Program and System
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- CAPCOM CO LTD
- Filing Date
- 2024-02-08
- Publication Date
- 2026-08-05
AI Technical Summary
【0025】 本開示によれば、新たな概念の報酬権利が適用されたプログラムおよびシステムを提供できる。
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a program and a system.
Background Art
[0002] As an invention related to a conventional program, for example, the program described in Patent Document 1 is known. The program described in Patent Document 1 describes a game to which a battle path is applied.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, a new concept of battle path is required.
[0005] Therefore, an object of the present invention is to provide a program and a system to which a reward right of a new concept is applied.
Means for Solving the Problems
[0006] The first aspect is a program executed on a computer, game progress means for progressing a game by a user operating the computer, play history update means for updating play history data indicating a play history of the game by the user, right setting means for setting, for the user, a reward right in which a reward and a reward condition for obtaining the reward are associated when the play history of the user clears a preset setting condition. A reward setting means that, when the user's play history clears the reward conditions, sets the reward data indicating the reward of the reward right set by the right setting means so that the user can use it, The computer is made to function as follows: The play history includes at least one of the following: parameters that change as a result of the user's play of the game, the user's performance in tournaments for the game, whether or not the user cheated in their play of the game, or whether or not they have a sponsor. program.
[0007] The second aspect is, The reward setting means, when the user's play history clears the reward conditions and the rights setting means sets the reward data so that the user can use it, This is the program described on the first side.
[0008] The third aspect is, The reward setting means, when the right setting means has set the reward right for the user and the user's play history clears the reward conditions, sets the reward data so that the user can use it. This is the program described in the first or second side.
[0009] The fourth aspect is, The play history includes parameters indicating the user's skill level in the game. This is a program described in either the first or third aspect.
[0010] The fifth aspect is, The aforementioned play history does not include parameters that change independently of the user's skill level in the game. This is a program described in either the first or third aspect.
[0011] The sixth aspect is, The game progression means generates video data so that other users of the game can see from other computers that the reward right has been set for the user. The program is one of the programs described in Aspect 1 through Aspect 5.
[0012] The seventh aspect is, The aforementioned reward rights include a first reward right and an Nth reward right, N is an integer greater than or equal to 2, The rights-setting means can set the Mth reward right for the user if the user's play history meets the predetermined Mth setting conditions. M is an integer between 1 and N, The first to the Nth setting conditions are all different conditions. The program is one of the programs described in Aspect 1 through Aspect 6.
[0013] The eighth side is, The aforementioned compensation rights consist of a first compensation right and a second compensation right. The rights-setting means can set the first reward right for the user if the user's play history meets the predetermined first setting conditions. The rights-setting means can set the second reward right for the user if the user's play history meets the predetermined second setting conditions. If the rights-setting means can set the first reward right for the user, it can also set the second reward right for the user even if the user's play history does not meet the second setting conditions. The program is one of the programs described in Aspect 1 through Aspect 6.
[0014] The ninth side is, The aforementioned compensation rights consist of a first compensation right and a second compensation right. The rights-setting means can set the first reward right for the user if the user's play history meets the predetermined first setting conditions. When the right setting means sets the first reward right for the user and the play history of the user clears a second setting condition determined in advance, the right setting means can set the second reward right for the user. It is the program according to any one of the first aspect to the sixth aspect.
[0015] The tenth aspect is In the reward right, there are a first reward right and a second reward right. When the play history of the user clears a first setting condition determined in advance, the right setting means can set the first reward right for the user. When the play history of the user clears a second setting condition determined in advance, the right setting means can set the second reward right for the user. When the right setting means can set the first reward right for the user, the right setting means can set the second reward right for the user by clearing a third setting condition different from the second setting condition in the play history of the user. It is the program according to any one of the first aspect to the sixth aspect.
[0016] The eleventh aspect is The program periodically determines whether the play history of the user clears the setting condition, and when the play history of the user does not clear the setting condition, a right restriction means that does not allow the right setting means to set the reward right for the user. functions the computer further as It is the program according to any one of the first aspect to the tenth aspect.
[0017] The twelfth aspect is The program a purchase means for executing a purchase process for purchasing the reward right functions the computer further as The rights-setting means can set the reward rights for the user if the user's play history meets the setting conditions and the purchase process is completed. The program is one of the programs described in Aspect 1 through Aspect 11.
