Information processing system, information processing device, and program

The information processing system enhances user motivation in games by associating users with multiple bonus rights and granting elements based on game progress, increasing engagement and motivation.

JP7876116B2Active Publication Date: 2026-06-19CAPCOM CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
CAPCOM CO LTD
Filing Date
2025-02-07
Publication Date
2026-06-19

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Patent Text Reader

Abstract

To provide a technology to enhance a user's willingness to play a game.SOLUTION: As a right by which a privilege element is imparted according to the progress of a game, a first right in which a plurality of first privilege elements are objects to be imparted and a second right in which a plurality of second privilege elements are objects to be imparted are associated with a user on the basis of the selection by the user. As a degree of progress of the game by the user, a first degree of progress is associated with the first right, and a second degree of progress is associated with the second right. On the basis of the progress of the game by the user, the first degree of progress and the second degree of progress are updated respectively. On the basis of the updated first degree of progress, it is determined whether or not a first imparting condition for imparting any one of the plurality of first privilege elements is satisfied, and on the basis of the updated second degree of progress, it is determined whether or not a second imparting condition for imparting any one of the plurality of second privilege elements is satisfied. The first privilege element for which the first imparting condition is satisfied is imparted to the user, and the second privilege element for which the second imparting condition is satisfied is imparted to the user.SELECTED DRAWING: Figure 1
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Description

Technical Field

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

Background Art

[0002] Patent Document 1 discloses a technique in which when the reward for the second daily mission is received, the season point of the reward for the daily mission is added to the season point of the battle path of Season 1 corresponding to the second daily mission.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In games, there is still room for improvement in enhancing the user's willingness to play.

[0005] In view of the above circumstances, the present disclosure provides a technique that can enhance the user's willingness to play.

Means for Solving the Problems

[0006] According to one aspect of this disclosure, an information processing system is provided. This information processing system includes a processor capable of executing a program so as to perform the following steps: In the mapping step, based on the user's selection, the system associates the user with a first right to be granted a plurality of first bonus elements and a second right to be granted a plurality of second bonus elements, as rights to be granted bonus elements according to the progress of the game. In the association step, the system associates the first progress with the first right and the second progress with the second right, as the user's progress in the game. In the update step, the system updates the first and second progress, respectively, based on the user's progress in the game. In the determination step, based on the updated first progress, it determines whether the first granting condition for granting one of the plurality of first bonus elements has been met, and based on the updated second progress, it determines whether the second granting condition for granting one of the plurality of second bonus elements has been met. In the granting step, the system grants the user the first bonus element for which the first granting condition has been met, and grants the user the second bonus element for which the second granting condition has been met.

[0007] This configuration allows for the provision of technology that can increase users' motivation to play. [Brief explanation of the drawing]

[0008] [Figure 1] This is a block diagram showing the hardware configuration of the game system 1 according to this embodiment. [Figure 2] This diagram shows the functional configuration of the control unit for each device. [Figure 3] This is a flowchart showing the information processing flow. [Figure 4] This figure shows an example of a game screen. [Figure 5] This figure shows an example of a game screen displaying a list of items that require payment. [Figure 6] This figure shows an example of the purchase screen for a premium pass during the season. [Figure 7] This figure shows an example of a game screen displaying information about the Premium Pass. [Figure 8] This figure shows an example of a game screen. [Figure 9] This figure shows an example of a game screen displaying information about the Premium Pass. [Figure 10] This figure shows an example of the purchase screen for a premium pass during the resale period. [Figure 11] This figure shows an example of a game screen displaying information about the Premium Pass. [Figure 12] This figure shows an example of how evaluation values ​​are allocated. [Figure 13] This figure shows another example of how evaluation values ​​are allocated. [Figure 14] This figure shows another example of how evaluation values ​​are allocated. [Figure 15] This figure shows another example of how evaluation values ​​are allocated. [Figure 16] This figure shows another example of how evaluation values ​​are allocated. [Figure 17] This figure shows an example of a coefficient table. [Figure 18] This figure shows an example of a coefficient table. [Figure 19] This figure shows an example of a coefficient table. [Modes for carrying out the invention]

[0009] [Embodiment] Embodiments of this disclosure will be described below with reference to the drawings. The various features shown in the embodiments below are interchangeable.

[0010] Incidentally, the program for implementing the software appearing in this embodiment may be provided as a non-transitory computer-readable medium, or it may be provided so that it can be downloaded from an external server, or it may be provided so that the program is launched on an external computer and its functions are realized on a client terminal (so-called cloud computing).

[0011] Also, in the present embodiment, the "unit" may include, for example, hardware resources implemented by a circuit in a broad sense and information processing of software that can be specifically realized by these hardware resources. Also, in the present embodiment, various types of information are handled, and these information are represented, for example, by physical values of signal values representing voltage and current, the high and low of signal values as a set of binary bits composed of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculation can be executed on a circuit in a broad sense.

[0012] Also, the circuit in a broad sense is a circuit realized by appropriately combining at least a circuit (Circuit), circuitry (Circuitry), a processor (Processor), and a memory (Memory), etc. That is, it includes an application specific integrated circuit (ASIC), programmable logic devices (for example, a simple programmable logic device (SPLD), a complex programmable logic device (CPLD), and a field programmable gate array (FPGA)), etc.

[0013] 1. Description of the game FIG. 1 is a block diagram showing the hardware configuration of a game system 1 according to the present embodiment. In the game system 1 shown in FIG. 1, a game management device 2 and a plurality of game devices 3 are communicably connected to each other via a communication network 11, and a game is executed in the game device 3. Each device connected to the game system 1 is an information processing device, and the game system 1 is an information processing system including those information processing devices.

[0014] The game according to this embodiment is an online game executed on game system 1. In this game, the user of game device 3 can control one or more player characters in a virtual game space, and have the player characters battle enemy characters, which are non-player characters (NPCs). Characters are also an example of objects.

[0015] The games described above are played using a game device 3, which is an electronic device such as a home game console like PlayStation®, a portable game console like Nintendo Switch®, or a personal computer, smartphone, or tablet.

[0016] 2. Overview of Game System 1 As shown in Figure 1, the game system 1 consists of a game management device 2 and multiple game devices 3. The game management device 2 stores game programs and game data and manages the game data of the game devices 3 (for each account information described below). The game management device 2 is configured, for example, as a server. Each of the multiple game devices 3 has the same configuration as the others. In this embodiment, a system consists of one or more devices or components. Therefore, for example, the game management device 2 or game device 3 described later can be an example of the game system 1.

[0017] Game device 3 executes a predetermined game based on user input. To do this, game device 3 receives (specifically downloads and installs) game programs and game data from game management device 2 via communication network 11. Each user is assigned account information, including identification information and a password, associated with game device 3. This account information is transmitted from game device 3 to game management device 2 upon login and is used for user authentication in game management device 2.

[0018] After user authentication, communication between the game management device 2 and the game device 3 becomes possible. After logging in, the game device 3 receives data necessary for game progression (data related to game progress) from the game management device 2, and then proceeds with the game while outputting game images and sounds to the display 4a and speaker 4b based on the user's input.

[0019] 2.1 Hardware Configuration The hardware configuration of Game System 1 will be described below with reference to Figure 1.

[0020] <Game Management Device 2> As shown in Figure 1, the game management device 2 includes a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.

[0021] The communication unit 21 is a so-called network interface that is connected to each game device 3 via a communication network 11 such as the Internet and LAN. The main information that the game management device 2 receives via the communication unit 21 includes information on game program download requests, gacha lottery requests in response to user operations, quest execution requests, auto-play execution / termination requests, account information, and game data. The main information that the game management device 2 transmits via the communication unit 21 includes information to confirm that the game device 3 has received the game program, and information regarding game media obtained through gacha.

[0022] The storage unit 22 consists of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), and SSD (Solid State Drive), among others. The storage unit 22 stores various programs, including a part of the game program according to this embodiment, and various data related to the game.

[0023] Specifically, for example, the memory unit 22 stores a user database and a lottery list. The user database stores information such as the username, user rank, status of the player character controlled by the user, the amount of consumable medium usable in the virtual game space, and parameter information, associated with each user's identification number who plays the game. The lottery list is used for a lottery process commonly known as gacha, and contains information about multiple game mediums to be selected. The lottery list associates information about the game medium (name, ability parameters, rarity, level, etc.) with the selection rate in the lottery. Ability parameters, for example, when the game medium is a player character, include combat power, HP, attack power, defense power, intelligence, or speed.

