] The main control unit 30 is comprised of a CPU, memory, and other components. This main control unit 30 is connected to a touch panel 32 (which serves as a display input device), a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 also has the function of controlling these connected devices.
[0034] The touch panel 32 has both display and input functions, and is composed of a display 32A that handles the display function and a touch sensor 32B that handles the input function. In the first embodiment, the display 32A can display game images including button images, directional key images, joystick images, and other operation input images. The touch sensor 32B can detect the player's input position relative to the game image.
[0035] The camera 34 has the function of capturing still images and / or videos and saving them to the memory unit 40.
[0036] The mobile communication unit 36 has the function of connecting to a mobile communication network via the antenna 36A and communicating with other communication devices connected to the mobile communication network.
[0037] The wireless LAN communication unit 38 connects to the communication network NT via the antenna 38A and has the function of communicating with other devices such as the server device 10 that are connected to the communication network NT.
[0038] The memory unit 40 stores various programs and data, such as the game program 14 and play data indicating the game's progress and player information. The play data may also be stored in the server device 10.
[0039] Speaker 42 has the function of outputting game sounds, etc.
[0040] <Game Overview> The game according to the first embodiment includes a lottery game and quests that allow players to acquire characters as an example of content. The lottery game is also called gacha, lottery, summoning, etc. The quest is also called a battle game, dungeon, exploration, mission, etc.
[0041] In the first embodiment, there are multiple types of lottery games, each with a different name (title). Each lottery game can be selected by the player from the lottery game menu screen, etc. In the first embodiment, based on an instruction (request) by the player to select one lottery game from one or more types of lottery games, the player is given one or more characters randomly selected from the group of target characters corresponding to that lottery game. This lottery game is executed based on the player consuming the consideration associated with that lottery game. This consideration can be paid items (charged items) or free items (non-charged items). Paid items are items purchased by the player through payment. Examples of paid items include paid gems, paid gacha tickets, and paid coins. Free items are items that the player can obtain by playing the game. For example, free items can be obtained as rewards for logging in, clearing quests, completing missions, etc. Examples of free items include free gems, free gacha tickets, and game coins. Furthermore, these paid and free items can be used not only for running the lottery game, but also for various purposes such as restoring stamina and continuing quests. Note that both paid and free stones are sometimes collectively referred to as "stones."
[0042] Furthermore, in the first embodiment, based on the player's execution of a lottery game, points owned by the player corresponding to that lottery game are accumulated. These points are accumulated, for example, when a non-specific character is drawn in the lottery game. A non-specific character refers to a character other than a specific character (for example, a character with a rarity of 6 or higher) from the group of characters that can be drawn in the lottery game. The number (amount) of points accumulated can be, for example, the number obtained by multiplying the number of paid items and / or free items consumed by the player in that lottery game by a predetermined coefficient (for example, 1.2, 1.0, 0.5, etc.), or a fixed number (for example, 5). When a specific character is drawn in this lottery game, the player is given a reward corresponding to the accumulated points owned, and the points owned are initialized (reset). This reward can be, for example, a number of free items obtained by multiplying the accumulated points owned by a predetermined coefficient (for example, 1.2, 1.0, 0.5, etc.).
[0043] Furthermore, in the first embodiment, there are multiple types of quests, each with a different name (title). Each of these quests can be selected by the player from the quest menu screen, etc. Based on the player's instruction (request) to select one of the multiple quests, that quest is executed. This quest is executed based on the player consuming the stamina value associated with that quest. Note that the player's stamina value (current stamina value) may be consumed only when the quest is completed (cleared or retired).
[0044] In the first embodiment, a quest is executed in which a team composed of one or more characters owned by the player battles an enemy character. In this quest, for example, the player gives instructions to the characters that make up the team (characters within the team) to attack, etc. Also in this quest, the player aims to reduce the hit points of the enemy character to 0 or less by using the ability parameters and skills that each character within the team possesses. If the quest is cleared, the player receives clear rewards such as free gems, game coins, characters, items, experience points, etc. On the other hand, if the quest is not cleared, the player can choose to continue the quest by consuming paid gems, free gems, continue items, etc., or retire from the quest. Continuing means granting the player who failed to clear the quest the right to continue playing the quest.
[0045] <Function means> Figure 4 is a block diagram showing an example of the functional configuration of the server device 10.
[0046] As shown in Figure 4, the server device 10 has a functional configuration comprising a storage means 50, a lottery means 52, a determination means 54, a storage means 56, an assignment means 58, and a control means 60. The storage means 50 is implemented by one or more storage devices 28. The functional means other than the storage means 50 are implemented by the control device 20 executing a game program 14 stored in the storage devices 28, etc.