[0018] The 13th aspect is, A program that is executed on a computer, A game progression means by which the user operates the computer to advance the game, A play history update means for updating play history data that shows the play history of the game by the user, A distribution means for distributing the video data of the aforementioned game to a distribution server, A distribution history update means for updating distribution history data that shows the distribution history of the distribution of video data of the game by the user, A rights setting means that, if the user's delivery history meets predetermined setting conditions, can set a reward right for the user, which is associated with a reward and the conditions for obtaining the reward. A reward setting means that, when the user's play history clears the reward conditions, sets the reward data indicating the reward of the reward right set by the right setting means so that the user can use it, To make the computer function as follows: It is a program.
[0019] The 14th side is, The aforementioned program, Distribution rights data acquisition means for acquiring distribution rights data indicating the right to distribute the video data of the aforementioned game to the distribution server, To further enable the aforementioned computer, The setting conditions are that the distribution rights data acquisition means has acquired the distribution rights data. That is, This is the program described on side 13.
[0020] The 15th aspect is, The aforementioned program, The distribution means sends a notification to the game server that the distribution means has distributed the video data of the game to the distribution server, A permission notification acquisition means that acquires permission notifications sent from the game server in response to a notification sent by the notification transmission means, To further enable the aforementioned computer, The setting condition is that the means for obtaining permission notices has obtained the permission notices. This is the program described on side 14.
[0021] The 16th side is, A program that is executed on a computer, A game progression means by which the user operates the computer to advance the game, A play history update means for updating play history data that shows the play history of the game by the user, A right setting means that, if the user's play history meets the set conditions, can set a reward right for the user, which is associated with a reward and the conditions for obtaining the reward. A reward setting means that, when the user's play history clears the reward conditions, sets the reward data indicating the reward of the reward right set by the right setting means so that the user can use it, The computer is made to function as follows: The rights that can be set for the user in accordance with the progress of the tutorial explaining the basic operations of the game, which is performed when the game is started, are defined as tutorial reward rights. In the aforementioned tutorial reward rights, the reward and the conditions for obtaining the said reward are linked. The reward rights established by the rights-setting means do not include the tutorial reward rights. It is a program.
[0022] The 17th aspect is, The system consists of a computer and a server. The computer comprises a means for progressing the game, a means for updating the play history, a means for setting rights, and a means for setting rewards. The server comprises a means for determining the establishment of rights and a means for notifying permission to establish rights. The game progression means allows the user to advance the game by operating the computer. The play history update means updates the play history data showing the user's play history of the game, The rights setting determination means determines whether the user's play history meets the setting conditions, The aforementioned rights setting permission notification means, if the user's play history meets the setting conditions, sends a permission notification to the user stating that a reward right associated with a reward and the reward conditions for obtaining the reward can be set. The rights-setting means can set the reward rights for the user when the permission notice is sent from the server. The reward setting means is configured so that when the user's play history meets the reward conditions, the user can use the reward data indicating the reward for the reward right set by the right setting means. The play history includes at least one of the following: parameters that change as a result of the user's play of the game, the user's performance in tournaments for the game, whether or not the user cheated in their play of the game, or whether or not they have a sponsor. It is a system.
[0023] The 18th side is, The system consists of a computer and a server. The computer comprises a game progression means, a play history update means, a distribution means, a distribution history update means, a rights setting means, and a reward setting means. The server comprises a means for determining the establishment of rights and a means for notifying permission to establish rights. The game progression means allows the user to advance the game by operating the computer. The play history update means updates the play history data showing the user's play history of the game, The distribution means causes the video data of the game to be distributed to the distribution server. The distribution history updating means updates the distribution history data showing the distribution history of the distribution of the video data of the game by the user, The rights setting determination means determines whether the user's distribution history meets the setting conditions, The aforementioned rights setting permission notification means, if the user's delivery history meets the setting conditions, sends a permission notification to the user stating that a reward right associated with a reward and the reward conditions for obtaining the reward can be set. The rights-setting means can set the reward rights for the user when the permission notice is sent from the server. The reward setting means sets the reward data indicating the reward for the reward right set by the right setting means so that the user can use it when the user's play history meets the reward conditions. It is a system.