[0024] The control unit 23 is composed of a microcomputer including a CPU and semiconductor memory, and controls the operation of the game management device 2, which is itself. In particular, the control unit 23 realizes various functions related to the game management device 2 by reading predetermined programs stored in the memory unit 22. That is, information processing by software stored in the memory unit 22 is concretely realized by the control unit 23, which is an example of hardware, so that each of the functions described later can be executed. Note that the control unit 23 is not limited to being a single unit, and may be implemented with multiple control units 23 for each function, or a combination thereof.

[0025] Information processing performed by the control unit 23 includes, for example, payment processing for charges, user account authentication processing, and gacha lottery selection processing. Payment processing for charges is performed, for example, based on a request for payment necessary to restore a predetermined amount of parameters in the game. User account authentication processing is performed, for example, using user identification information received from the game device 3. Gacha lottery selection processing is the process of selecting one or more game media by lottery from a lottery list based on the selection probability for each game media, in response to a gacha lottery request. According to the gacha lottery selection processing, information about the selected game media and the identification information of the user who performed the operation that sent the lottery request are associated in the user DB, and as a result, the user is assigned the game media that they won as a result of drawing the gacha themselves.

[0026] To further elaborate on the above, "game media" refers to electronic data representing elements related to a game, including the name of the character used as the player character, and items (weapons, armor, tools) that the player character uses in the virtual game space. Users can obtain game media through direct purchase via in-app purchases, completing quests, or through a lottery method called gacha. Acquired game media are stored and managed in the user database, associated with the identification information of the user who acquired that game media. Furthermore, "gacha" is a method by which the game management device 2 randomly selects any game media from a lottery list based on a predetermined selection ratio. The selected game media is assigned to the user's game device 3. "Assigning / Having the user own the game media selected by gacha" is synonymous with "associating / being associated with the game media selected in the lottery process with the user's identification information."

[0027] <Game device 3> The game device 3 has a display 4a, a speaker 4b, and an input device 4c, which are either externally connected or built-in. The game device 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphics processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, storage unit 32, graphics processing unit 34a, audio processing unit 34b, and operation unit 34c are electrically connected to the control unit 33 via a communication bus 30.

[0028] The communication unit 31 is a so-called network interface that is connected to the communication network 11 in a communicative manner for sending and receiving various data between the game device 3 and the game management device 2. The main information that the game device 3 receives via the communication unit 31 includes account information, new game data download request information, gacha execution requests, and quest execution requests. The main information that the game device 3 transmits via the communication unit 31 includes new game data sent from the game management device 2 in response to download request information, and information regarding the game medium selected by the lottery process.

[0029] The storage unit 32 consists of an HDD, SSD, RAM, and ROM. The storage unit 32 stores game data downloaded from the game management device 2, various programs including parts of the game program, account information for the game device 3, and user information. The user information is at least a portion of the information in the user database stored in the storage unit 22 of the game management device 2. The user database manages a master of user information, and the storage unit 32 of the game device 3 receives and stores at least a portion of this master information from the game management device 2.

[0030] The control unit 33 is composed of a microcomputer including a CPU and semiconductor memory, and controls the operation of the game device 3, which is itself. In particular, the control unit 33 realizes various functions related to the game device 3 by reading predetermined programs stored in the memory unit 32. That is, information processing by software stored in the memory unit 32 is concretely realized by the control unit 33, which is an example of hardware, so that each of the functions described later can be executed. Note that the control unit 33 is not limited to being a single unit, and may be implemented with multiple control units 33 for each function, or a combination thereof.

[0031] In particular, the control unit 33 is configured to execute the game according to input from the user of the game device 3 via the input device 4c. Specifically, the control unit 33 generates two-dimensional or three-dimensional game image information using data such as virtual game space objects and textures included in the game data, either by reading them from the storage unit 32 or by using data received from the game management device 2. As the game image information is processed by the graphics processing unit 34a, the processed game images are sequentially displayed on the display 4a. In other words, when executing the game, the control unit 33 is configured to control the display of the display 4a and the audio output of the speaker 4b according to the user's operations on the game device 3.

[0032] The graphics processing unit 34a renders game images, including characters and various objects related to the virtual game space, in video format according to the game image information output from the control unit 33. The graphics processing unit 34a is connected to a display 4a, which is, for example, an LCD, and the game images rendered in video format are displayed on the display 4a as the game screen. The audio processing unit 34b is connected to a speaker 4b and, according to the instructions of the control unit 33, plays and synthesizes game sounds, which are then output from the speaker 4b. The operation unit 34c is connected to an input device 4c and transmits and receives data related to operation inputs to and from the input device 4c. The user inputs operation signals to the game device 3 via the input device 4c. The input device 4c is a general term for a touch panel integrated with the display 4a, an external gamepad, a mouse, a keyboard, etc.

[0033] 2.2 Functional Configuration This section describes the functional configuration of this embodiment. As mentioned above, information processing by software stored in the memory unit of each device is concretely realized by a control unit, which is an example of hardware, and each functional unit included in the control unit can be executed.

[0034] Figure 2 shows the functional configuration of the control units of each device. The control unit 23 of the game management device 2 includes a game processing unit 201, a rights processing unit 202, an evaluation value calculation unit 203, a progress update unit 204, a condition determination unit 205, and a bonus granting unit 206. The game device 3 includes a game processing unit 301 and an operation reception unit 302.

[0035] The game processing unit 201 of the game management device 2 executes game processing related to the game being played by the user in response to user instructions. In this embodiment, the game involves characters participating in quests, engaging in battles, and progressing the overall storyline. This game changes the in-game environment and other elements at regular intervals (referred to as "seasons" in this embodiment) to prevent players from getting bored.

[0036] The game processing unit 201 executes game processing such as character-related processing, quest-related processing, battle-related processing, and story progression processing. In the game of this embodiment, there is a right that grants the user multiple bonus elements (also called rewards) sequentially as the game progresses. This right is also called a "pass," and in this embodiment, the user is provided with a free "normal pass" and a paid "premium pass."

[0037] The benefits granted to users through the pass include, for example, in-game resources usable within the game (skins, emotes, weapons, or items, etc.), virtual currency for purchasing these resources (free or paid gems, etc.), the occurrence of events that advance the game (such as the appearance of new quests), and the implementation of various game specification changes that give users an advantage in game progression. In this embodiment of the game, progress is made by repeating seasons with predetermined periods, and each user's game progress is managed for each season, with each user's game performance and reward distribution managed based on that progress for each season. A regular pass and a premium pass are available for each season, and the benefits granted to users through the pass change from season to season.

[0038] The rights processing unit 202 performs rights processing related to rights (regular pass and premium pass) that grant bonus elements as the game progresses. The rights processing unit 202 is an example of a mapping unit that performs, for example, the process of associating a regular pass, etc. with a user (hereinafter referred to as "association process") as rights processing. The rights processing unit 202 is also an example of an association unit that performs the process of associating the user's game progress with a regular pass, etc. (hereinafter referred to as "association process") as rights processing.

[0039] The progress update unit 204 is an example of an update unit that updates the progress based on the user's game progress. The progress update unit 204 updates the progress based on the evaluation value calculated by the evaluation value calculation unit 203. The condition determination unit 205 is an example of a determination unit that determines whether the conditions for granting one of several bonus elements have been met based on the progress updated by the progress update unit 204. The bonus granting unit 206 is an example of a granting unit that grants the bonus element for which the granting conditions have been met to the user.

[0040] The game processing unit 301 of the game device 3 works in cooperation with the game processing unit 201 of the game management device 2 to execute game-related processing. The operation reception unit 302 receives operations from the user. User operations are mainly those performed when playing the game, and are operations that instruct actions within the game (combat, movement, etc.).

[0041] 3. Operation flow of Game System 1 This section will explain the operation flow of Game System 1, as described above. As an example of a preferred configuration, we will use the aforementioned game (a game in which characters participate in quests, engage in battles, and advance the overall story) as an example.

[0042] 3.1 Overview of Information Processing The information processing flow performed by Game System 1 is outlined below with reference to Figure 3. Game System 1 is equipped with a processor capable of executing programs so that each of the processing steps described below is performed.

[0043] Figure 3 is a flowchart illustrating the information processing flow. In this embodiment of the game, there are defined periods called seasons and resale periods. During a season, passes corresponding to that season (regular passes and premium passes) are sold, and bonus features are granted through these passes. The resale period is the period during which premium passes for each season are sold again, and bonus features are granted through all purchased premium passes. Below, we will first explain the information processing in each season.