[0047] The memory means 50 is a functional means for storing player information 50A, character information 50B, lottery game information 50C, etc. Player information 50A is stored for each player and is associated with the player ID of that player. This player information 50A includes, for example, the player's name and age, owned character information, owned item information, owned points information, and stamina information. Owned character information includes information about multiple characters owned by the player, including, for example, the character ID and ability parameters of each owned character. Ability parameters include, for example, the character's level, hit points, attack power, and defense power. The level increases based on the experience points, which are parameters for character development, being assigned to the character. When the character's level increases, the character's hit points, attack power, defense power, etc. also increase. Owned item information includes the number of items owned by the player and the date and time each item was acquired. Examples of these items include paid gems, paid gacha tickets, free gems, and free gacha tickets. The points information includes the points (accumulated number or parameter) corresponding to each lottery game. These points are accumulated, for example, when a player obtains a non-specific character as a result of playing a lottery game. The stamina information includes the player's current stamina value and stamina limit. The current stamina value is the value consumed when the player performs quests. This current stamina value recovers to the stamina limit over time. Furthermore, this current stamina value can recover beyond the stamina limit by consuming paid or free gems, stamina recovery items, etc. This stamina limit increases as the player's player rank increases. The player rank increases, for example, based on the player playing games (e.g., quests).
[0048] Character information 50B is stored for each character, associated with that character's character ID. This character information 50B includes, for example, the character's name, image, rarity, initial values of ability parameters (e.g., hit points, attack power, defense power at level 1, etc.) and maximum values (e.g., hit points, attack power, defense power at level 100, etc.), skills, etc. Characters with higher rarity have ability parameters and skills that are advantageous for quests.
[0049] The lottery game information 50C is stored for each lottery game, associated with the lottery game ID of that game. This lottery game information 50C includes, for example, the name (title), lottery target information, acquired character level, price, and reward information (reward table). The lottery target information includes the character ID of each character that makes up the group of characters that are the target of the lottery in the lottery game, and the lottery probability associated with that character ID. The characters that make up the group of characters that are the target of the lottery include specific characters and non-specific characters. For example, there are 100 types of characters that make up this group of characters. The lottery probability is set so that specific characters with high rarity have a low probability (%) and characters with low rarity (non-specific characters) have a high probability (%). The acquired character level includes the level (initial level) of the character that the player will acquire in the lottery game. The price includes the number of items required to acquire one character in the lottery game. These items include paid items and free items. Furthermore, in lottery games where it is easier to obtain high-rarity characters, the rewards may be set to be large, or the rewards may be of a high value (for example, only paid items).
[0050] Figure 5 is a conceptual diagram showing an example of reward information for the lottery game information 50C. The reward information defines the rewards to be given to the player, corresponding to each numerical range (threshold) of owned points (accumulated points). The upper limit of each numerical range is a number corresponding to the probability of a specific character being drawn in each lottery game, and the higher the probability, the lower the value. For example, in lottery game A, the probability of a specific character being drawn is "1.2%". Also, for example, in lottery game B, the probability of a specific character being drawn is "2.4%". Here, in lottery game A, the upper limit of the lowest first-stage numerical range (first predetermined value) is "250", and in lottery game B, the upper limit (first predetermined value) is "125". Also, in lottery game A, the upper limit of the intermediate second-stage numerical range (second predetermined value) is "550", and in lottery game B, the upper limit (second predetermined value) is "275". Similarly, in lottery game A, the upper limit (set value) of the highest third-stage numerical range is "650", while in lottery game B, the upper limit (set value) is "325".
[0051] For example, if a player with 230 points in a lottery game A wins a specific character in that game, they will not receive any reward. Alternatively, if a player with 360 points wins a specific character in that game, they will receive 180 free gems, which is half of their points. Furthermore, if a player with 600 points wins a specific character in that game, they will receive 600 free gems, the same number as their points. In other words, the higher a player's points in a lottery game A wins, the more advantageous the rewards they will receive.
[0052] Furthermore, for example, if a player participating in lottery game B has 80 points, and a specific character is drawn in lottery game B, no reward will be given. Also, for example, if a player participating in lottery game B has 230 points, and a specific character is drawn in lottery game B, 115 free gems (half of the player's points) will be given. Also, for example, if a player participating in lottery game B has 320 points, and a specific character is drawn in lottery game B, 320 free gems (the same number as the player's points) will be given. In other words, the higher a player's points are for lottery game B, the more advantageous the rewards they will receive.
[0053] The lottery means 52 is a functional means that, in response to an operation instruction (request) from the player, allows the player to acquire a character selected from a group of target characters corresponding to the lottery game. In the first embodiment, the lottery means 52 executes a lottery game in which the player acquires a character selected based on the lottery probability of each target character by consuming paid items and / or free items owned by the player. If the player owns both paid items (e.g., paid gems) and free items (e.g., free gems), the lottery means 52 may consume them in order of priority according to the date and time (acquisition order) of each item, or may consume paid items or free items first.
