Program and game device
The game device manages game elements with a season system and campaign periods to ensure users receive desired elements, enhancing appeal and maintaining interest by ensuring fair distribution and continuous engagement.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- BANDAI CO LTD
- Filing Date
- 2025-03-07
- Publication Date
- 2026-05-29
Smart Images

Figure 0007867584000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program and a game device, and particularly to an electronic game involving imparting game elements to a user.
Background Art
[0002] There is a service that enables the provision of interesting elements such as printed matter to be limited to a specific period (Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, when providing interesting elements to a user limited to a specific period as in Patent Document 1, if the user overlooks the time limit despite being able to use the service within the period, or if the user plans to obtain interesting elements at the next use but cannot reuse the service within the period, etc., the user may not be able to receive the provision of interesting elements. In other words, even though the user has enjoyed the opportunity to obtain interesting elements, it may not be obtained due to the time limit. In such a case, the user's interest in the service may decrease.
[0005] An object of the present invention is to provide a program and a game device that improve the interestingness of imparting game elements.
Means for Solving the Problems
[0006] One aspect of the present invention is a program that causes a computer to run a game and provide a play experience to execute a control process that controls the granting of game elements to a user, and a management process that manages the game elements granted to the user as being owned by the user, wherein the game aggregates predetermined aggregation items related to the game based on the results of the provided play experience, the aggregation is reset for at least some of the aggregation items in response to a change in the aggregation period, and conditionally, the management process controls the first type of game element that is owned by the user to be changed to a non-owned state, and the control process controls the granting of a second type of game element to the user based on the first type of game element that has been changed to a non-owned state. [Effects of the Invention]
[0007] According to the present invention, it is possible to improve the appeal of adding game elements. [Brief explanation of the drawing]
[0008] [Figure 1] Block diagram illustrating the hardware configuration of a game device 100 according to embodiments and modified examples of the present invention. [Figure 2] A flowchart illustrating the CP assignment process performed in the game device 100 according to Embodiment 1 of the present invention. [Figure 3] A flowchart illustrating the special processing performed in the game device 100 according to Embodiment 1 of the present invention. [Figure 4] A flowchart illustrating the reduction / granting process performed in the game device 100 according to Embodiment 1 of the present invention. [Modes for carrying out the invention]
[0009] [Embodiment 1] The embodiments will be described in detail below with reference to the attached drawings. Note that the following embodiments do not limit the invention as defined in the claims, and not all combinations of features described in the embodiments are essential to the invention. Two or more of the features described in the embodiments may be combined in any way. Furthermore, identical or similar configurations will be given the same reference numeral, and redundant descriptions will be omitted.
[0010] The embodiment described below illustrates an example of applying the present invention to a game device, which is an example of a game device, comprising a display unit and a mounting unit on which a game medium can be placed. However, the present invention is applicable to any device comprising a display unit and a mounting unit.
[0011] Game device hardware configuration Figure 1 is a block diagram showing the hardware configuration of the game device 100 according to this embodiment.
[0012] The control unit 101 is a processor such as a CPU, and it controls the operation of each piece of hardware in the game device 100, as well as various functions including the function of providing a game play experience. Specifically, the control unit 101 performs the relevant control by, for example, reading the necessary program stored in the storage device 102, loading it into the memory 103, and executing it.
[0013] The storage device 102 is a device capable of permanent information storage, such as non-volatile memory or an HDD. The storage device 102 stores the operating system for operating the game device 100, programs related to the game that provide the play experience, information on parameters necessary for realizing various controls, and various data related to the game that provides the play experience. The memory 103 is a storage device used for temporary data storage, such as volatile memory. The memory 103 may be used not only as an area for deploying each program, but also as a storage area for temporarily storing data output during the operation of various hardware and various control processes.
[0014] The GPU 104 is a rendering device that performs various rendering processes related to the generation of game screens and other screens and images presented during the game play experience. The GPU 104 includes a GPU memory (not shown), and expands various graphics data read from the storage device 102, performs predetermined calculations, and generates various images, including screens. The screens and images generated by the GPU 104 are presented to the player, for example, by being displayed on a display device included in the presentation device 110 of the game device 100.
[0015] The presentation device 110 is a device equipped with the information presentation function of the game device 100. In one embodiment, the presentation device 110 includes a display device such as a liquid crystal display that displays a screen generated by the GPU 104. Furthermore, the means of information presentation in the game device 100 are not limited to those that realize visual information presentation, such as display devices and lighting devices, but may also include other types of information presentation means, such as sound output devices such as speakers that realize auditory information presentation, and force presentation devices that realize tactile information presentation. In that case, the information to be presented may be, for example, data read from the storage device 102 or data configured by the control unit 101 as needed.
[0016] The operation I / F 105 is a user interface that receives operation inputs from the game device 100. When the operation I / F 105 detects that an operation input has been made, it outputs a control signal corresponding to the operation input to the control unit 101. In one embodiment, the operation I / F 105 includes operation members such as buttons for confirmation input and buttons for selection input, as well as various sensors. In an embodiment in which the presentation device 110 includes a display device capable of detecting touch input, the operation I / F 105 includes a touch input detection sensor provided on the display device.
[0017] The communication I / F 106 is an interface for communication with an external device included in the game device 100. The information communication between the communication I / F 106 and the external device may be performed via a wide area communication network (WAN) such as the Internet, or may be performed via a LAN or the like. The information communication performed by the communication I / F 106 may be performed either by wire or wirelessly, and in the latter case, may include, for example, short-range wireless communication or proximity wireless communication.
[0018] The payment device 120 is a device that accepts payment of the cost related to the use of the game device 100. The cost can be treated as being paid, for example, when a coin or equivalent coin of a predetermined amount is inserted into an insertion slot (not shown), or when a settlement process based on communication with a chip related to a predetermined electronic money is completed. When the payment device 120 detects that the payment has been made, it outputs a control signal indicating that fact to the control unit 101. In the following description, unless otherwise specified, when the payment of the cost is detected in a state where the game device 100 is not being used by any player (standby state), the game device 100 switches that state to a state where it can provide a game play experience and starts providing services to the player.
[0019] The reader 130 is a device that acquires information from a physical object included in the game device 100. As the information acquisition method of the reader 130, for example, a method of reading a code attached to the appearance of the physical object by an imaging device can be used. In another aspect, the information acquisition method of the reader 130 can adopt any information acquisition method, such as a method of reading information from a predetermined chip built into the physical object, or a method of monitoring the input mode of a predetermined switch or the conduction mode of a connection terminal at the mounting part when the physical object is mounted on the game device 100. The information acquired by the reader 130 is transmitted to the control unit 101 and is used, for example, to control the progress of the game and the content of service provision.
[0020] The providing device 140 is a device having a function of providing pre-stored actual items. The game device 100 of the present embodiment is configured such that, when predetermined conditions such as the start of service provision are satisfied, the providing device 140 provides a specified number of actual items under the control of the control unit 101. In one aspect, the providing device 140 can provide the actual items stored in the built-in stocker in the order of storage. In another aspect, the providing device 140 can also perform predetermined processing on the stored actual items and then provide them. The actual items provided by the providing device 140 can, in one aspect, be items with information that can be acquired by the reader 130 attached thereto.