[0044] First, the game device 3 receives the user's pass selection via the operation reception unit 302 (A11). In this embodiment, when a new season begins, the regular pass for that season is automatically selected without user intervention. Subsequently, if the user purchases a premium pass for the current season, that premium pass is selected. In other words, if the game starts without the user having purchased a premium pass, the operation reception unit 302 accepts the regular pass as the user's selection, and if the game starts with the user having purchased a premium pass, it accepts both the regular pass and the premium pass as the user's selection.

[0045] The operation reception unit 302 transmits selection data to the game management device 2 that associates the path selected by the user with that user. The game management device 2, using the rights processing unit 202, performs a mapping process that associates the path indicated by the transmitted selection data with the user indicated by that selection data (A12: mapping step). The mapping process is performed before the game starts. In this embodiment, "game" refers to the part where combat takes place after participating in a quest.

[0046] Next, the game device 3 receives an operation from the user to start the game via the operation reception unit 302 (A21). The operation reception unit 302 transmits instruction data to the game management device 2 instructing the user to start the game. The game management device 2, via the rights processing unit 202, performs association processing to associate the progress of the game by the user indicated by the transmitted instruction data with the path selected by that user (A22: association step).

[0047] After the game starts and the user begins playing, the game management device 2 and the game device 3 execute game processing through the cooperation of the game processing unit 201, the game processing unit 301, and the operation reception unit 302 (A23). More specifically, the game processing unit 201 generates screen data showing the game screen that changes as the game progresses and transmits it to the game device 3. The game device 3, using the game processing unit 301, displays the game screen indicated by the received screen data. The game device 3, using the operation reception unit 302, accepts game operations performed by the user while viewing the displayed game screen.

[0048] In this embodiment, once a quest is completed, the game management device 2 terminates the game using the game processing unit 201 (A24). After terminating the game, the game management device 2 then calculates an evaluation value for the user using the evaluation value calculation unit 203 (A31: calculation step). The evaluation value is a value that evaluates the user's gameplay; for example, a higher evaluation value indicates that the user played the game better.

[0049] The evaluation value calculation unit 203 calculates an evaluation value for the user, for example, based on how the user progresses through the content included in the game until a predetermined state is reached. Content refers to components that indicate divisions in game progression, and is called by various names such as quests, stages, missions, events, rounds, scenarios, episodes, or chapters. Each piece of content may have a hierarchical structure, and in the game of this embodiment, a mission (such as defeating a predetermined number of enemies) is performed during a quest.

[0050] The evaluation value calculation unit 203 calculates an evaluation value, for example, by considering the completion of a quest and the completion of a mission as predetermined states. For example, the evaluation value calculation unit 203 adds point PT1 when a quest is completed and point PT2 when a mission is completed, and calculates an evaluation value according to the total points. For example, if a quest containing three missions is played and all are completed, the evaluation value calculation unit 203 calculates (PT1 + 3 × PT2) × α = evaluation value ev1 (α is an arbitrary coefficient). Note that this calculation method is just one example, and the method of calculating the evaluation value is not limited to this.

[0051] Next, the game management device 2 updates the game progress using the progress update unit 204 (A32: update step). The progress update unit 204 updates the progress based on, for example, the evaluation value calculated by the evaluation value calculation unit 203. For example, if evaluation values ​​ev11, ev12, ev13, and ev14 are calculated each time the game is played in Season 1, the progress update unit 204 updates the progress by calculating the cumulative value of these values, ev11+ev12+ev13+ev14=experience points EX1, as a value indicating the game progress in Season 1. Note that the value indicating the progress is not limited to experience points, but may also be called level or score, etc.

[0052] Furthermore, if an evaluation value ev5 is calculated in the next gameplay, the progress update unit 204 updates the experience points EX1 (ev11 + ev12 + ev13 + ev14 + ev15) as a value indicating the game's progress in Season 1. Also, if evaluation values ​​ev21, ev22, and ev23 are calculated in each gameplay of Season 2, the progress update unit 204 updates the cumulative value of these values ​​(ev21 + ev22 + ev23) as an experience point EX2 (ev21 + ev22 + ev23) as a value indicating the game's progress in Season 2.

[0053] Next, the game management device 2 accumulates progress (EX1 in the example above) in association with the current period using the progress update unit 204 (A33). For example, if the current period is Season 1, the progress update unit 204 accumulates progress (experience points EX1 in the example above) in association with Season 1. The accumulated progress represents the experience points accumulated up to that point, and is used when the progress update unit 204 updates the progress in A32 after the next game play. The progress update unit 204 accumulates progress (experience points EX1 in the example above) in association with Season 1 until Season 1 ends, and once Season 2 begins, it accumulates progress (experience points EX2 in the example above) in association with Season 2 for the duration of Season 2 thereafter.

[0054] The progress update unit 204, in this manner, stores the progress updated during gameplay in each season (Season 1, 2, 3, and 4), associating it with the respective season. As a result, the progress update unit 204 stores, for example, experience points EX1 associated with Season 1, experience points EX2 associated with Season 2, experience points EX3 associated with Season 3, and experience points EX4 associated with Season 4. This accumulation of progress (experience points) occurs regardless of whether or not a premium pass has been purchased.

[0055] Next, the game management device 2, using the condition determination unit 205, determines whether the conditions for granting one of the multiple bonus elements have been met, based on the progress updated by the progress update unit 204 (A34: determination step). The condition determination unit 205 determines the grant conditions for the regular pass of the current season and the premium pass, if purchased. For example, the condition determination unit 205 sets a threshold corresponding to each bonus element, and determines that the grant conditions for the component corresponding to that threshold have been met when the updated progress exceeds that threshold. These thresholds may be set for each season's pass (regular pass and premium pass), or they may be common to some or all of those passes.

[0056] If the game management device 2 determines that the conditions for granting a component have been met, the reward granting unit 206 grants the reward element to the user (A35: Granting step). If the reward element is, for example, a game medium or virtual currency usable within the game, the reward granting unit 206 performs a process to associate those reward elements with the user, thereby making the reward element usable within the game. If the reward element is the occurrence of a specific event, the reward granting unit 206 grants the reward element to the user by performing a process to enable the user to participate in that event.

[0057] After A35, the game management device 2 returns to A12 (mapping step) to process if the user purchases a new premium pass, or returns to A22 (association step) to process if the user does not purchase a premium pass or has already purchased a premium pass and starts the next game.

[0058] If a user purchases a premium pass in the middle of a season, the game management device 2 updates the progress using the progress update unit 204 based on the progress accumulated up to that point in relation to that season and a newly calculated evaluation value (A32), and the condition determination unit 205 determines the granting conditions based on the updated progress (A34). For example, if in Season 1 the experience points EX1 is reached by ev11+ev12+ev13, and then the Season 1 premium pass is purchased and a new evaluation value of ev14 is calculated, the progress update unit 204 updates it to ev11+ev12+ev13+ev14=experience points EX1, and the condition determination unit 205 determines the granting conditions based on the updated experience points EX1.

[0059] If the reward conditions are determined in this way, the reward granting unit 206 grants the user all the reward elements that were not granted because the user had not purchased a premium pass, even though the conditions for granting were met with the current experience points EX1. In this way, even if a premium pass is purchased in the middle of the season, the progress accumulated up to that point is not wasted and is used in determining whether to grant the premium pass reward elements.

[0060] Furthermore, for both the regular pass and the premium pass, once all the eligible benefit elements have been granted to the user, there are no more benefit elements to grant. Therefore, the condition determination process by the condition determination unit 205 and the benefit granting process by the benefit granting unit 206 are not performed until the end of the season.

[0061] Next, we will explain the information processing during the resale period. During the resale period, premium passes that were sold in previous seasons will be sold again. In other words, users can purchase premium passes that they did not purchase during the season during the resale period. However, users cannot purchase premium passes that they already own, as they purchased them during the season. Below, we will explain, for example, the case where a user purchased a premium pass for Season 1 during the season, but did not purchase a premium pass for Season 2, and therefore purchases one during the resale period.

[0062] In this case, first, the game device 3 accepts the selection of the Season 2 premium pass via the operation reception unit 302 (A11). Next, the game management device 2 performs a mapping process via the rights processing unit 202 to associate the Season 2 premium pass with the user (A12). Note that the Season 1 premium pass has already been associated with the user through a mapping process performed during the season. Subsequently, when the game starts, the game management device 2 performs a mapping process via the rights processing unit 202 to associate the Season 1 premium pass and the Season 2 premium pass with the user's game progress (A22).