[0054] The determination means 54 is a functional means that determines whether or not predetermined conditions are met. In the first embodiment, the determination means 54 determines whether or not the character drawn in the lottery game is a specific character (specific content).
[0055] The accumulation means 56 is a functional means for accumulating (increasing) the player's owned points (accumulated number). In the first embodiment, if the determination means 54 determines that the character drawn in the lottery game is not a specific character, the accumulation means 56 increases the player's owned points corresponding to that lottery game. The amount of this increase could be, for example, the number obtained by multiplying the number of paid items and / or free items consumed by the player in the lottery game by a predetermined coefficient, or a fixed number (for example, 5). Furthermore, if a specific character is drawn in the lottery game, the accumulation means 56 resets the player's owned points.
[0056] The rewarding means 58 is a functional means that grants rewards to the player according to the points (accumulated number) owned. In the first embodiment, the rewarding means 58 grants a reward to the player if the determination means 54 determines that the character drawn in the lottery game is a specific character. Furthermore, the rewarding means 58 grants a reward that is more advantageous to the player the higher their points are. For example, the rewarding means 58 refers to the reward information in the lottery game information 50C and grants a reward corresponding to the numerical range that includes the player's points. Examples of such rewards include free items and the ability to change the ability parameters of a specific character that the player acquires. The number (amount) of these rewards may be a number corresponding to the points owned, that is, a number corresponding to the total number of items consumed by the player in the lottery game. For example, if the reward is free gems, the number of free gems granted as a reward will be a number corresponding to the total number of paid gems or free gems consumed by the player in the lottery game. Furthermore, if the reward involves changing the ability parameters of a specific character, for example, if the player's points are 250 or less, they will acquire the character at level 1, and if their points are between 251 and 350, they will acquire the character at level 20, and so on, increasing the character's level upon acquisition (acquired character level) as the player's points increase.
[0057] Furthermore, the reward granting means 58 will not grant a reward if the reward does not correspond to a numerical range of the player's points. For example, the reward granting means 58 will not grant a reward if the player's points are less than or equal to the upper limit (first predetermined value) of the lowest first stage numerical range in the reward information. Also, the reward granting means 58 will grant a specific character to the player if the player's points exceed a set value higher than the first predetermined value. This set value is the upper limit of the highest (third stage) numerical range in the reward information of the lottery game information 50C.
[0058] The control means 60 is a functional means that controls the entire game. In the first embodiment, if the player's points exceed a second predetermined value, the control means 60 reduces the number of items consumed when running the lottery game. For example, if the player's predetermined points exceed a second predetermined value (e.g., 400), the control means 60 reduces the number of items consumed when running the lottery game from 5 to 3. Also, if the player's points exceed a second predetermined value, the control means 60 changes the items consumed when running the lottery game to items of lower value. For example, if the player's predetermined points exceed a second predetermined value (e.g., 400), the control means 60 changes the type of items consumed when running the lottery game from paid items to free items. This second predetermined value is the upper limit of the numerical range of the second stage in the reward information of the lottery game information 50C. In other words, each time the player's points increase, the control means 60 reduces the number of items consumed when running the lottery game and the value of the items.
[0059] <Processing flow> Figure 6 is a flowchart showing an example of the processing flow performed by each functional means shown in Figure 4 in the game system according to the first embodiment. Note that the order and content of the following steps can be changed as appropriate.
[0060] (Step SP10) When a player makes an operation instruction to select a lottery game from the lottery game menu, the control means 60 controls the display of the lottery game execution screen 70 on the touch panel 32.
[0061] Figure 7 shows an example of a lottery game execution screen 70 according to the first embodiment.
[0062] As shown in Figure 7, the lottery game execution screen 70 is equipped with a provision rate button 72, a lottery target information area 74, an execution button 76, and a possession information display area 78. The provision rate button 72 is a button that transitions to a screen that shows the name, rarity, and probability of drawing each character that makes up the group of characters that are the targets of the lottery game. For example, if the probability of drawing each of three specific characters (character B, character C, and character D) with a rarity of 6 is associated with "0.4%", then the probability of drawing a specific character is "1.2%". The lottery target information area 74 shows the specific characters (3 characters) that are included in the group of characters that are the targets of the lottery game. The execution button 76 is a button for executing the lottery game, and is a button that requests to execute one lottery. The execution button 76 shows the type and number of considerations to be consumed by executing the lottery. The ownership information display area 78 is an area that shows the number of points and items owned by the player, and displays the number of points, paid items (paid gems), and free items (free gems) owned.
[0063] Returning to Figure 6, the process moves on to step SP12.