[0021] In the present embodiment, it is described that these hardware configurations are built into the housing of the game device 100, but the implementation of the present invention is not limited thereto. For example, at least one of the presentation device 110, the payment device 120, the reader 130, and the providing device 140 may be provided outside the housing of the game device 100 and configured to be available by being connected to the game device 100.
[0022] 《Overview of the Game》 Hereinafter, an overview of a game in which a play experience is provided on the condition that payment of a cost for providing the play experience (hereinafter referred to as the cost of start of provision) executed in the game device 100 of the present embodiment is received will be described. In the aspect described below, the game executed in the game device 100 is described as a对战 game, but the implementation of the present invention is not limited thereto. The对战 game may be, for example, played with a player using another game device 100 communicatively connected via the communication I / F 106, or may be, for example, played with an NPC (Non-Player Character) or artificial intelligence (Artificial Intelligence: AI) whose actions are determined based on an action program executed by the control unit 101.
[0023] A competitive game may, for example, involve having a reader 130 acquire information about a physical item, thereby bringing forth a character associated with that item, and the game may progress by the player selecting the actions of the character that has appeared. Physical items usable in such a competitive game are described as being provided by the provisioning device 140 on the condition that payment for the start of provision has been accepted by the game device 100. In addition, physical items usable in competitive games may include those that are separately distributed and can be purchased at stores, etc. In the embodiments illustrated below, physical items usable in competitive games are described as game cards. That is, the game device 100 of this embodiment provides a game card to the user on the condition that payment for the start of provision has been accepted.
[0024] In addition, in providing a gameplay experience, the game device 100 is configured to be able to assign various game elements to the user. As will be described in detail later, in this embodiment, the game device 100 is configured to be able to assign various virtual game elements that do not have a physical form, in addition to the physical game cards that are assigned to the user via the providing device 140. Furthermore, in order to enable the use of the virtual game elements assigned to the user in competitive games, etc., whether or not the game elements assigned to the user are owned by the user is managed. The management of game elements owned by the user may be realized, for example, by registering information on the owned game elements and the number of times they are owned in association with identification information (user ID) that uniquely identifies the user, in a recording device such as an external server (not shown) that can communicate with the game device 100. In other words, when using the game device 100, the user can, for example, have the reader 130 read information from a user identification card, thereby allowing the game device 100 to identify the user's user ID. The game device 100 can then obtain information associated with that user ID from an external server, allowing the user to enjoy a game experience that reflects the game elements of the virtual items they possess when providing the game experience.
[0025] Furthermore, to increase interest, a season system will be introduced for the competitive game. The season system is a game rule that divides the availability period of the competitive game into periods (seasons), such as three months, and evaluates users based on their performance in each season, or switches the content of the competitive game. In each season, predetermined aggregation items related to the competitive game, such as battle results, are compiled. Each season is set to a period that does not overlap, and when a season changes, the aggregation of at least some items is reset. This will equalize the playing conditions of the competitive game among users regardless of how long they have been playing, and will make it easier to guide users to play in other seasons even if they did poorly in one season, ultimately making it easier to maintain users' interest in the competitive game.
[0026] "campaign" Furthermore, as an additional element of interest, various campaigns are implemented in the services provided by the game device 100 (hereinafter referred to as "game services"), including the experience of playing competitive games. Since campaigns are intended to increase the number of customers during a specific period, they are implemented for a limited time. In other words, campaigns are implemented for a limited time because they are intended to increase the number of customers by providing a different play experience from what the game device 100 normally provides.
[0027] In the game service of this embodiment, campaigns are implemented during each season in order to increase the number of users during each season. To enhance the special nature of the campaigns, the period during which the campaigns are implemented (hereinafter referred to as the campaign period) may be set to be shorter than the period during which no campaigns are implemented (hereinafter referred to as the period outside the campaign period) within the season.
[0028] The embodiment described below illustrates an example in which a campaign is implemented in a game service in which game elements related to the campaign (hereinafter referred to as CP items) are randomly awarded to users. Specifically, CP items are awarded, for example, when a play experience is provided after the start of the campaign, on the condition that the competitive game is completed, and are awarded to the user who provided the play experience, on the condition that they win in a lottery process based on a predetermined award rate that is performed after the end of the competitive game. For this reason, the game device 100 determines whether or not the timing of the provision of the play experience falls within the campaign period, and various controls related to the campaign are performed.
[0029] <During the campaign period> First, we will explain the operation control of the game device 100 during the campaign period.
[0030] During the campaign period, users can possess more than six CP items, exceeding the threshold of six. In other words, by playing the game using the game device 100 during the campaign period, users can obtain more than six CP items. In the competitive game of this embodiment, the maximum number of CP items a single user can possess (maximum number of items) is set to seven, which is more than the threshold, and users can possess up to seven CP items, the maximum number of items, by using the game device 100 during the campaign period.
[0031] Therefore, if the play experience is provided within the campaign period, the control unit 101 refers to the number of CP items held by the user receiving the play experience (hereinafter referred to as the target user), and controls the system to execute a lottery process for granting CP items, even if the number of items held has reached the threshold of 6. If the user wins the lottery, the control unit 101 executes a process for granting CP items to the target user. This process grants CP items to the target user, increasing the number of CP items held by the target user by 1. As a result, the number of CP items held by the target user may exceed 6.
[0032] Furthermore, if the number of CP items held by the target user has already reached the maximum limit at the time the play experience is provided, it is not possible to grant any further CP items. Therefore, the control unit 101 does not need to perform a lottery process for granting CP items at the end of the battle game. In other words, during the campaign period, if the number of CP items held by the target user has not reached the maximum limit, a lottery process for granting CP items is performed, and CP items are granted to the target user according to the lottery result.
[0033] (Granting of special cards) Furthermore, in the game device 100 of this embodiment, a special game card is awarded to a target user if they possess more than six CP items, which is a threshold, during the campaign period. More specifically, in a campaign related to a competitive game, the special game card is awarded to a user who has obtained more than six CP items during the campaign period and has completed the procedure for receiving the special game card. Here, since the maximum number of CP items each user can possess is set to seven, in the game service of this embodiment, if the number of CP items a user possesses reaches the maximum number during the campaign period, it becomes possible to award the special game card to the target user.
[0034] In this embodiment, the special game cards that can be provided in connection with the campaign are physical items and are configured to be provided by the providing device 140. The special game cards are a different type of game card from the game cards provided to the user on the condition that payment for the start of provision is accepted, and hereafter the former will be referred to as special cards and the latter as normal cards. That is, in the game device 100 of this embodiment, the providing device 140 is configured to provide at least two types of cards, normal cards and special cards, during the campaign period, and can control the type of game card to provide in response to a provision command from the control unit 101. In other words, the providing device 140 is configured not only to provide normal cards when payment for the start of provision is accepted, but also to provide special cards when processing related to the provision of special cards is performed on the condition that the user possesses CP items exceeding a threshold.