[0063] Next, the game processing is executed (A23), and when the game ends (A24), the game management device 2 calculates an evaluation value for the user using the evaluation value calculation unit 203 (A31). Then, the game management device 2 updates the game progress using the progress update unit 204 based on the calculated evaluation value (A32). The progress update unit 204 updates each of the progress values ​​(experience points EX1, EX2, EX3, EX4 in the above example) that were accumulated in previous A33 in association with each season.

[0064] The progress update unit 204, for example, if ev51 is calculated as a new evaluation value and the values ​​ev11+ev12+ev13+ev14+ev15 have been accumulated as experience points EX1 for Season 1, updates ev11+ev12+ev13+ev14+ev15+ev51=experience points EX1 as a value indicating the progress associated with the premium pass for Season 1. Similarly, if the values ​​ev21+ev22+ev23 have been accumulated as experience points EX2 for Season 2, the progress update unit 204 updates ev21+ev22+ev23+ev51=experience points EX2 as a value indicating the progress associated with the premium pass for Season 2.

[0065] The progress update unit 204 similarly updates EX3 and EX4 as values ​​indicating the progress associated with the premium passes for seasons 3 and 4. Regardless of whether the premium passes have been purchased, the progress update unit 204 updates the experience points EX1, EX2, EX3, and EX4 as the progress associated with the premium passes for each season. Subsequently, the game management device 2 accumulates the progress associated with each season using the progress update unit 204 (A33).

[0066] Next, the game management device 2, using the condition determination unit 205, determines whether the granting conditions have been met based on the updated progress (A34). The condition determination unit 205 determines the granting conditions for premium passes purchased in each season and premium passes purchased during the resale period. For premium passes from each season, the condition determination unit 205 determines the granting conditions based on the progress of each season (experience points EX1, EX2, EX3, EX4). Then, the game management device 2, using the reward granting unit 206, grants the user the reward elements corresponding to the fulfilled granting conditions for passes whose granting conditions have been met (A35).

[0067] After A35, if the user purchases a new premium pass, the game management device 2 returns to A12 (mapping step) and executes the process. If the user purchases a premium pass in the middle of the resale period, the progress update unit 204 updates the progress based on the progress accumulated during the resale period up to that point and the progress accumulated in the season corresponding to the premium pass (A32), and the condition determination unit 205 determines the granting conditions based on the updated progress (A34).

[0068] For example, suppose in Season 1, evaluation values ​​ev11+ev12+ev13 = experience points EX1 were accumulated, and during the resale period, evaluation values ​​ev51+ev52 were newly accumulated, after which the Season 1 premium pass was purchased. If evaluation value ev53 is calculated during subsequent gameplay, the progress update unit 204 updates the evaluation values ​​ev11+ev12+ev13+ev51+ev52+ev53 = experience points EX1 as the value indicating progress, and the condition determination unit 205 determines the granting conditions based on the updated progress (experience points EX1).

[0069] If the reward granting conditions are determined in this way, the reward granting unit 206 grants the user all the reward elements that were not granted because the user had not purchased a premium pass, even though the granting conditions were met at the current progress level. In this way, even if a premium pass is purchased in the middle of a resale period, the progress accumulated during the corresponding season and the resale period up to that point is not wasted and is used in determining whether to grant the premium pass reward elements.

[0070] To summarize, in the game system 1 according to this embodiment, the rights processing unit 202 (association unit) associates the user with a first right (premium pass for season 1) which grants multiple first bonus elements (game media or specific events, etc.) and a second right (premium pass for season 2) which grants multiple second bonus elements (game media or specific events, etc.), as rights that grant bonus elements according to the progress of the game, based on the user's selection (in this case, selection of premium passes for season 1 and 2).

[0071] Furthermore, the rights processing unit 202 (association unit) associates the first progress level with the first rights (Season 1 Premium Pass) and the second progress level with the second rights (Season 2 Premium Pass) as the user's game progress. The first progress level is indicated by experience points EX1 updated during Season 1 and the resale period. The second progress level is indicated by experience points EX2 updated during Season 2 and the resale period. The progress update unit 204 (update unit) updates the first progress level (experience points EX1) and the second progress level (experience points EX2) respectively based on the game progress during the resale period.

[0072] The condition determination unit 205 (determination unit) determines whether the first granting condition for granting one of the multiple first bonus elements has been met, based on the first progress (experience points EX1) updated by the progress update unit 204. The bonus granting unit 206 (granting unit) grants the first bonus element for which the first granting condition has been met to the user. The condition determination unit 205 (determination unit) also determines whether the second granting condition for granting one of the multiple second bonus elements has been met, based on the second progress (experience points EX2) updated by the progress update unit 204. The bonus granting unit 206 (granting unit) grants the second bonus element for which the second granting condition has been met to the user.

[0073] In this configuration, both the first and second progression levels are updated as the game progresses, and bonus elements are granted when the conditions for granting each are met. Compared to a case where bonus elements are only granted through one premium pass (a right selected by the user) even as the game progresses, this provides users with more opportunities to acquire bonus elements, thereby providing a technology that can increase the user's motivation to play.

[0074] Furthermore, the evaluation value calculation unit 203 (calculation unit) calculates an evaluation value for the user as the user progresses through the game's content (quests and missions, etc.) to a predetermined state. The progress update unit 204 (update unit) updates the first progress (experience points EX1) and the second progress (experience points EX2) based on the evaluation value calculated by the evaluation value calculation unit 203 (evaluation values ​​ev51 and ev52 during the resale period, etc.).

[0075] In this configuration, a clear guideline is provided for progressing through content such as quests and missions to a predetermined state. This makes it easier to set play goals for acquiring bonus elements compared to when such a guideline is not provided.

[0076] Furthermore, the rights processing unit 202 (mapping unit) associates a third right (normal pass) that grants multiple third-party bonus elements (game media or specific events, etc.) to the user, regardless of the user's selection. In addition, the rights processing unit 202 (association unit) associates the third-party progress with the third right (normal pass) as the user's game progress.

[0077] Furthermore, the progress update unit 204 (update unit) updates the third progress based on the user's game progress, and the third progress is the same as the first progress. For example, in the case of a regular pass for Season 1, the conditions for granting rewards are determined by the first progress (Experience Points EX1) used in the premium pass for Season 1. Similarly, in the case of a regular pass for Season 2, the conditions for granting rewards are determined by the first progress (Experience Points EX2) used in the premium pass for Season 2.

[0078] Furthermore, the condition determination unit 205 (determination unit) determines whether the third granting condition for granting one of the multiple third bonus elements has been met, based on the updated third progress (for example, EX1 in the case of the regular pass for Season 1). The bonus granting unit 206 (granting unit) grants the third bonus element for which the third granting condition has been met to the user. With this configuration, there is no need to progress through different content for the regular pass and the premium pass, and it is possible to progress through the same content, that is, to concentrate on one progress level.

[0079] 3.2 Details of Information Processing Next, we will explain the details of the information processing outlined above.

[0080] The transitions between game screens in this embodiment will be explained with reference to Figure 4 and subsequent figures. Figure 4 shows an example of a game screen. The game menu screen G1 shown in Figure 4 displays a gacha button B1, a formation button B2, a quest button B3, an item button B4, and a payment button B5.

[0081] When the Gacha button B1 is pressed, a game screen for the gacha lottery is displayed. When the Formation button B2 is pressed, a game screen for forming a character formation is displayed. When the Quest button B3 is pressed, a game screen showing a list of quests the user can currently participate in is displayed. When the Item button B4 is pressed, a game screen for selecting or using items is displayed. When the In-App Purchase button B5 is pressed, a game screen for making payments for paid items such as virtual currency is displayed.

[0082] The game screen when the payment button B5 is pressed will be explained with reference to Figure 4. Figure 5 shows an example of a game screen displaying a list of items that can be charged. The chargeable item list screen G2 in Figure 5 displays an Item button B11 and a Premium Pass button B12. When the Item button B11 is pressed, the game screen for purchasing items is displayed. When the Premium Pass button B12 is pressed, the Premium Pass purchase screen is displayed. In the following explanation, we will assume that the Premium Pass button B12 was pressed during the season.

[0083] Figure 6 shows an example of a premium pass purchase screen for a season. The premium pass purchase screen G3 in Figure 6 displays buttons for purchasing premium passes for each season: a premium pass button B21 for Season 1, a premium pass button B22 for Season 2, a premium pass button B23 for Season 3, and a premium pass button B24 for Season 4. In the example in Figure 6, the word "On Sale" is written next to the premium pass button B22 for Season 2, indicating that it is currently Season 2 and the Season 2 premium pass is available for purchase.