[0064] (Step SP12) The control means 60 receives a press of the execution button 76 from the player (a request to execute the lottery game). Then, the process proceeds to step SP14.
[0065] (Step SP14) The lottery means 52 executes a lottery game by referring to the lottery target information and consideration in the lottery game information 50C. Specifically, the lottery means 52 consumes consideration (for example, a total of 5 paid or free stones) from the player's owned items and draws one character from the group of target characters based on the draw probability of each character that makes up the group of target characters. Subsequently, the lottery means 52 allows the player to acquire the drawn character. Then, the process moves on to the process of step SP16.
[0066] (Step SP16) The determination means 54 determines whether the character drawn in step SP14 is a specific character. If the determination is positive, the process proceeds to step SP26. On the other hand, if the determination is negative, that is, if the character drawn in step SP14 is not a specific character, the process proceeds to step SP18.
[0067] (Step SP18) The accumulation means 56 increases the player's points corresponding to the lottery game performed in step SP14. For example, the accumulation means 56 increases the player's points by the same number as the number of items consumed in step SP14 (e.g., 5). Then, the process moves on to the process in step SP20.
[0068] (Step SP20) The determination means 54 determines whether the points acquired in step SP18 exceed a set value. This set value is, for example, the upper limit of the highest third-stage numerical range in the reward information (e.g., 650). If the determination is positive, the process proceeds to step SP22. On the other hand, if the determination is negative, the process terminates the series of processes shown in Figure 6. Note that the above set value is not limited to the upper limit, but may be a value lower than the upper limit.
[0069] (Step SP22) The granting means 58 grants the player a specific character included in the group of characters to be drawn in the lottery game executed in step SP14. Here, if there are multiple types of specific characters, the granting means 58 grants some or all types of specific characters. For example, when the granting means 58 grants one type (one character) out of three types (three characters), it may grant one type (one character) selected randomly, or it may grant one type (one character) selected by the player. When granting the specific character to the player, the granting means 58 may refer to the reward information in the lottery game information 50C and grant the player the reward corresponding to the highest numerical range of the third stage. Then, the process moves on to the process in step SP24.
[0070] (Step SP24) The storage means 56 initializes the points owned by the player corresponding to the lottery game executed in step SP14. For example, the storage means 56 sets the points owned by the player corresponding to the lottery game to "0". Then, the process ends with the series of processes shown in Figure 6.
[0071] (Step SP26) The granting means 58 refers to the reward information in the lottery game information 50C and grants a reward corresponding to the numerical range that includes the player's points corresponding to the lottery game executed in step SP14. For example, if the player's points are less than or equal to the upper limit (first predetermined value) of the lowest first stage numerical range, the granting means 58 does not grant a reward. Also, if the player's points are greater than the upper limit (first predetermined value) of the lowest first stage numerical range and less than or equal to the upper limit (second predetermined value) of the second stage numerical range (e.g., 260), the granting means 58 grants the player a reward of half of the player's points in free gems (e.g., 130 gems). Also, if the player's points are greater than the upper limit (second predetermined value) of the second stage numerical range and less than or equal to the upper limit (set value) of the highest third stage numerical range (e.g., 570), the granting means 58 grants the player a reward of the same number of free gems as the player's points (e.g., 570 gems). Then, the process concludes with the series of steps shown in Figure 6.
[0072] <Effects> In the first embodiment described above, the system includes a storage means 50 that stores the accumulated count in association with a player, a lottery means 52 that executes a lottery game in which the player acquires content selected based on the lottery probability of each target content by consuming items owned by the player, a determination means 54 that determines whether the content selected in the lottery game is a specific content, an accumulation means 56 that increases the accumulated count if the determination is negative, and a reward means 58 that grants the player a reward according to the accumulated count if the determination is positive, wherein the reward means 58 grants the player a more advantageous reward the higher the accumulated count.
[0073] This configuration ensures a fair lottery game, as players receive more favorable rewards the higher their accumulated points are before acquiring specific content.
[0074] Furthermore, in the first embodiment, the granting means 58 does not grant a reward if the accumulated number is less than or equal to a first predetermined value.
[0075] This configuration ensures a fair lottery game because players who acquire specific content by consuming only a small number of items will not receive rewards.
[0076] Furthermore, in the first embodiment, the first predetermined value is a value corresponding to the probability of winning a specific content in a lottery, and the higher the probability of winning, the lower the value becomes.
[0077] With this configuration, if the probability of obtaining a specific piece of content is high, rewards can be given to players whose accumulated count exceeds a predetermined value (e.g., 125). Conversely, if the probability of obtaining a specific piece of content is low, rewards can not be given to players even if their accumulated count exceeds that predetermined value. Therefore, in a lottery game, it is possible to help players whose accumulated count exceeds a predetermined value despite a high probability of obtaining a specific piece of content.