[0035] In this embodiment, the granting of special cards to target users is conditional on the acceptance of payment for the provision of special cards (hereinafter referred to as the card granting fee). Specifically, the control unit 101 controls the provisioning device 140 to provide special cards on the condition that the target user possesses the maximum number of CP items and payment for the card granting fee has been accepted, when the play experience is provided within the campaign period. Therefore, before executing the process related to the granting of special cards, the target user is notified that payment for the card granting fee is required and is asked to confirm whether or not they intend to proceed with the process. In one embodiment, since the process related to the granting of special cards is executed after confirmation that the target user intends to pay the card granting fee, if payment for the card granting fee is not made thereafter, the system may be controlled to set all of the target user's possessed CP items to a state of not possessing them.
[0036] Furthermore, if a special card were always available when a target user possesses a number of CP items exceeding a threshold, i.e., when they possess the maximum number of CP items they can hold, users who quickly reach the maximum number of CP items would repeatedly receive special cards, thus compromising fairness among users. For this reason, in the game service of this embodiment, the granting of a special card to a target user is conditional on exchanging it for CP items held by that user. That is, when a special card is granted to a target user, the control unit 101 controls the system to change the user's possession of the maximum number of CP items to a state where they no longer possess them. In this way, once a user has been granted a special card, they will need to acquire the maximum number of CP items within the campaign period in order to obtain another special card, thus ensuring fairness among users.
[0037] (Effect of granting) When a special card is awarded, an awarding animation is displayed on the display device 110 of the game device 100. As described above, in the game service of this embodiment, a special card is awarded to the target user in exchange for the maximum number of CP items that the user possesses. Therefore, the awarding animation includes an animation showing that the maximum number of CP items that the user possessed have been scattered and lost. In order to effectively present the awarding of the special card, the awarding animation may also include a brightness change animation in which the display brightness is dimmed before the special card is awarded, and then the display brightness is brightened again when the special card is awarded. In an embodiment in which such a brightness change animation is included in the awarding animation, the animation related to the scattering of CP items may be performed before the display brightness brightens again. That is, the control to change the CP items that the target user possesses to a state of not possessing them is performed before the display brightness brightens again in the brightness change animation.
[0038] (Exclusion from granting) However, as described above, in the manner in which special cards are provided by the providing device 140, the number of special cards that can be stored in the stocker is finite, so a situation may arise where all the stored special cards have been provided and no new special cards can be provided. In other words, even if the number of CP items held by the target user reaches the maximum number, if the providing device 140 of the game device 100 that is providing the play experience to the target user is unable to provide special cards, then the provision of special cards to the target user cannot be carried out appropriately.
[0039] Therefore, when executing the process related to the granting of special cards, a determination is made as to whether or not the game device 100 providing the play experience is in a state where it is possible to grant special cards. This determination can be made based on the state of the providing device 140, for example, the output of a sensor for determining whether or not to grant special cards, which is provided in the special card provisioning stocker. As a result, if the control unit 101 is in a state where it is possible to grant special cards, it controls the operation of the providing device 140 so that the special cards are granted to the target user, instead of changing the target user's possession limit of CP items to a state where they do not possess them.
[0040] On the other hand, if it is impossible to provide a special card to the game device 100 that is providing the play experience, it is necessary to inform the user that it is not possible to exchange CP items for a special card at the game device 100. For this reason, when the providing device 140 is unable to provide a special card, the game device 100 notifies the user of this fact (hereinafter referred to as an "unavailability notification") via the presentation device 110.
[0041] Incidentally, as mentioned above, special cards are granted to eligible users only if the play experience is provided within the campaign period and the number of CP items held by the eligible user has reached the maximum limit. In other words, the circumstances under which eligible users using the game device 100 are eligible to receive special cards are limited, and the circumstances under which the providing device 140 is controlled to provide special cards are also limited.
[0042] Therefore, the "unavailability" notice is meaningless to the majority of users of the game device 100. In other words, the "unavailability" notice is only meaningful to users who have reached the maximum number of CP items due to winning a lottery at the end of a competitive game, or to users who already possessed the maximum number of CP items when they started using the game device 100. On the other hand, if the game device 100 is configured to always display an "unavailability" notice to the display device 110 because it is unable to provide special cards, some users may mistakenly believe that the game device 100 is also unable to provide regular cards. In other words, even though the game device 100 is capable of providing basic game services, such as accepting payment for the start of service, providing regular cards to the target user, and offering a play experience, a situation where users refrain from using it due to a misunderstanding of the "unavailability" notice could reduce user interest or decrease revenue for the facility (store) where the game device 100 is installed. Therefore, in the game device 100 of this embodiment, the system is controlled so that a notification of unavailability is presented to the presentation device 110 only in specific circumstances.
[0043] First, to avoid such user misunderstandings, the non-delivery notice is presented only after payment for the commencement of the service has been accepted and the provision of the play experience has commenced. Furthermore, as a prerequisite, it is necessary to be able to confirm the information of the game elements owned by the user, so it is assumed that information to identify the target user using the game device 100 (e.g., user ID) has been obtained.
[0044] The notification of non-provision is presented to the presentation device 110 on the condition that the number of CP items held by the target user has reached the maximum number, and that it is impossible to grant the special card in the game device 100 currently providing the play experience. Here, the number of CP items held by the target user is determined by the number after the processing related to the granting of CP items to the target user in the current play experience. That is, if the number of CP items held by the target user reaches the maximum number due to the granting during the current play experience, the notification of non-provision is presented on the condition that the CP item has been granted. Accordingly, the notification of non-provision is presented on the condition that it is after the end of the battle game in the current play experience, when the lottery processing related to the granting of CP items takes place.
[0045] In addition, in a configuration that allows the granting of special cards only during the campaign period, as in this embodiment, the notification of non-provision shall be presented on the condition that the timing of the provision of the play experience falls within the campaign period.
[0046] In situations where a notification of non-provision is displayed, the game device 100 providing the play experience cannot grant the special card. Therefore, the control unit 101 controls the system so as not to accept payment for the card grant, even if the target user has the maximum number of CP items they can hold. In this case, the target user's CP item holdings remain unchanged, and the user can obtain the special card in exchange for the maximum number of CP items they can hold by using the game service again on a game device 100 that is capable of providing special cards during the campaign period.
[0047] Furthermore, in a game device 100 that provides game services on the condition that payment for the start of service has been accepted, as in this embodiment, it is customary to extend the time that the user occupies the game device 100 and provide continuous service when the processing related to the provision of a series of services to the target user is completed and additional payment for the start of service has been accepted. However, if a notification of unavailability is presented, the situation in which the target user cannot be given a special card even if they continue to use the game device 100 that is providing the play experience remains unchanged. Therefore, the control unit 101 controls the system so as to not accept additional payment for the start of service and terminates the provision of the play experience to the target user, on the condition that a notification of unavailability has been presented.