[0084] Furthermore, the Season 1 Premium Pass button B21 is labeled "Purchased," indicating that the Season 1 Premium Pass has already been purchased. Similarly, the Season 3 and 4 Premium Pass buttons B23 and B24 are labeled "Not on Sale," indicating that they are not currently available for purchase. In the example in Figure 6, the buttons for Premium Passes that are currently unavailable for purchase are grayed out and cannot be operated. Note that buttons for Premium Passes that are currently unavailable for purchase only need to be displayed in a different manner from the buttons for available passes, and may not even be displayed at all.

[0085] Pressing the Season 2 Premium Pass button B22 will display information about the Season 2 Premium Pass. Figure 7 shows an example of a game screen displaying premium pass information. The pass information screen G4 in Figure 7 shows a display field C1 for the type of premium pass selected by the user (Season 2 in the example in Figure 7), a display field C2 for whether or not the user has a premium pass, and a display field C3 for the season progress (EX2=1200). Season progress refers to the game progress accumulated in the current season.

[0086] Furthermore, the pass information screen G4 displays the eight bonus elements te11, te12, ..., te18 included in the Season 2 regular pass P1, and the eight bonus elements te21, te22, ..., te28 included in the Season 2 premium pass P2. In addition, both the regular pass P1 and premium pass P2 display the bonus elements already acquired based on the current progress (EX2) (te11-te15 in the example in Figure 7), and the bonus elements that can be acquired if the premium pass is purchased (te21-te25 in the example in Figure 7).

[0087] This user, playing Season 2, has earned 1200 experience points (EX2) as game progress, and these EX2 experience points have granted them the bonus elements te11-te15 of the regular pass P1. The pass information screen G4 shows a purchase button (B31). Since this user has not purchased the Season 2 premium pass, pressing the purchase button (B31) will purchase the premium pass. As a result, this user will be granted the bonus elements te21-te25 of the premium pass P2, whose granting conditions are met by the EX2 experience points. In this way, game progress is used in common for both the regular pass and the premium pass. In the example in Figure 7, EX2 experience points are used as a value that indicates common game progress.

[0088] When the quest button B3 shown in Figure 4 is pressed, the user participates in a quest they are available to join and plays the game. Figure 8 shows an example of a game screen. Game screen G5 in Figure 8 displays the text "Quest Clear!", the character CH1, a mission image M1 showing the completed mission, and an evaluation value image EV1 showing the acquired evaluation value (ev25 in the example in Figure 8). Figure 9 shows the information on the premium pass when the game progress is updated by calculating a new evaluation value in this way.

[0089] Figure 9 shows an example of a game screen displaying premium pass information. In the example in Figure 9, the premium pass has already been purchased, and the purchase button B31 is grayed out and cannot be pressed. In the pass information screen G6 shown in Figure 9, the display field C2 shows "Premium Pass Included," and the season progress (EX2) in display field C3 is "1350," compared to the pass information screen G4 shown in Figure 7. Based on the current progress (EX2), the bonus elements for the regular pass already acquired are te11-te16, and the bonus elements for the premium pass already acquired are te21-te26. Both te16 and te26 are bonus elements whose conditions for being granted are met when the progress (EX2), which is used in common for both the regular pass and the premium pass, changes from 1200 to 1350.

[0090] Next, we will explain the purchase screen for premium passes during the resale period. Figure 10 shows an example of the premium pass purchase screen during a resale period. The premium pass purchase screen G7 in Figure 10 displays buttons for the Season 1 premium pass (B51), Season 2 premium pass (B52), Season 3 premium pass (B53), Season 4 premium pass (B54), and a button to display the premium pass status (B55). In the example in Figure 10, Seasons 1 and 2 are marked "Purchased," while Seasons 3 and 4 are marked "On Sale." Because it is a resale period, multiple premium passes are on sale.

[0091] On the Premium Pass purchase screen G7, when the Premium Pass status display button B55 is pressed, the status of the Premium Pass for each season will be displayed. Figure 11 shows an example of a game screen illustrating the status of the Premium Pass. In the example in Figure 11, the season areas Q11, Q12, Q13, and Q14 show the status of the Premium Pass from Season 1 to Season 4, and the resale period area Q15 shows the status of the Premium Pass during the resale period.

[0092] Season area Q11 shows the validity period image R11, which indicates the validity period of the Season 1 Premium Pass. Validity period image R11 shows the progress accumulated in Season 1 (in the example in Figure 11, experience points EX1 = 900). Season area Q12 shows the validity period image R12, which indicates the validity period of the Season 2 Premium Pass. Validity period image R12 shows the progress accumulated in Season 2 (in the example in Figure 11, experience points EX2 = MAX). MAX means the progress level at which all bonus elements are granted.

[0093] Season area Q13 shows the validity period image R13, which indicates the validity period of the Season 3 Premium Pass. The validity period image R13 shows the progress accumulated in Season 3 (in the example in Figure 11, experience points EX3 = 1200). Season area Q14 shows the validity period image R14, which indicates the validity period of the Season 4 Premium Pass. The validity period image R14 shows the progress accumulated in Season 4 (in the example in Figure 11, experience points EX1 = 700).

[0094] In each validity period image for each season, solid lines indicate purchased premium passes, while dashed lines indicate premium passes that were not purchased during that season. The resale period area Q15 shows the validity period images R21, R22, R23, and R24 for each season. In the example in Figure 11, a premium pass for Season 3 was purchased after the resale period began, and the validity period image R23 is now represented by a solid line.

[0095] Furthermore, for validity period images R11, R13, and R14, excluding validity period image R12 which has the maximum progress, the total progress (EX1 = 900 + 200 in the case of Season 1) is calculated by adding the evaluation value calculated during the resale period (200 in the example in Figure 11) to the progress accumulated in each season (EX1 = 900 in the case of Season 1). In this way, the progress update unit 204 updates the first progress (e.g., experience points EX1) and the second progress (e.g., experience points EX3) in common, based only on the evaluation value calculated by the evaluation value calculation unit 203.

[0096] In this configuration, by progressing through the content in the same way, players can acquire the first and second bonus elements. However, since the granting conditions are set for each premium pass, and the progress accumulated in each season is usually different, even if the first and second progress are updated in common, the timing at which the granting conditions are met is usually different. Furthermore, in cases where the progress has reached its maximum value, such as in Season 2, the evaluation value calculated during the resale period is not used in this embodiment.

[0097] Furthermore, the rights processing unit 202 (mapping unit) maps the first rights (Season 1 premium pass) to the first period (Season 1) and the third period (resale period), and the second rights (Season 2 premium pass) to the second period (Season 2) and the third period (resale period). Then, the progress update unit 204 (update unit) updates the first progress (Experience Points EX1) during game progress in the first period (Season 1) but not the second progress (Experience Points EX2), updates the second progress (EX2) during game progress in the second period (Season 2) but not the first progress (EX1), and updates the first progress (Experience Points EX1) and the second progress (Experience Points EX2) during game progress in the third period (resale period).

[0098] In this configuration, bonus elements that were available in different periods (for example, Season 1 and Season 2) (the bonus elements of the Season 1 Premium Pass and the bonus elements of the Season 2 Premium Pass) can be obtained in the same period, which is the resale period.

[0099] Furthermore, after seasons 1-4 and their resale periods, seasons 5-8 and their resale periods may follow, for example. In that case, during the second resale period, only the premium passes for seasons 5-8 may be resold, or the premium passes for seasons 1-8 may be resold. Also, in that case, sales may be suspended for seasons where a certain percentage of users have completed the experience point requirement.

[0100] Furthermore, the progress update unit 204 (update unit) carries over the first progress (e.g., EXP EX1) updated in the first period (e.g., Season 1) and the second progress (e.g., EXP EX2) updated in the second period (e.g., Season 2) to the third period (resale period), and further updates the first progress (EXP EX1) and second progress (EXP EX2) from their current state based on the game's progress in the third period. This configuration prevents past gameplay in each season from being wasted.

[0101] Furthermore, the progress update unit 204 is not limited to carrying over all of the first and second progress levels; it may carry over at least a portion of the first and second progress levels to the third period (resale period). For example, during the resale period, the progress update unit 204 carries over a value obtained by multiplying the progress level accumulated in past seasons by a predetermined coefficient γ (1≧γ>0). In this case, the progress update unit 204 may increase the coefficient γ as the progress level decreases, allowing more progress to be carried over. In either case, past gameplay can be prevented from being wasted.