[0078] Furthermore, in the first embodiment, the granting means 58 grants specific content to the player when the accumulated number exceeds a set value higher than the first predetermined value.
[0079] This configuration allows for the relief of players who are unable to acquire specific content even after spending a large amount of resources.
[0080] Furthermore, in the first embodiment, the reward is a number of items corresponding to the accumulated number.
[0081] With this configuration, players are given a number of items corresponding to the number of items they have accumulated. This effectively brings the number of items consumed in the lottery game closer between players who acquire specific content by consuming only a few items and players who acquire it by consuming a large number of items.
[0082] Furthermore, in the first embodiment, the reward is to change the parameters of the specific content that is to be acquired.
[0083] With this configuration, as the accumulated number increases, the parameters of specific content that players acquire are changed to be more favorable, thus reducing the effort required for players who have consumed many items in the lottery game to cultivate that specific content.
[0084] Furthermore, in the first embodiment, the storage means 56 initializes the number of stored items when the determination is affirmative.
[0085] With this configuration, the accumulated count is reset when a player acquires specific content, ensuring fairness even if each player continues to play the lottery game.
[0086] Furthermore, in the first embodiment, if the accumulated number exceeds a second predetermined value, the system includes a control means 60 that reduces the number of items consumed when executing the lottery game.
[0087] With this configuration, as the accumulated number increases, the number of items consumed in the lottery game decreases. This makes it possible to bring the number of items consumed in the lottery game closer between players who acquire specific content by consuming only a small number of items and players who acquire specific content by consuming a large number of items.
[0088] Furthermore, in the first embodiment, if the accumulated number exceeds a second predetermined value, the system includes a control means 60 that changes the item consumed when executing the lottery game to an item of lower value.
[0089] With this configuration, as the accumulated number increases, the value of the items consumed in the lottery game decreases. This allows the value of the items consumed in the lottery game to be brought closer together between players who obtain specific content by consuming only a small number of items and players who obtain specific content by consuming a large number of items.
[0090] ---Second Embodiment--- Next, a second embodiment will be described.
[0091] The second embodiment differs from the first embodiment in that it stores consideration information (table) in the lottery game information 50C. The configuration and functions of the game system according to the second embodiment, which are not described below, are the same as those of the game system according to the first embodiment.
[0092] Figure 8 is a conceptual diagram showing an example of the reward information for the lottery game information 50C. The reward information defines the type and amount (number) of reward consumed in one lottery game, corresponding to each numerical range (threshold) of owned points (accumulated number). The upper limit of each numerical range is a number corresponding to the probability of a specific character being drawn in each lottery game, with the lower the number as the probability of drawing the character increases. For example, in lottery game C, the probability of drawing a specific character is "1.0%". Also, for example, in lottery game D, the probability of drawing a specific character is "2.0%". Here, in lottery game C, the upper limit of the lowest first-stage numerical range (first predetermined value) is "250", and in lottery game D, the upper limit (first predetermined value) is "125". Furthermore, in lottery game C, the upper limit of the intermediate second stage numerical range (second predetermined value) is "400", while in lottery game D, the upper limit (second predetermined value) is "200". Similarly, in lottery game C, the upper limit (set value) of the highest third stage numerical range is "650", while in lottery game D, the upper limit (set value) is "325".
[0093] For example, if a player participating in lottery game C has 160 points, the type of currency consumed in lottery game C is paid currency, and the quantity (number) is 5. If a player participating in lottery game C has 320 points, the type of currency consumed in lottery game C is free currency, and the quantity (number) is 3. Furthermore, if a player participating in lottery game C has 480 points, no items are consumed in lottery game C. In other words, the higher a player's points are for lottery game C, the lower the number and value of items consumed when playing lottery game C.
[0094] Furthermore, for example, if a player's points for Lottery Game D are "90", the type of reward consumed in Lottery Game D is paid gems, and the quantity (number) is 5. If a player's points for Lottery Game D are "180", the type of reward consumed in Lottery Game D is free gems, and the quantity (number) is 3. If a player's points for Lottery Game D are "270", no items are consumed in Lottery Game D. In other words, the higher a player's points for Lottery Game D, the lower the number and value of items consumed when playing Lottery Game D.
[0095] In the second embodiment, the control means 60 reduces the number of items consumed when running the lottery game if the player's points (accumulated number) exceed a first predetermined value. Furthermore, for example, if the player's points exceed a second predetermined value which is higher than the first predetermined value, the control means 60 will not consume any items when running the lottery game.
[0096] Furthermore, if the player's points exceed a first predetermined value, the control means 60 changes the item consumed when executing the lottery game to a lower-value item. For example, if the player's points exceed a first predetermined value, the control means 60 changes the item consumed when executing the lottery game from a paid item to a free item.