[0048] <Outside of campaign period> As mentioned above, users may have the opportunity to obtain special cards by using game device 100 during the campaign period. On the other hand, there may be users who are unable to use game device 100 during the campaign period, or users who used game device 100 during the campaign period but were unable to obtain the maximum number of CP items and therefore could not exchange them for special cards, resulting in disparities among users regarding the entertainment elements provided by the game service.
[0049] Therefore, the game service of this embodiment is configured to provide users with opportunities to receive CP items even after the end of the campaign period, and to provide each user with at least an element of interest related to obtaining CP items. In other words, the game service is configured to guarantee opportunities to receive CP items for users who use the game device 100 after the start of the campaign during the season, regardless of whether it is during or outside the campaign period. Furthermore, as will be described in detail later, the CP items given to each user are configured to be exchangeable for game elements other than special cards. In this way, for example, CP items that remain in the user's possession because they could not be exchanged for special cards during the campaign period can be provided with an element of interest from the perspective of giving back to the user.
[0050] The following explains the controls regarding the distribution of CP items outside of the campaign period.
[0051] The distribution of CP items outside of the campaign period is basically the same as during the campaign period, based on winning the lottery process that takes place after the end of a battle game. However, it differs in that distribution will not exceed the threshold of 6 CP items held by the user. In other words, outside of the campaign period, except for users who did not exchange special cards because their number of CP items reached the maximum limit during the campaign period, the distribution of CP items held by the user will be controlled so that the number of CP items held by the user does not reach the maximum limit. In other words, through the distribution of CP items outside of the campaign period, the number of CP items held by a user can not exceed 6.
[0052] Therefore, outside of the campaign period, the control unit 101 controls the granting of CP items to target users on the condition that the number of CP items held by the target user after granting new CP items does not exceed the threshold of 6, that is, the number of CP items held by the target user at the start of the play experience is not 6 or more. For this reason, outside of the campaign period, the control unit 101 may control the lottery process related to the granting of CP items at the end of a competitive game to be executed on the condition that the number of CP items held by the target user at the start of the play experience is not 6 or more.
[0053] 《Granted at the start of a new season》 Since special cards are only awarded during the campaign period, CP items that could not be exchanged for special cards may remain in the user's possession. Furthermore, as mentioned above, in order to ensure fairness among users regarding the provision of entertainment elements, the game service of this embodiment awards CP items to users regardless of whether it is during or outside the campaign period, so CP items may be held by many users.
[0054] Since CP items that remain in a user's possession even after the end of the campaign period cannot be used to exchange for special cards, in the game service of this embodiment, when a season change occurs, each user's CP items are set to a non-possessed state, and other game elements are granted based on these non-possessed CP items. Hereinafter, the game elements granted in place of CP items when a season change occurs are virtual items that do not require the provision of physical items from the provisioning device 140, unlike special cards. These game elements will be referred to as redemption items below.
[0055] If, when a season changes, the system were to perform a batch process of checking the number of CP items held by all users, changing their status to "not held," and then granting them reward items based on the CP items they no longer hold, the computational load on the server managing user information would increase significantly. Therefore, the granting of reward items is controlled to occur, for example, when providing the first play experience to a user after a season change, i.e., when the user first uses the game service after the start of a new season, with the game device 100 taking the lead. This control can be achieved, for example, by the control unit 101 sending a control command to an external server to change the status of CP items from the previous season to "not held" and grant reward items, if the play experience provided to the target user this time is the first time for a new season.
[0056] The number of reward items granted based on a user losing possession of CP items will generally be equal to the number of CP items lost. However, for users who were able to obtain the maximum number of CP items during the campaign period but were unable to exchange them for special cards due to reasons such as the items being out of stock, it is not appropriate to grant them the same number of reward items as other users. Therefore, if the number of CP items lost exceeds the threshold of six, i.e., the maximum number of items lost, the user will be granted more reward items than the number of CP items lost.
[0057] Furthermore, in cases where the reward items are items that can be obtained even during the season, or where the same reward items are granted at the start of each season, the reward items held by a user can accumulate. Generally, it is preferable to set an upper limit on the amount of user information data that can be managed for one user, so an upper limit may be set on the number of reward items that can be held. In such a case, when granting reward items in place of CP items that are no longer held, the number of reward items granted may be controlled so that the number of reward items held by the target user after granting does not exceed the upper limit.
[0058] Differences in the game elements that are added Thus, in the game service of this embodiment, different types of game elements are provided to the user depending on when the play experience is delivered. The differences between these game elements are summarized below.
[0059] CP items, which are awarded both during and outside the campaign period after the campaign begins, will be set up as virtual items so that they can be awarded at any time when the awarding conditions are met. In contrast, special cards, which are awarded in exchange for the maximum number of CP items that can be held during the campaign period, will be set up as physical items in order to increase the campaign's ability to attract participants. Furthermore, after the season changes, the reward items that are awarded when a user does not hold CP items will be set up as virtual items so that they can be awarded at any time when the user uses game device 100.
[0060] Furthermore, since CP items are game elements granted for the purpose of exchanging them for other game elements, they are game elements that do not produce an effect that gives an advantage in the progression of a competitive game in a game service where a play experience is provided. On the other hand, special cards and redemption items granted in exchange for CP items are game elements that, when used, produce an effect that gives an advantage in the progression of a competitive game. In one embodiment, special cards may, when used, produce an effect that gives an advantage in the progression of a competitive game compared to regular cards.
[0061] 《CP Granting Process》 The following describes the CP granting process performed in the game device 100 of this embodiment, using the flowchart in Figure 2 to explain the specific process. The process corresponding to the flowchart can be realized by the control unit 101 reading the corresponding processing program stored in the storage device 102, for example, loading it into memory 103 and executing it. This CP granting process will be described as starting, for example, when a competitive game in the provided play experience ends.
[0062] In S201, the control unit 101 determines whether or not the campaign period is currently active. If the control unit 101 determines that the campaign period is active, it moves the process to S202; if it determines that the campaign period is not active, it moves the process to S203.
[0063] In S202, the control unit 101 determines whether the number of CP items held by the target user exceeds the threshold of 6, that is, whether it has reached the maximum number of 7. If the control unit 101 determines that the number of CP items held by the target user has reached the maximum number of CP items, it moves the process to S207; otherwise, it moves the process to S204.
[0064] Furthermore, if S201 determines that the campaign period has ended, the control unit 101 determines in S203 whether the number of CP items held by the target user is six or more, which is the threshold. If the control unit 101 determines that the number of CP items held by the target user is six or more, it completes this CP granting process; if it determines that the number is less than six, it moves the process to S204.
[0065] In S204, the control unit 101 executes a lottery process and determines whether or not the user has won the lottery. The lottery process is a process to determine whether or not to grant a new CP item to the target user, and in this embodiment, the winner or loser is determined based on a predetermined probability of winning. If the control unit 101 determines that the user has won the lottery, it moves the process to S205, and if it determines that the user has lost, it completes the CP granting process.