[0102] Furthermore, if only a portion of the progress is carried over, the conditions for granting previously granted bonus elements to the user may be met again. In that case, the bonus granting unit 206 does not have to grant the user any bonus elements, or it may grant the user any previously granted bonus elements again. Alternatively, the bonus granting unit 206 may grant the user a different bonus element (for example, a bonus element not included in the original premium pass).

[0103] [others] In this embodiment, the progress update unit 204 updated the first and second progress levels in common only by the value based on the calculated evaluation value, but it is not limited to this. The progress update unit 204 may also update the first and second progress levels by allocating the calculated evaluation value.

[0104] Figure 12 shows an example of how evaluation values ​​are allocated. In the example in Figure 12, validity period images R31, R32, R33, and R34 in the resale period area Q15 are shown, along with an evaluation value ev11 of the value "600". The progress update unit 204 divides the evaluation value ev11 into four equal parts and adds "150" to the progress of each season. In other words, the progress update unit 204 updates the first and second progress by evenly distributing the calculated evaluation values.

[0105] Figure 13 shows another example of how evaluation values ​​are allocated. In the example in Figure 13, the progress update unit 204 adds 100 of the evaluation value ev11, which is "600", to the progress of seasons 1 and 2 (experience points EX1 and EX2), and 200 to the progress of seasons 3 and 4 (experience points EX3 and EX4), just as in Figure 12. In other words, the progress update unit 204 updates the first and second progress by allocating the calculated evaluation values ​​at a predetermined ratio (in the example in Figure 13, the allocation to EX3 and EX4 is twice that of EX1 and EX2).

[0106] Figure 14 shows another example of how evaluation values ​​are allocated. In the example in Figure 14, the progress update unit 204 adds an evaluation value ev11 of the value "600", assigning larger values ​​as the progress decreases. Specifically, 100 is added to Season 3 (experience points EX3=1200), which has the highest progress, and 150, 200, and 250 are added to the progress of Seasons 1, 4, and 2 (experience points EX1=900, EX4=700, EX2=500), respectively. In other words, the progress update unit 204 updates the first and second progress by allocating the calculated evaluation value at a smaller rate as the accumulated progress increases.

[0107] Figure 15 shows another example of how evaluation values ​​are allocated. Evaluation values ​​are calculated based on how far the user progresses through the game's content until it reaches a predetermined state. This predetermined state includes the completion state (the state where the progress is at its maximum), which is achieved by completing the update of the first progress level. The completion state is, for example, the maximum value set for the experience points of each season, and represents the progress level when the last of several bonus elements is granted. In the example in Figure 15, the experience points EX1 of Season 1 are in the completion state (MAX).

[0108] In the example shown in Figure 15, the progress update unit 204 divides the evaluation value ev11 into four equal parts and adds "150" to the progress of each season, but does not add to season 1, which is already in a completed state. In other words, the progress update unit 204 evenly distributes the calculated evaluation value, updates the first and second progress levels that are not yet in a completed state based on the allocated evaluation value, and discards the allocated evaluation value for the completed level, thus not updating it.

[0109] Figure 16 shows another example of how evaluation values ​​are allocated. In the example in Figure 16, as in the example in Figure 15, the experience points EX1 of Season 1 are in a completed state (MAX). In the example in Figure 16, the progress update unit 204 first divides the evaluation value ev11 into four equal parts, each containing "150". Next, the progress update unit 204 adds the divided evaluation values ​​to the progress of each season, but does not add to Season 1, which is in a completed state, and instead distributes its evaluation value to the progress of the other seasons. In the example in Figure 16, the 150 from Season 1 is distributed to Seasons 2-4, with 50 each.

[0110] In other words, after the progress update unit 204 calculates an evaluation value indicating that the game has progressed to the completion state, it reassigns the evaluation value that was allocated to the first progress level to the second progress level and updates it. With this configuration, the results of gameplay are not wasted even after completing the bonus elements.

[0111] Furthermore, the progress update unit 204 may allocate evaluation values ​​to purchased premium passes and not to unpurchased premium passes. The progress update unit 204 may also differentiate the allocation ratio between purchased and unpurchased premium passes. For example, the progress update unit 204 may allocate twice the evaluation value to purchased premium passes compared to unpurchased premium passes.

[0112] Furthermore, the progress update unit 204 may differentiate the first and second progress levels, which are updated based on the evaluation value calculated by the evaluation value calculation unit 203, depending on the type of content (quests, missions, etc.) included in the game. The progress update unit 204 differentiates the progress levels by, for example, multiplying the evaluation value by a coefficient corresponding to the type of content. The progress update unit 204 may, for example, use a coefficient table that associates the type of content, the premium pass, and the coefficient.

[0113] Figure 17 shows an example of a coefficient table. In the coefficient table TB1 shown in Figure 17, "Quests on maps used in Season 1", "Season 1", and "β1" are associated with content type, premium pass, and coefficient. Additionally, "Quests on maps used in Season 1", "Other than Season 1", and "β2" are associated with content type, premium pass, and coefficient (β1>β2>0).

[0114] During the resale period, let's assume that completing quests on the map used in Season 1 resulted in an evaluation value of ev51. In that case, the progress update unit 204 updates the progress of the Season 1 Premium Pass as, for example, ev11 + ev12 + ev13 + β1 × ev51 = EX1 experience points. On the other hand, the progress update unit 204 updates the progress of the Season 2 Premium Pass as, for example, ev21 + ev22 + β2 × ev51 = EX2 experience points.

[0115] Furthermore, in coefficient table TB1, "Missions with NPCs who became allies in Season 2," "Season 2," and "β3" are mapped as content type, premium pass, and coefficient. Additionally, "Missions with NPCs who became allies in Season 2," "Other than Season 2," and "β4" are mapped as content type, premium pass, and coefficient (β3>β4>0).

[0116] During the resale period, let's assume that completing missions with NPCs who became allies in Season 2 resulted in an evaluation value of ev52. In that case, the progress update unit 204 calculates the progress of the Season 2 Premium Pass as, for example, ev21 + ev22 + β3 × ev52 = EX2 experience points. On the other hand, the progress update unit 204 calculates the progress of the Season 1 Premium Pass as, for example, ev11 + ev12 + ev13 + β4 × ev52 = EX1 experience points.

[0117] In this configuration, for example, during the resale period, it is possible to encourage users who have a Season 1 Premium Pass to play quests on maps used in Season 1, and encourage users who have a Season 2 Premium Pass to play missions in Season 2, thereby promoting the play of specific content.

[0118] Furthermore, in this embodiment, the evaluation value calculation unit 203 (calculation unit) calculates an evaluation value for the user in accordance with how the user progresses through the content included in the game until a predetermined state is reached. The progress update unit 204 (update unit) updates the first progress (e.g., experience points EX1) based on the evaluation value calculated by the evaluation value calculation unit 203, and in the third period (resale period), the amount of the first progress updated based on the evaluation value may be smaller than in the first period (e.g., season 1).

[0119] In this embodiment, during the resale period, as shown in Figure 11, the first progress (e.g., experience points EX1) and the second progress (e.g., experience points EX3) were updated in common by a value based on the calculated evaluation value. As a result, compared to a normal season, the progress increases by more than twice as much even if the same amount of gameplay is performed, which could be considered too advantageous. Therefore, by reducing the amount of the first progress update as described above, it is possible to suppress the excessive advantage of the third period (resale period) compared to when the update amount is not changed.

[0120] Furthermore, in the first period, the first content included in the game may progress, while in the second period, the first content may not progress. The first content, as used here, may be, for example, a limited-time quest in Season 1 (an example of the first period) or a limited-time mission in Season 2 (an example of the first period). In that case, if the first content (for example, a limited-time quest in Season 1) progresses in the third period (resale period), the progress update unit 204 (update unit) may increase the update amount of the first progress (for example, EXP EX1) compared to the update amount of the second progress (for example, EXP EX2). The progress update unit 204 may, for example, use a coefficient table that associates the type of content, the premium pass, and the coefficient.

[0121] Figure 18 shows an example of a coefficient table. In the coefficient table TB2 shown in Figure 18, "Season 1 Limited-Time Quests," "Season 1," and "β11" are associated with content type, premium pass, and coefficient. In addition, in the coefficient table TB2, "Season 1 Limited-Time Quests," "Other than Season 1," and "β12" are associated with content type, premium pass, and coefficient (β11>β12>0).