[0097] <Processing flow> Figure 9 is a flowchart showing an example of the processing flow performed by the control means 60, etc., in the game system according to the second embodiment.
[0098] (Step SP30) When a player makes an operation instruction to select a lottery game from the lottery game menu, the control means 60 refers to the player's points corresponding to that lottery game and the consideration information in the lottery game information 50C, and determines the consideration to be consumed in the execution of that lottery game. Specifically, the control means 60 determines the type and number of consideration to be consumed, which corresponds to the numerical range of the consideration information that includes the player's points. For example, if the player's points exceed the upper limit of the lowest first-stage numerical range in the consideration information (first predetermined value) and are less than or equal to the upper limit of the second-stage numerical range (second predetermined value), the control means 60 reduces the number and / or value of the items to be consumed compared to when the points are less than or equal to the first predetermined value. Then, the process moves on to the process of step SP32.
[0099] (Step SP32) The control means 60 controls the display of the lottery game execution screen 80 on the touch panel 32.
[0100] Figure 10 shows an example of a lottery game execution screen 80 according to the second embodiment.
[0101] As shown in Figure 10, the lottery game execution screen 80 is provided with a provision rate button 82, a lottery target information area 84, an execution button 86, and a possession information display area 88. The execution button 86 displays the type and number of items of consideration to be consumed, which were determined in step SP30.
[0102] Returning to Figure 9, the process moves on to step SP34.
[0103] (Step SP34) The control means 60 receives a press of the execution button 86 from the player (a request to execute the lottery game). Then, the process proceeds to step SP36.
[0104] (Step SP36) The lottery means 52 executes a lottery game by referring to the lottery target information, etc., in the lottery game information 50C. Specifically, the lottery means 52 consumes the consideration (for example, 3 free gems) determined in step SP30 from the player's owned items and draws one character from the group of target characters based on the drawing probability of each character that makes up the group of target characters. If the consideration determined in step SP30 is "none", the lottery means 52 performs the draw without consuming any consideration (items). Next, the lottery means 52 allows the player to acquire the drawn character. Then, the process moves on to the process in step SP38.
[0105] (Step SP38) The determination means 54 determines whether the character drawn in step SP36 is a specific character. If the determination is positive, the process proceeds to step SP48. On the other hand, if the determination is negative, that is, if the character drawn in step SP36 is not a specific character, the process proceeds to step SP40.
[0106] (Step SP40) The accumulation means 56 increases the points owned by the player corresponding to the lottery game performed in step SP36. For example, the accumulation means 56 increases the player's points by a certain amount (e.g., 5). Then, the process moves on to the process in step SP42.
[0107] (Steps SP42 to SP48) The processing in steps SP42 to SP48 is the same as the processing in steps SP20 to SP26 described above, so the explanation is omitted. Then, the process concludes with the series of processes shown in Figure 9.
[0108] <Effects> In the second embodiment, the system includes a storage means 50 that stores the number of accumulated items in association with a player, a lottery means 52 that executes a lottery game in which the player acquires content selected based on the lottery probability of each target content by consuming items owned by the player, a determination means 54 that determines whether the content selected in the lottery game is a specific content, an accumulation means 56 that increases the number of accumulated items if the determination is denied, and a control means 60 that reduces the number of items consumed when executing the lottery game if the number of accumulated items exceeds a first predetermined value.
[0109] With this configuration, if the accumulated number of items obtained before acquiring specific content exceeds a predetermined value, the number of items consumed in the lottery game decreases, thus enabling a fair lottery game. In other words, the number of items consumed in the lottery game can be made closer between players who acquire specific content in a small number of draws and players who acquire it in a large number of draws.
[0110] Furthermore, in the second embodiment, if the accumulated number exceeds a second predetermined value which is higher than the first predetermined value, the control means 60 does not consume an item when executing the lottery game.
[0111] With this configuration, as the accumulated number increases, items will no longer be consumed in the lottery game. This allows the number of items consumed in the lottery game to be brought closer between players who obtain specific content with a small number of draws and players who obtain specific content with a large number of draws.
[0112] Furthermore, in the second embodiment, the system includes a storage means 50 that stores the number of accumulated items in association with a player, a lottery means 52 that executes a lottery game in which the player acquires content selected based on the lottery probability for each of the target contents by consuming items owned by the player, a determination means 54 that determines whether or not the content selected in the lottery game is a specific content, an accumulation means 56 that increases the number of accumulated items if the determination is denied, and a control means 60 that changes the item consumed when executing the lottery game to an item of lower value if the number of accumulated items exceeds a first predetermined value.
[0113] With this configuration, if the accumulated number of points obtained before acquiring specific content exceeds a predetermined value, the value of the items consumed in the lottery game decreases, thus enabling a fair lottery game. In other words, the value of the items consumed in the lottery game can be made more similar between players who acquire specific content with a small number of draws and players who acquire it with a large number of draws.