[0066] In S205, the control unit 101 assigns a CP item to the target user. The assignment of the CP item is performed, for example, by sending an assignment command to an external server that manages user information, associating the CP item with the target user's user ID. Upon receiving this assignment command, the external server performs an update process to update the user information associated with the target user's user ID, increasing the number of CP items held by 1. The external server also sends the updated user information of the target user back to the game device 100 as a response to the assignment command. When the control unit 101 receives the updated user information of the target user, it has the display device 110 display a notification that a CP item has been assigned and moves the process to S206.
[0067] In S206, the control unit 101 determines whether the number of CP items held by the target user after granting them has exceeded the threshold of 6, i.e., reached the maximum number of 7. If the control unit 101 determines that the number of CP items held by the target user after granting them has reached the maximum number of CP items, it moves the process to S207. If the control unit 101 determines that the number of CP items held by the target user after granting them has not reached the maximum number of CP items, it displays information indicating that CP items have been granted and completes this CP granting process.
[0068] In S207, the control unit 101 executes a special granting process related to the granting of special cards.
[0069] <Special Granting Process> Here, the special granting process performed in this step will be explained in detail with reference to the flowchart in Figure 3.
[0070] In S301, the control unit 101 determines whether or not it is possible to issue a special card. This determination may be made, for example, based on the sensor output related to the special card stocker in the issuing device 140. If the special card is not stored in the stocker, the control unit 101 determines that it is not possible to issue a special card. If the control unit 101 determines that it is possible to issue a special card, it moves the process to S302; if it determines that it is not possible to issue a special card, it moves the process to S306.
[0071] In S302, the control unit 101 causes the display device 110 to display a notification that the maximum number of CP items that can be held can be exchanged for special cards.
[0072] In S303, the control unit 101 causes the presentation device 110 to display a notification requesting payment for the issuance of the special card, and then determines whether or not payment for the issuance of the card has been accepted. Payment for the issuance of the card is to be accepted within a time limit. If the control unit 101 determines that payment for the issuance of the card has been accepted within the time limit, it moves the process to S304. If the control unit 101 determines that payment for the issuance of the card has not been accepted within the time limit, it completes this special issuance process.
[0073] In S304, the control unit 101 causes the providing device 140 to provide the special card. More specifically, the control unit 101 outputs a command to the providing device 140 to provide the special card, and the providing device 140, upon receiving the command, drives a mechanism associated with a stocker containing the special card to provide the special card. This realizes the provision of the special card to the target user.
[0074] In S305, the control unit 101 changes the target user's possession limit of CP items to a state of not possessing them. This change to the state of not possessing them is performed, for example, by sending a deletion command to an external server that manages user information, which is associated with the target user's user ID. Upon receiving this deletion command, the external server performs an update process to update the user information associated with the target user's user ID, changing the number of CP items possessed to 0. The external server also sends the updated user information of the target user back to the game device 100 as a response to the deletion command. Upon receiving the updated user information of the target user, the control unit 101 completes this special assignment process by having the display device 110 display a notification that all CP items are now in a state of not possessing them.
[0075] Although a detailed explanation has been omitted, when the S304 process related to the granting of special cards and the S305 process that sets the CP item to a state of not possessing it are executed, the aforementioned granting animation related to the granting of special cards is presented to the presentation device 110.
[0076] On the other hand, if the control unit 101 determines in S301 that it is not possible to issue a special card, the control unit 101 instructs the presentation device 110 to display a notification that it is not possible to issue the card, and completes the special card issuance process in S306.
[0077] Once the special assignment process performed in S207 is completed, the control unit 101 completes the CP assignment process.
[0078] 《Reduction / Granting Process》 Next, the specific processing of the reward granting process performed in the game device 100 of this embodiment when a season changes will be explained using the flowchart in Figure 4. The processing corresponding to the flowchart can be realized by the control unit 101 reading the corresponding processing program stored in the storage device 102, for example, loading it into the memory 103 and executing it.
[0079] Furthermore, this reward granting process is described as starting, for example, when it is determined that the provision of the play experience to the target user in this case is the first provision after a season change has occurred. This determination may be made, for example, by referring to user information related to the target user obtained from an external server based on the user ID obtained when the provision of the play experience begins.
[0080] In S401, the control unit 101 determines whether the target user has 0 CP items. If the control unit 101 determines that the target user has 0 CP items, it completes this reduction granting process; otherwise, it moves the process to S402.
[0081] In S402, the control unit 101 determines whether the number of CP items held by the target user exceeds the threshold of 6, that is, whether it has reached the maximum number of 7. If the control unit 101 determines that the number of CP items held by the target user has reached the maximum number of CP items, it moves the process to S405; otherwise, it moves the process to S403.
[0082] In S403, the control unit 101 changes the CP item owned by the target user to a non-owned state. This change to non-owned is performed, for example, by sending a deletion command to an external server that manages user information, which is associated with the target user's user ID. Upon receiving this deletion command, the external server performs an update process, updating the user information associated with the target user's user ID and changing the number of CP items owned to 0. The external server also sends the updated user information of the target user back to the game device 100 as a response to the deletion command. Upon receiving this response, the control unit 101 moves the process to S404.
[0083] In S404, the control unit 101 grants the target user the same number of reward items as the CP items that were deemed unowned in S403. At this time, the control unit 101 refers to the current number of reward items held by the target user and adjusts the number of items granted so that the number of items after granting equal to the number of CP items that were deemed unowned exceeds the maximum number of items that can be held. The granting of reward items is performed, for example, by sending a granting command (including information on the number of items to be granted) associated with the target user's user ID to an external server that manages user information. In response to this granting command, the external server performs an update process to update the user information associated with the target user's user ID, increasing the number of reward items held by the specified number of items to be granted. The external server also returns the updated user information of the target user to the game device 100 as a response to the granting command. When the control unit 101 receives the updated user information of the target user, it has the display device 110 display a notification that a reward item has been granted in place of the CP items that the user possessed in the previous season, thereby completing the reward granting process.
[0084] On the other hand, if in S402 the control unit 101 determines that the number of CP items held by the target user has reached the maximum number of items it can hold, in S405 the control unit 101 changes the status of the CP items held by the target user to a status of not held. When the control unit 101 receives a response to the CP item deletion command sent to the external server, the control unit 101 moves the processing to S406.
[0085] In S406, the control unit 101 grants the target user a number of reward items that exceeds the number of CP items that the target user was deemed not to possess in S405. At this time, the control unit 101 refers to the current number of reward items the target user possesses and adjusts the number of items granted so that the number of items after granting exceeds the maximum number of items the user possesses, if granting the new number of reward items would exceed the maximum number of items the user possesses. When the control unit 101 receives a response to the reward item granting command (including information on the number of items to grant) sent to the external server, it has the display device 110 display a notification that reward items have been granted in place of CP items that the user possessed in the previous season, and completes this reward granting process.