[0122] During the resale period, limited-time quests that were held in Season 1 may be held again. Let's say that completing such a limited-time quest results in an evaluation value of ev53. In that case, the progress update unit 204 calculates the progress of the Season 1 Premium Pass using coefficient β11, which is associated with the Season 1 Premium Pass in coefficient table TB2, for example, ev11 + ev12 + ev13 + β11 × ev53 = experience points EX1. On the other hand, the progress update unit 204 calculates the progress of the Season 2 Premium Pass using coefficient β12, which is associated with Premium Passes other than Season 1 in coefficient table TB2, for example, ev21 + ev22 + β12 × ev53 = experience points EX2.

[0123] Furthermore, in coefficient table TB1, "Season 2 Limited-Time Missions," "Season 2," and "β13" are mapped as content type, premium pass, and coefficient. Additionally, "Season 2 Limited-Time Missions," "Other than Season 2," and "β14" are mapped as content type, premium pass, and coefficient (β13>β14>0).

[0124] During the resale period, limited-time missions from Season 2 may be held again. Let's say that completing one of these limited-time missions results in an evaluation value of ev54. In that case, the progress update unit 204 calculates the progress of the Season 2 premium pass using coefficient β13, which is associated with the Season 2 premium pass in coefficient table TB2, for example, ev21 + ev22 + β13 × ev54 = experience points EX2. On the other hand, the progress update unit 204 calculates the progress of the Season 1 premium pass using coefficient β14, which is associated with premium passes other than Season 2 in coefficient table TB2, for example, ev11 + ev12 + ev13 + β14 × ev54 = experience points EX1.

[0125] With this configuration, for example, during a resale period, if you want the bonus elements of the Season 1 Premium Pass, you can prioritize playing the Season 1 limited-time quests, and if you want the bonus elements of the Season 2 Premium Pass, you can prioritize playing the Season 2 limited-time missions, thus allowing you to acquire the bonus elements for the intended period more quickly.

[0126] Furthermore, the progress update unit 204 (update unit) will, in the third period (resale period), if the game progresses using the first bonus element (e.g., game media such as weapons, armor, or items) granted in the first period (e.g., season 1), increase the update amount of the first progress (e.g., EX1 experience points) compared to the update amount of the second progress (e.g., EX2 experience points). The progress update unit 204 uses, for example, a coefficient table that associates bonus elements, premium passes, and coefficients.

[0127] Figure 19 shows an example of a coefficient table. In the coefficient table TB3 shown in Figure 19, "Weapons granted with the Season 1 Premium Pass," "Season 1," and "β21" are associated with bonus elements, premium passes, and coefficients. Additionally, "Weapons granted with the Season 1 Premium Pass," "Other than Season 1," and "β22" are associated with content types, premium passes, and coefficients (β21>β22>0).

[0128] During the resale period, let's assume that completing quests using weapons granted by the Season 1 Premium Pass resulted in an evaluation value of ev51. In that case, the progress update unit 204 updates the progress for the Season 1 Premium Pass as, for example, ev11 + ev12 + ev13 + β21 × ev51 = EXP EX1. On the other hand, the progress update unit 204 updates the progress for the Season 2 Premium Pass as, for example, ev21 + ev22 + β21 × ev51 = EXP EX2.

[0129] Furthermore, in coefficient table TB1, "Armor granted with the Season 2 Premium Pass," "Season 2," and "β23" are mapped as content type, premium pass, and coefficient. Additionally, "Armor granted with the Season 2 Premium Pass," "Other than Season 2," and "β24" are mapped as content type, premium pass, and coefficient (β23>β24>0).

[0130] During the resale period, let's assume that completing missions using armor granted by the Season 2 Premium Pass resulted in an evaluation value of ev52. In that case, the progress update unit 204 calculates the progress for the Season 2 Premium Pass as, for example, ev21 + ev22 + β23 × ev52 = EX2 experience points. On the other hand, the progress update unit 204 calculates the progress for the Season 1 Premium Pass as, for example, ev11 + ev12 + ev13 + β24 × ev52 = EX1 experience points.

[0131] In this configuration, for example, during the resale period, users who want the bonus features of the Season 1 Premium Pass can play using the bonus features already granted by the Season 1 Premium Pass, and users who want the bonus features of the Season 2 Premium Pass can play using the bonus features already granted by the Season 2 Premium Pass, thereby allowing them to obtain the bonus features for the intended period more quickly.

[0132] Furthermore, the premium passes offered to users are not limited to those listed above. Figure 20 shows another example of the premium pass purchase screen. In Figure 20, the premium pass purchase screen G8 displays premium pass buttons B25 and B26, in addition to the buttons for purchasing premium passes for each season shown in Figure 6. These are all buttons for purchasing premium passes that are currently on sale. In other words, in the example in Figure 20, multiple premium passes (three types of premium passes in the example in Figure 20) are available for purchase in one season (Season 2 in this example).

[0133] The Premium Pass button B25 is for purchasing Premium Pass PP1, which grants bonus features that focus on skins. The Premium Pass button B26 is for purchasing Premium Pass PP2, which grants bonus features that focus on emotes. When these Premium Passes are purchased, the Rights Processing Unit 202 performs a mapping process to associate the purchased Premium Pass with the user (A12), and then performs an association process to link the user's game progress with the purchased Premium Pass (A22).

[0134] The rights processing unit 202 associates the game progress associated with the Season 2 premium pass and the common progress with premium passes PP1 and PP2, for example, as in the example of multiple premium passes during the resale period described in Figure 11. The progress update unit 204 updates the common progress for each premium pass. This eliminates the need to progress through different content for each premium pass, just like with regular passes, allowing players to progress through the same content, i.e., focus on a single progress level.

[0135] Furthermore, the rights processing unit 202 may associate different game progress levels with each premium pass. This allows users to play various content according to the bonus elements they desire. In addition, in game system 1, the game progress is updated as content is played, but the progress update unit 204 may update the progress to a different degree depending on the type of premium pass, even when playing the same content. For example, if a quest involving battles with NPCs of various skins (skin acquisition support quest) is played, the game progress of the skin-focused premium pass may be updated more frequently. The progress update unit 204 may also allocate and update the updated game progress to each premium pass, as shown in the examples in Figures 12 to 16.

[0136] The progress update unit 204 updates the game progress associated with premium passes PP1 and PP2, not only in the season in which those premium passes were purchased, but also in subsequent seasons. This allows players to engage in gameplay aimed at obtaining the benefits of premium passes PP1 and PP2 across multiple seasons. Alternatively, the progress update unit 204 may be configured to update the game progress associated with premium passes PP1 and PP2 only in the season in which those premium passes were purchased. In that case, gameplay in that season can be encouraged.

[0137] Unlike the premium passes for each season, premium passes PP1 and PP2 may not be resold during the resale period. In that case, the progress update unit 204 will not update the game progress associated with premium passes PP1 and PP2 during the resale period. However, since they may become available for purchase in the future due to game operation reasons, the progress update unit 204 may also update the game progress associated with premium passes PP1 and PP2 during the resale period. As described above, the sale of premium passes and the updating of game progress may be carried out at various times depending on the game operation reasons.

[0138] The configuration shown in Figure 1, etc., is just one example, and other configurations are possible as long as they do not cause inconvenience in implementation. For example, one device may be distributed among two or more devices, or it may be replaced by a cloud computing system. Also, the functions of one device may be distributed among two or more devices, or the functions of two or more devices may be concentrated in one device. Furthermore, the operations performed by one function may be distributed among two or more functions, or two or more functions may be integrated into one function. In short, as long as each necessary function is realized in the information processing system 100 as a whole, the devices that realize those functions may be configured in any way.

[0139] The output destination for information or data (hereinafter referred to as "information, etc.") may be other devices, displays, storage units (including built-in and external storage units), etc. Acquisition of information, etc. includes not only acquiring information, etc. transmitted from other devices, but also acquiring information, etc. generated by the device itself. The table associating parameters is not limited to the illustrated table; the number of parameters may be reduced or increased. Furthermore, information, etc. corresponding to the parameters may be obtained using mathematical formulas or conditional expressions, etc., without using a table.

[0140] The embodiments described above may also be information processing devices. These information processing devices comprise the components of an information processing system, such as the game system 1. Furthermore, the embodiments described above may also be information processing methods. These information processing methods comprise the components of a similar information processing system. Finally, the embodiments described above may also be programs. These programs cause a computer to execute each step of an information processing system.