[0114] In the second embodiment, the items include paid items purchased by the player and free items that the player can obtain by playing the game, and the control means 60 changes the items consumed when executing the lottery game from paid items to free items when the accumulated number exceeds a first predetermined value.
[0115] With this configuration, as the accumulated number increases, free items will be consumed in the lottery game. This makes it possible to bring the value of the items consumed in the lottery game closer together between players who obtained specific content with a small number of lottery attempts and players who obtained specific content with a large number of lottery attempts.
[0116] Furthermore, in the second embodiment, the first predetermined value is a number corresponding to the probability of winning a specific content in a lottery, and the higher the probability of winning, the lower the number becomes.
[0117] With this configuration, if the probability of drawing a specific piece of content is high, the number and value of items consumed by players whose accumulated count exceeds a predetermined value (e.g., 125) can be reduced. Conversely, if the probability of drawing a specific piece of content is low, the number and value of items consumed can not be reduced even if the accumulated count exceeds that predetermined value. Therefore, in a lottery game, it is possible to help players whose accumulated count exceeds a certain value despite a high probability of drawing a specific piece of content.
[0118] In the second embodiment, the storage means 56 initializes the number of stored items if the determination is affirmative.
[0119] With this configuration, the accumulated count is reset when a player acquires specific content, ensuring fairness even if each player continues to play the lottery game.
[0120] Furthermore, in the second embodiment, if the judgment is affirmative, the system includes a rewarding means 58 that grants the player a reward corresponding to the accumulated number, and the rewarding means 58 grants a more favorable reward to the player the higher the accumulated number.
[0121] This configuration ensures a fair lottery game, as players receive more favorable rewards the higher their accumulated points are before acquiring specific content.
[0122] ---Variations--- It should be noted that the present invention is not limited to the above-described examples. That is, designs modified by those skilled in the art to the above-described examples are also included within the scope of the present invention, as long as they retain the features of the present invention. Furthermore, the elements of the embodiments described above and the modifications described later can be combined to the extent that it is technically possible, and combinations thereof are also included within the scope of the present invention, as long as they retain the features of the present invention.
[0123] For example, in the first and second embodiments described above, the lottery means 52 was described as executing the lottery game by consuming items, but the player may also execute the lottery game by directly making a payment.
[0124] Furthermore, in the first and second embodiments described above, the accumulation means 56 was described as increasing the owned points by the same number as the number of items consumed in the lottery game, but the number of points increased may be a number corresponding to the lottery probability of a specific character. For example, if the lottery probability of a specific character is low, the accumulation means 56 may increase the owned points by a smaller number, and if the lottery probability of a specific character is high, it may increase the owned points by a larger number. This makes it possible to standardize each numerical range (first predetermined value, second predetermined value, setting value, etc.) in each lottery game. In addition, the accumulation means 56 may set the number of owned points accumulated (increased) to a number corresponding to the rarity of the character drawn in the lottery game. For example, if the rarity of the drawn character is 4, the accumulation means 56 accumulates owned points by 5, and if the rarity of the drawn character is 5, it accumulates owned points by 3. In addition, the accumulation means 56 may increase the owned points of the player corresponding to the lottery game even if the character drawn in the lottery game is a specific character. In other words, the accumulation means 56 may increase the player's points regardless of the character drawn in the lottery game.
[0125] Furthermore, in the first and second embodiments described above, the control means 60 was described as reducing the value of the items consumed when executing the lottery game if the owned points exceeded a predetermined value (first predetermined value or second predetermined value). However, the control means 60 may also change from prioritizing the consumption of paid items to prioritizing the consumption of free items. In addition, if the owned points exceed the predetermined value, the control means 60 may change from consuming items according to the date and time of acquisition (order of acquisition) to prioritizing the consumption of free items.
[0126] Furthermore, although the first and second embodiments described above explained a case where the first predetermined value is lower than the second predetermined value, it may also be the same value as the second predetermined value, or it may be higher than the second predetermined value.
[0127] Furthermore, while the first and second embodiments described above explained the case where the same type of reward is included in each of the reward information of the lottery game information 50C, it is also possible for different types of rewards to be included. That is, the granting means 58 may grant different rewards to the player for each lottery game according to the points they possess.
[0128] Furthermore, in the first and second embodiments described above, the granting means 58 was described as granting a reward that increases the ability parameter (level) of a specific character to be acquired by the player. However, ability parameters that are advantageous in quests, etc., when lowered may be decreased. Examples of such ability parameters include the number of turns required to activate a character's skill, or the cost incurred when forming a team with a character (formation cost).