[0086] In this embodiment, the game for which the game experience is provided by the game device 100 has been described as a competitive game. However, in implementing the present invention, the game for which the game experience is provided is not limited to competitive games. That is, the game for which the game experience is provided is not limited to competitive games, but may include games of other game genres.
[0087] As described above, the game device of this embodiment can improve the appeal of adding game elements.
[0088] [Example 1] In the embodiments described above, the status of CP items owned by the target user is changed to a non-owned state on the condition that a special card is provided. However, the implementation of the present invention is not limited to this. The provision of a special card may be controlled on the condition that the maximum number of CP items owned is consumed (changed to a non-owned state).
[0089] [Differentiation 2] In the embodiment described above, a notification of non-provision was presented when a special card could not be provided, provided that the target user possessed the maximum number of CP items allowed during the campaign period. On the other hand, considering that it becomes impossible to provide special cards once the campaign period ends, simply notifying the user that the game device 100 currently providing the play experience cannot provide the special card may be unhelpful to the user. For this reason, the notification of non-provision may include guidance information encouraging the user to use another game device 100 that can provide the special card.
[0090] Since multiple game devices 100 may be installed at the same time, information on whether or not the dispensing device 140 of each game device 100 is capable of dispensing special cards is configured to be shared among the devices. This information includes the location information of each game device 100, and when generating display information for a notification of inability to provide special cards, guidance information is generated that includes information indicating the location of other game devices 100 capable of dispensing special cards based on this information.
[0091] Information about a game device 100 capable of providing such special cards may be shared among devices connected within a LAN, such as in the same facility (store), or it may be shared among devices in multiple facilities via a server or the like. In the latter case, the guidance information may include information about the facility where the game device 100 is installed. In this embodiment, the guidance information may prioritize the inclusion of information about other game devices 100 in facilities located near the facility where the game device 100 currently providing the play experience is installed.
[0092] [Difference 3] In the embodiments described above, the notification of unavailability was presented after the end of the competitive game, but the implementation of the present invention is not limited to this. In one embodiment, the notification of unavailability may be presented on the condition that the competitive game is in progress. In this case, it is sufficient to determine whether or not to issue the notification of unavailability prior to the lottery process after the end of the competitive game. For example, if the number of CP items held by the target user reaches the maximum number of items that can be held if the CP items are subsequently granted, that is, if the target user currently holds 6 CP items, it may be determined to issue the notification of unavailability.
[0093] [Differentiation Example 4] In the embodiments described above, when a season change occurs, the same number of reward items are granted to users who possess no more than six CP items, which is a threshold. However, the implementation of the present invention is not limited to this. The number of reward items granted may be determined according to the number of CP items that are no longer possessed, and does not need to be the same number.
[0094] Furthermore, in the embodiment described above, the difference in treatment between users who possess more than six CP items (a threshold) and those who do not was achieved by granting the former more reward items than the number of CP items they do not possess, and the latter the same number of reward items as the number of CP items they do not possess. However, it will be easily understood that the implementation of the present invention is not limited to this. That is, the difference in treatment between these users may be achieved by, for example, by granting up to a first number of reward items if the number of CP items they do not possess does not exceed a predetermined number (seven in an embodiment that favors users who possess the maximum number of items), and granting a second number of reward items that exceeds the first number if the number exceeds the predetermined number.
[0095] [Difference 5] In the embodiments described above, when a season change occurs, the user is given one type of reward item in place of the CP items they possessed, in an amount equal to the number of CP items they no longer possess. However, the implementation of the present invention is not limited to this. The game elements given to the user in place of the CP items that have been made unpossessed may not be just one type of reward item, but at least one of several types of reward items, and the type of reward item given may be controlled to differ depending on the number of CP items that have been made unpossessed.
[0096] [Embodiment 2] In the embodiments and modifications described above, CP items are awarded to target users who have used the game device 100 after the start of the campaign, based on the results of a lottery process performed after the end of a competitive game. However, the implementation of the present invention is not limited thereto. For example, in embodiments where multiple game modes are available for competitive games, the lottery process may be performed after the end of a competitive game in at least some of the game modes.
[0097] Here, multiple game modes may each have different difficulty levels (for winning the competitive game). In this case, the probability of winning (the rate at which CP items are awarded) in the lottery process performed after the end of the competitive game in that game mode may be set differently depending on the type of game mode selected for providing the play experience. In one embodiment, the probability of winning in the lottery process performed after the end of the competitive game may be set higher for game modes with higher difficulty than for game modes with lower difficulty.
[0098] Furthermore, in a configuration where the rate at which CP items are awarded differs depending on the selected game mode, the game mode selection screen may be configured to inform the user which game mode will award CP items. In this case, the selection items for game modes in which the rate at which CP items are awarded is not zero will include a display element indicating that CP items may be awarded. In addition, the game mode selection screen may also include a display element indicating which game mode will increase the rate at which CP items are awarded.
[0099] [Modification 6] In the above-described embodiment 2, the probability of winning in the lottery process executed after the end of a competitive game is changed according to the selected game mode in relation to providing a play experience, thereby differentiating the rate at which CP items are awarded. However, the implementation of the present invention is not limited to this. For example, the rate at which CP items are awarded may be preferentially determined according to the amount of money invested by the target user in using the game service.
[0100] In game content such as game device 100, where game cards usable in a competitive game are provided on the condition that payment for the start of provision is accepted, the competitive game includes an element of interest in which the user selects and constructs a combination of multiple game cards (hereinafter referred to as a deck) from the provided game cards according to their strategy. Therefore, it is preferable for the user to acquire various game cards in order to build their desired deck.
[0101] On the other hand, if a player had to play a game each time to obtain a single game card, the time required for the user to build their desired deck would increase. Therefore, the game device 100 is configured to provide the user with one play experience in response to payment of the initial fee, and to allow the purchase of multiple regular cards (payment is required each time additional regular cards are provided).
[0102] Therefore, the total amount of money paid by users for a single play experience can vary. In other words, users who receive a large number of regular cards for a single play experience are likely to be users with a high level of interest in the game content, and giving preferential treatment to such users in terms of CP item distribution is desirable from the perspective of securing long-term users of the game service.
[0103] Therefore, in the modified game device 100, the control unit 101 changes the probability of winning in the lottery process performed in relation to the granting of CP items, according to the number of normal cards granted to the target user. At this time, the control unit 101 controls the system so that if the number of normal cards granted to the user exceeds a threshold, it sets a higher probability of winning than the lottery process performed when the number does not exceed the threshold.
[0104] Furthermore, the degree of a user's interest in game content can be evaluated not only by the price paid during a single play experience, but also by the price paid for using the game service up to that point. Accordingly, the control unit 101 may change the winning probability as described above, for example, according to the number of regular cards given to the target user during the current season. In this case, the information on the number of regular cards given to the target user during the season may be included in the user information relating to the target user and managed accordingly. Similarly, the control unit 101 controls the system to set a higher winning probability than the lottery process performed when the number of regular cards given to the target user during the season exceeds a threshold.