[0141] <Note> Furthermore, they may be provided in the following embodiments.

[0142] (1) An information processing system comprising a processor capable of executing a program such that the following steps are performed, wherein, based on the user's selection, a first right to be granted a plurality of first bonus elements and a second right to be granted a plurality of second bonus elements are associated with the user as a right to be granted bonus elements according to the progress of the game; in the association step, the first progress is associated with the first right and the second progress with the second right as the progress of the game by the user; in the update step, the first progress and the second progress are updated based on the progress of the game by the user; in the determination step, based on the updated first progress, it is determined whether a first granting condition for granting any of the plurality of first bonus elements has been met; based on the updated second progress, it is determined whether a second granting condition for granting any of the plurality of second bonus elements has been met; and in the granting step, the first bonus element for which the first granting condition has been met is granted to the user, and the second bonus element for which the second granting condition has been met is granted to the user.

[0143] This configuration allows for the provision of technology that can increase users' motivation to play.

[0144] (2) An information processing system as described in (1) above, wherein in the calculation step, an evaluation value for the user is calculated in accordance with the user's progress in the content included in the game until the user reaches a predetermined state, and in the update step, the first progress and the second progress are updated based on the calculated evaluation value.

[0145] This configuration makes it easier to set gameplay goals for acquiring bonus elements.

[0146] (3) An information processing system as described in (2) above, wherein in the update step, the first progress and the second progress are updated in common only by a value based on the calculated evaluation value.

[0147] In this configuration, the first bonus element and the second bonus element can be obtained by progressing through the content in the same way.

[0148] (4) An information processing system as described in (2) or (3) above, wherein the state includes a completion state in which the update of the first progress is completed, and in the update step, the first progress and the second progress are updated by allocating the calculated evaluation value, and after the evaluation value indicating that progress has been made to the completion state has been calculated, the evaluation value that was allocated to the first progress is allocated to the second progress and updated.

[0149] This approach ensures that the player's gameplay results are not wasted even after completing all the bonus elements.

[0150] (5) An information processing system as described in (2) above, wherein in the update step, the first progress and the second progress, which are updated based on the calculated evaluation value, are different depending on the type of content.

[0151] This approach can promote the play of specific content.

[0152] (6) An information processing system according to any one of (1) to (5) above, wherein in the mapping step, regardless of the user's selection, a third right to which multiple third bonus elements are to be granted is associated with the user; in the association step, the third progress is associated with the third right as the user's progress in the game; in the update step, the third progress is updated based on the user's progress in the game, the third progress is common with the first progress; in the determination step, it is determined whether the third granting condition for granting any of the multiple third bonus elements has been met based on the updated third progress; and in the granting step, the third bonus element for which the third granting condition has been met is granted to the user.

[0153] This configuration allows for focusing on a single stage of progress.

[0154] (7) An information processing system according to any one of (1) to (6) above, wherein in the mapping step, the first right is mapped to the first period and the third period, the second right is mapped to the second period and the third period, and in the update step, the first progress is updated during the game's progress in the first period but the second progress is not updated, the second progress is updated during the game's progress in the second period but the first progress is not updated, and the first and second progress are updated during the game's progress in the third period.

[0155] In this configuration, bonus elements that could have been obtained in different periods can be obtained in the same period.

[0156] (8) An information processing system as described in (7) above, wherein in the update step, at least a portion of the first progress updated in the first period and the second progress updated in the second period are carried over to the third period, and the first progress and the second progress are further updated from the state based on the progress of the game in the third period.

[0157] This approach prevents past gameplay from being wasted.

[0158] (9) An information processing system according to (7) or (8) above, wherein in the calculation step, an evaluation value for the user is calculated in accordance with the user's progress in the content included in the game until the user reaches a predetermined state; in the update step, the first progress is updated based on the calculated evaluation value; and in the third period, the amount of the first progress to be updated based on the evaluation value is reduced compared to the first period.

[0159] This configuration can prevent the third period from becoming too advantageous.

[0160] (10) An information processing system according to any one of (7) to (9) above, wherein in the first period, the first content included in the game is advanced, in the second period, the first content is not advanced, and in the update step, if the first content is advanced in the third period, the update amount of the first progress is made larger than the update amount of the second progress.

[0161] In this configuration, the intended reward elements can be obtained more quickly.

[0162] (11) An information processing system described in any one of (7) to (10) above, wherein in the update step, if the game progresses in the third period using the first bonus element granted in the first period, the update amount of the first progress is made larger than the update amount of the second progress.

[0163] In this configuration, the intended reward elements can be obtained more quickly.

[0164] (12) An information processing device configured to perform each step of the information processing system described in any one of (1) to (11) above.

[0165] (13) A program that causes a computer to perform each step of the information processing system described in any one of (1) to (11) above. Of course, this is not always the case. Furthermore, the embodiments and modifications described above may be implemented in any combination.

[0166] Finally, while various embodiments relating to this disclosure have been described, these are presented as examples and are not intended to limit the scope of the disclosure. Novel embodiments can be implemented in a variety of other forms, and various omissions, substitutions, and modifications can be made without departing from the gist of the disclosure. Embodiments and their variations are included in the scope and gist of the disclosure, as well as in the disclosure described in the claims and its equivalents. [Explanation of Symbols]

[0167] 1: Game System 2: Game management device 3: Game device 23: Control Unit 33: Control Unit 100: Information Processing Systems 201: Game Processing Section 202: Rights Processing Department 203: Evaluation Value Calculation Unit 204: Progress update section 205: Condition judgment section 206: Special Offer Department 301: Game Processing Unit 302: Operation Reception Section

Claims

1. An information processing system, A processor capable of executing a program is provided so that each of the following steps is performed: In the mapping step, based on the user's selection, a first right to which multiple first bonus elements are granted is mapped to the user, as a right to which bonus elements are granted according to the progress of the game. In the association step, the first progress level is associated with the first right as the progress of the game by the user. In the update step, during the first period, the first progress level is updated based on the user's progress in the game during that first period. In the determination step, based on the updated first progress, it is determined whether the first granting condition for granting any of the plurality of first reward elements has been met. In the granting step, the first benefit element for which the first granting condition has been met is granted to the user. In the update step described above, in the second period following the expiration of the first period, the first progress level is not updated. In the registration step, the user is asked to make a first choice regarding whether or not to associate the third period after the expiration of the second period with the first right. In the update step, if the option to associate the third period with the first right is accepted as the first option, the first progress updated in the first period is carried over to the third period, and the first progress in that state is updated based on the user's progress in the game. Information processing system.

2. In the information processing system described in claim 1, In the aforementioned mapping step, the second right to which multiple second benefit elements are granted is mapped to the user. In the association step, the second progress is associated with the second right as the progress of the game by the user. In the aforementioned update step, During the first period, the first progress level is updated, but the second progress level is not updated. In the second period, which is after the first period but before the third period, the second progress level is updated based on the user's progress in the game during the second period, but the first progress level is not updated. In the aforementioned reception step, the user is asked to make a second choice regarding whether or not to associate the third period with the second right. In the update step, if the option to associate the third period with the second right is accepted as the second option, the second progress updated in the second period is carried over to the third period, and the second progress in that state is updated based on the user's progress in the game. Information processing system.

3. In the information processing system described in claim 2, In the aforementioned update step, If the user is granted the first bonus element during the first period, and the game progresses using the first bonus element during the third period, the amount of the first progress update shall be made larger than the amount of the second progress update. If the user is granted the second bonus element during the second period, and the game progresses using the second bonus element during the third period, the amount of the second progress update shall be made larger than the amount of the first progress update. Information processing system.

4. In the information processing system described in claim 2, In the calculation step, an evaluation value for the user is calculated based on how the user progresses through the content included in the game until a predetermined state is reached. In the aforementioned update step, During the game's progress in the first period, the first progress level is updated based on the evaluation value calculated during the first period, but the second progress level is not updated. In the progress of the game during the second period, the second progress is updated based on the evaluation value calculated during the second period, but the first progress is not updated. In the game's progress during the third period, the evaluation value calculated during the third period is assigned to the first and second progress levels, respectively, according to the magnitude of the first progress level in the first period and the magnitude of the second progress level in the second period, and the first and second progress levels are updated accordingly. Information processing system.

5. In the information processing system described in claim 2, The aforementioned game allows the user's character and NPCs to become allies and progress together. In the aforementioned update step, If an NPC joins the user's character during the first period, and the game progresses with the NPC during the third period, the update amount of the first progress is made larger than the update amount of the second progress. Information processing system.