[0129] Furthermore, in the first and second embodiments described above, the specific character was described as a character with high rarity from the group of characters eligible for the lottery corresponding to the lottery game. However, it may also be a character selected by the player from the group of characters eligible for the lottery, or a character used to initialize (reset) owned points, etc.
[0130] Furthermore, while the first and second embodiments described above explained that the reward is a number of free items obtained by multiplying the accumulated points owned by a predetermined coefficient, it may also be a fixed number of free items for each numerical range of the reward information. Also, while the first and second embodiments described above explained that the reward is mainly free gems, the reward may be anything other than paid items, such as characters, enhancement materials, evolution materials, free gacha tickets, game coins, stamina recovery items, continue items, etc.
[0131] Furthermore, while the first and second embodiments described above explained the case where the accumulated number is owned points, it may also be a game item (for example, an item for accumulation), a fragment of a game item, or a variable (parameter).
[0132] Furthermore, in the first and second embodiments described above, the number of owned points (accumulated points) was described as being accumulated in accordance with each lottery game, but it is also possible for the points to be accumulated in common for two or more lottery games. In this case, the accumulation means 56 may make the number of owned points accumulated (increased) different for one lottery game and another lottery game.
[0133] Furthermore, while the first and second embodiments described above primarily described the case where the content is a character usable in a quest, it may also be an item, card, weapon, avatar, coin, point, etc. Also, while the specific content primarily described the case where it is a specific character, it may also be a specific item, card, weapon, avatar, coin, point, etc. [Explanation of Symbols]
[0134] 10...Server device (computer), 12...Terminal device, 50...Storage means, 52...Lottery means, 54...Determination means, 56...Storage means, 58...Assignment means, 60...Control means
Claims
1. Computers, Means for storing a first storage number and a second storage number in association with a player, A means for executing a quest in which the player controls one or more characters of a set level and pits them against an enemy character, and for awarding a reward to the player if the quest is cleared by reducing the enemy character's hit points to 0 or less. A means for executing a first lottery game in which the aforementioned player consumes an item to select content from a first group of target content, including a specific character. Means for executing a second lottery game, which involves consuming the item owned by the player to draw content from a second group of target content, including the specific character selected by the player. A means for displaying an execution screen before the execution of the first lottery game or the second lottery game, including an area for instructing the display of the probability of providing the specific character and an instruction area for instructing the execution of the first lottery game or the second lottery game. A means for determining whether the content drawn in the first lottery game is the specified character, and for determining whether the content drawn in the second lottery game is the specified character. Means for increasing the first accumulated number when the first lottery game is performed and the determination is denied, increasing the second accumulated number when the second lottery game is performed and the determination is denied, initializing the first accumulated number when the first lottery game is performed and the determination is affirmed, and initializing the second accumulated number when the second lottery game is performed and the determination is affirmed. In the first lottery game, if the first accumulated number exceeds the first upper limit, means capable of granting the player the specific character selected by the player's actions, In the second lottery game, if the second accumulated number exceeds the second upper limit which is less than the first upper limit, the means for assigning the specific character, To make it function as, The aforementioned items include paid items purchased by the player, and free items that the player can obtain as part of the rewards by playing the quest. When the character's set level increases, the character's hit points increase. The characters drawn in the first and second lottery games include characters in level 1 state. program.
2. A means for storing a first storage number and a second storage number in association with a player, A means for executing a quest in which the player controls one or more characters of a set level and pits them against an enemy character, and for awarding a reward to the player if the quest is cleared by reducing the enemy character's hit points to 0 or less, A means for executing a first lottery game in which the player consumes a first quantity of items he owns to draw content from a first group of target content that includes a specific character, A means for executing a second lottery game in which the player consumes the item owned by the player to draw content from a second group of lottery target content, including the specific character selected by the player; A means for displaying an execution screen before the execution of the first lottery game or the second lottery game, including an area for instructing the display of the probability of providing the specific character and an instruction area for instructing the execution of the first lottery game or the second lottery game, A means for determining whether the content drawn in the first lottery game is the specified character, and for determining whether the content drawn in the second lottery game is the specified character, Means for increasing the first accumulated number when the first lottery game is performed and the determination is denied, increasing the second accumulated number when the second lottery game is performed and the determination is denied, initializing the first accumulated number when the first lottery game is performed and the determination is affirmed, and initializing the second accumulated number when the second lottery game is performed and the determination is affirmed, In the first lottery game, if the first accumulated number exceeds the first upper limit, means for granting the player the specific character selected by the player's actions, In the second lottery game, if the second accumulated number exceeds the second upper limit which is less than the first upper limit, the means for assigning the specific character, Equipped with, The aforementioned items include paid items purchased by the player, and free items that the player can obtain as part of the rewards by playing the quest. When the character's set level increases, the character's hit points increase. The characters drawn in the first and second lottery games include characters in level 1 state. Information processing device.
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