[0105] [Difference 7] In the embodiments and modifications described above, when the play experience is provided outside the campaign period, the system is controlled so that the number of CP items held by the target user does not exceed the threshold of 6 if the number of CP items held by the target user is 6. However, the implementation of the present invention is not limited to this. The lottery process is performed after the end of the battle game, but if the user wins and the number of CP items held by the target user exceeds the threshold of 6, the system is controlled not to grant the item, thereby satisfying the granting condition for outside the campaign period.
[0106] [Differentiation 8] In the embodiments and modifications described above, a special card is awarded to a target user on the condition that the number of CP items held by the target user reaches the maximum number of items that can be held during the campaign period. However, the implementation of the present invention is not limited to this. The awarding of a special card may, for example, be carried out in response to winning a lottery process that is performed during the provision of the play experience on the condition that the number of CP items held by the target user reaches the maximum number of items that can be held.
[0107] In one embodiment, such a lottery process may be configured to result in winning one of several prizes, and the special card of the type associated with the won prize may be granted to the target user. In this embodiment, the providing device 140 is configured to provide a special card of the type specified by the control unit 101 (a special card associated with a prize) from among several types of special cards, on the condition that payment for the granting of the card has been accepted. Furthermore, since the lottery process performed in connection with the granting of a special card provides one of several types of special cards, when the lottery process is performed, the CP item held by the target user is changed to a state of not being held.
[0108] In another embodiment, the lottery process performed in connection with the granting of special cards may be configured to include unsuccessful entries, and if unsuccessful, no special card may be granted. In this embodiment, control may be implemented to change the CP items owned by the target user to unowned status, conditional on the execution of the lottery process. Furthermore, since the granting rate of special cards may be lower in this embodiment than in the embodiments and modifications described above, payment of a price for granting a special card may not be required.
[0109] In all embodiments, it is assumed that special cards are available in the game device 100 providing the play experience. Therefore, if a special card is unavailable and a notification of unavailable card is displayed, the control unit 101 should be controlled not to execute the lottery process related to the granting of special cards.
[0110] [Modification 9] In the embodiments and modifications described above, the game elements granted to target users in exchange for the maximum number of CP items they can hold during the campaign period were described as special cards, which are physical items. However, the implementation of the present invention is not limited to this. The game elements granted in exchange for CP items may be provided as virtual items.
[0111] [Other embodiments] The invention is not limited to the embodiments described above, and various modifications and changes are possible within the scope of the gist of the invention.
[0112] [Summary of Embodiments] The above embodiments disclose at least the following programs and game devices.
[0113] (1) A computer that runs a game and provides a play experience, A control process that controls the granting of game elements to the user, A management process that manages game elements assigned to a user as belonging to that user, A program that executes, Based on the results of the provided play experience, the aforementioned game will perform calculations of predetermined aggregate items related to the game. The aforementioned aggregation is reset when the aggregation period changes, at least some of the aggregation items are reset. Conditional on the occurrence of a change in the aforementioned aggregation period, The aforementioned management process controls the user to change the first type of game element, which is currently owned by the user, to a state of not owning it. The control process is a program that controls the user to be granted a second type of game element based on the first type of game element that is in a non-possessed state.
[0114] (2) The program according to (1), wherein the control process controls the granting of the user a number of the second type of game elements corresponding to the number of the first type of game elements that are not owned.
[0115] (3) The program according to (1) or (2), wherein the control process controls the user to be granted the same number of second-type game elements as the first-type game elements that are in a non-possessed state.
[0116] (4) The program according to (3), wherein the control process controls the granting of the user a number of the second type of game elements that exceeds a predetermined number, provided that the number of the first type of game elements that are not owned exceeds a predetermined number.
[0117] (5) The program according to (1) or (2), wherein the control process controls the granting of up to a first grant number of the second type of game elements to the user according to the number of the first type of game elements that are not owned.
[0118] (6) The program according to (5), wherein the control process controls the granting of a second granting number of the second type of game elements to the user that exceeds the first granting number, provided that the number of the first type of game elements that are not owned exceeds a predetermined number.
[0119] (7) The second type of game element includes multiple types of game elements, The program according to (1) or (2), wherein the control process controls the number of the first type of game elements that are not owned to determine which game elements are granted to the user.
[0120] (8) The program according to (7), wherein the control process causes the type of second type game element to be given to the user to differ depending on whether the number of first type game elements that have been put into a non-possessed state exceeds a predetermined number or whether the number of first type game elements that have been put into a non-possessed state does not exceed the predetermined number.
[0121] (9) The game is provided with a predetermined period shorter than the said aggregation period during the aggregation period. The program further causes the computer to perform a determination process to determine whether or not the timing of providing the play experience falls within the predetermined period. The management process is a program according to any one of (4), 6, and 8, which controls the number of the first type of game element owned by the user to exceed the predetermined number, provided that the provision period is within the predetermined period.
[0122] (10) The program described in (9) wherein the management process controls the user to be able to possess up to a predetermined number of the first type of game element, provided that the provision time is within the predetermined period.
[0123] (11) The program according to (9) or (10), wherein the management process controls the system so that even if a user is newly granted a game element of the first type, the user does not possess more than the predetermined number of game elements of the first type, provided that the provision time is outside the predetermined period.
[0124] (12) The control process applies to the first type of game element, If the provision period falls outside the predetermined period, the system will control whether to grant the first type of game element to the user, provided that the number of first type game elements owned by the user is not equal to or greater than the predetermined number. The program according to (9) or (10), which controls the granting of the first type of game element to a user even if the number of first type game elements owned by the user is equal to or greater than the predetermined number, if the provision period falls within the predetermined period.
[0125] (13) The program according to any one of (9) to (12), wherein the control process controls the granting of a third type of game element to the user, provided that the provision time is within the predetermined period and the user possesses a maximum number of the first type of game element that exceeds the predetermined number.
[0126] (14) The program according to (13), wherein the control process controls the granting of the third type of game element to the user on the condition that the user's possession limit of the first type of game element is reduced to a state of not possessing it.
[0127] (15) The program causes the computer to further execute a first acceptance process for accepting payment for the provision of the third type of game element, The program according to (14) further controls the control process to grant the third type of game element to the user, on the condition that payment for granting the third type of game element has been received.
[0128] (16) The program according to any one of (9) to (15), wherein in the aggregation period, the predetermined period is shorter than the period outside the predetermined period.
[0129] (17) The control process is a program according to any one of (1) to (16), which provides the user with the second type of game element, on the condition that the user is provided with the first play experience after the change in the aggregation period has occurred.
[0130] (18) The control process is a program according to any one of (1) to (17) that controls the granting of the second type of game elements to a user so that the number of the second type of game elements does not exceed a predetermined threshold.
[0131] (19) The first type of game element is a game element that does not produce an effect that makes the progress of the game in which the play experience is provided more favorable, The program according to any one of (1) to (18), wherein the second type of game element is a game element that produces an effect that makes the progress of the game in which the play experience is provided more favorable.
[0132] (20) A game device that runs a game and provides a play experience, A control means for controlling the granting of game elements to the user, A management means for managing game elements assigned to a user as belonging to that user, Equipped with, Based on the results of the provided play experience, the aforementioned game will perform calculations of predetermined aggregate items related to the game. The aforementioned aggregation is reset when the aggregation period changes, at least some of the aggregation items are reset. Conditional on the occurrence of a change in the aforementioned aggregation period, The management means controls the first type of game element, which is owned by the user, to a state of not owning it. The control means controls the granting of a second type of game element to the user based on the first type of game element being in a non-possessed state, and is a game device. [Explanation of symbols]
[0133] 100: Game device, 101: Control unit, 110: Presentation device, 120: Payment device, 140: Serving device
Claims
1. To a computer that runs games and provides a play experience, A control process that controls the granting of game elements to the user, A management process that manages game elements assigned to a user as belonging to that user, A program that executes, Based on the results of the provided play experience, the aforementioned game will perform calculations of predetermined aggregate items related to the game. The aforementioned aggregation is reset when the aggregation period changes, at least some of the aggregation items are reset. Conditional on the occurrence of a change in the aforementioned aggregation period, The aforementioned management process controls the first type of game element, which is owned by the user, to a state of not owning it. The control process controls the granting of a second type of game element to the user based on the first type of game element that is in a non-possessed state. The aforementioned game includes a predetermined period shorter than the aforementioned aggregation period during the aggregation period. Provided that the play experience is provided within the aforementioned specified period, The management process controls the user's possession of the first type of game element up to the maximum number they can possess. The control process is a program that, on the condition that the user has lost the maximum number of first-type game elements that he or she has, the user has lost a third-type game element.
2. The control process, on the condition that a change in the aggregation period occurs, controls the granting of the user a number of the second type of game elements corresponding to the number of the first type of game elements that are not owned. The program according to claim 1.
3. The control process, on the condition that a change in the aggregation period occurs, controls the granting of the user the same number of second-type game elements as the first-type game elements that are in a non-owned state. The program according to claim 1 or 2.
4. The control process, on the condition that the aggregation period changes and the number of the first type of game elements that are not owned exceeds a predetermined number, controls the granting of the second type of game elements to the user in a number exceeding the predetermined number. The program according to claim 3.
5. The control process, on the condition that a change in the aggregation period occurs, controls the granting of up to a first granting number of the second type of game elements to the user, according to the number of the first type of game elements that have been put into a non-possessed state. The program according to claim 1 or 2.
6. The control process, on the condition that the aggregation period switches and the number of the first type of game elements that are not owned exceeds a predetermined number, controls the granting of a second number of the second type of game elements to the user that exceeds the first grant number. The program according to claim 5.
7. A computer that runs a game and provides a play experience, A control process that controls the granting of game elements to the user, A management process that manages game elements assigned to a user as belonging to that user, A program that executes, Based on the results of the provided play experience, the aforementioned game will perform calculations of predetermined aggregate items related to the game. The aforementioned aggregation is reset when the aggregation period changes, at least some of the aggregation items are reset. Conditional on the occurrence of a change in the aforementioned aggregation period, The aforementioned management process controls the first type of game element, which is owned by the user, to a state of not owning it. The control process controls the granting of a second type of game element to the user based on the first type of game element that is in a non-possessed state. The aforementioned second type of game element includes multiple types of game elements, The control process is a program that controls the number of the first type of game elements that are not owned to determine which player possesses the second type of game elements that are granted to the user.
8. The control process determines the type of second type game element to be granted to the user depending on whether the number of first type game elements that are not possessed exceeds a predetermined number or whether the number of first type game elements that are not possessed does not exceed the predetermined number. The program according to claim 7.
9. The maximum number to be held exceeds the predetermined number, The program according to claim 4.
10. The management process, provided that the provision time is outside the predetermined period, controls the system so that even if the first type of game element is newly assigned to a user, the user does not possess more than the predetermined number of the first type of game element. The program according to claim 9.
11. The control process described above applies to the first type of game element, If the provision period falls outside the predetermined period, the system will control whether to grant the first type of game element to the user, provided that the number of first type game elements owned by the user is not greater than or equal to the predetermined number. If the provision period falls within the predetermined period, the system will control whether to grant the first type of game element to the user, provided that the number of first type game elements owned by the user is not the maximum number of owned elements. The program according to claim 9.
12. The program further causes the computer to perform a first acceptance process for accepting payment for the provision of the third type of game element. The control process further controls the granting of the third type of game element to the user, on the condition that payment for the granting of the third type of game element has been received. The program according to claim 1.
13. In the aforementioned aggregation period, the predetermined period is shorter than the period outside the predetermined period. The program according to claim 1.
14. The control process grants the user the second type of game element, provided that the user is provided with the first play experience after the change in the aggregation period occurs. The program according to claim 1.
15. The control process controls the granting of the second type of game elements to a user so that the number of the second type of game elements does not exceed a predetermined threshold. The program according to claim 1.
16. The first type of game element is a game element that does not produce an effect that makes the progress of the game in which the play experience is provided more advantageous, The second type of game element is a game element that produces an effect that makes the progress of the game in which the play experience is provided more favorable. The program according to claim 1.
17. A game device that runs a game and provides a play experience, A control means for controlling the granting of game elements to the user, A management means for managing game elements assigned to a user as belonging to that user, Equipped with, Based on the results of the provided play experience, the aforementioned game will perform calculations of predetermined aggregate items related to the game. The aforementioned aggregation is reset when the aggregation period changes, at least some of the aggregation items are reset. Conditional on the occurrence of a change in the aforementioned aggregation period, The management means controls the first type of game element, which is owned by the user, to a state of not owning it. The control means controls the granting of a second type of game element to the user based on the first type of game element that is in a non-possessed state. The aforementioned game includes a predetermined period shorter than the aforementioned aggregation period during the aggregation period. Provided that the play experience is provided within the aforementioned specified period, The management means controls the user to be able to possess up to the maximum number of the first type of game element, The control means controls the granting of a third type of game element to a user, provided that the user has a limited number of first type game elements that are currently owned by the user, and that these first type game elements are no longer owned by the user.
18. A game device that runs a game and provides a play experience, A control means for controlling the granting of game elements to the user, A management means for managing game elements assigned to a user as belonging to that user, Equipped with, Based on the results of the provided play experience, the aforementioned game will perform calculations of predetermined aggregate items related to the game. The aforementioned aggregation is reset when the aggregation period changes, at least some of the aggregation items are reset. Conditional on the occurrence of a change in the aforementioned aggregation period, The management means controls the first type of game element, which is owned by the user, to a state of not owning it. The control means controls the granting of a second type of game element to the user based on the first type of game element that is in a non-possessed state. The aforementioned second type of game element includes multiple types of game elements, The control means controls the number of the first type of game elements that are not possessed to determine whether the second type of game element is given to the user.