[0024] The 19th side is, The system consists of a computer and a server. The computer comprises a means for progressing the game, a means for updating the play history, a means for setting rights, and a means for setting rewards. The server comprises a means for determining the establishment of rights and a means for notifying permission to establish rights. The game progression means allows the user to advance the game by operating the computer. The play history update means updates the play history data showing the user's play history of the game, The rights setting determination means determines whether the user's play history meets the setting conditions, The aforementioned rights setting permission notification means, if the user's play history meets the setting conditions, sends a permission notification to the user stating that a reward right associated with a reward and the reward conditions for obtaining the reward can be set. The rights-setting means can set the reward rights for the user when the permission notice is sent from the server. The reward setting means is configured so that when the user's play history meets the reward conditions, the user can use the reward data indicating the reward for the reward right set by the right setting means. The rights that can be set for the user in accordance with the progress of the tutorial explaining the basic operations of the game, which is performed when the game is started, are defined as tutorial reward rights. In the aforementioned tutorial reward rights, the reward and the conditions for obtaining the said reward are linked. The reward rights established by the rights-setting means do not include the tutorial reward rights. It is a system. [Effects of the Invention]
[0025] According to this disclosure, we can provide programs and systems to which a new concept of reward rights is applied. [Brief explanation of the drawing]
[0026] [Figure 1] Figure 1 is an explanatory diagram of system 1,1a. [Figure 2] Figure 2 shows a video of the game. [Figure 3] Figure 3 shows a video of the game. [Figure 4] Figure 4 shows a video of the game. [Figure 5] Figure 5 shows a video of the game. [Figure 6] Figure 6 shows a video of the game. [Figure 7] Figure 7 is a block diagram of the first computer 10-1. [Figure 8] Figure 8 is a block diagram of the game server 110. [Figure 9] Figure 9 is a block diagram of the distribution server 210. [Figure 10] Figure 10 shows the play history data D1 of user US1. [Figure 11] Figure 11 shows the user history data DD1-DDN managed by the game server 110. [Figure 12] Figure 12 is a flowchart showing the actions performed by the control device 12 of the first computer 10-1 and the control device 112 of the game server 110. [Figure 13] Figure 13 is a flowchart of the operations performed by the control unit 12 of the first computer 10-1. [Figure 14] Figure 14 shows the delivery history data DDD1 for user US1. [Figure 15] Figure 15 shows a video of the game. [Figure 16] Figure 16 shows the user history data DD1-DDN managed by the game server 110. [Figure 17] Figure 17 is a flowchart showing the actions performed by the control device 12 of the first computer 10-1, the control device 112 of the game server 110, and the control device 212 of the distribution server 210. [Figure 18] Figure 18 shows a video of the game. [Modes for carrying out the invention]
[0027] (Embodiment) System 1 according to an embodiment of this disclosure will be described with reference to the drawings.
[0028] [Overview of System 1] First, the overall configuration of System 1 will be explained with reference to the diagrams. Figure 1 is an explanatory diagram of System 1,1a. Figure 2 is a diagram showing game footage.
[0029] System 1, shown in Figure 1, comprises a first computer 10-1 through the Nth computer 10-N, a game server 110, and a distribution server 210. The first computer 10-1 through the Nth computer 10-N, the game server 110, and the distribution server 210 can communicate with each other via a communication network. The network can be the internet, an intranet, or the like.
[0030] Each of the first computer 10-1 through the nth computer 10-N is an information processing device used by users US1 through USN. Each of the first computer 10-1 through the nth computer 10-N is, for example, a smartphone, a tablet device, a home game console, a portable game console, or a personal computer.
[0031] The game server 110 and the distribution server 210 are computers. The game server 110 and the distribution server 210 provide responses to requests from the first computer 10-1 to the Nth computer 10-N. The game server 110 is a server for the first computer 10-1 to the Nth computer 10-N to play a communication game. In this embodiment, as shown in Figure 2, the game is a competitive fighting game in which a first character operated by user US1 of the first computer 10-1 and an Nth character operated by user USN of the Nth computer 10-N compete against each other. The distribution server 210 distributes the video data of the game played by the first computer 10-1 to the Nth computer 10-N via the Internet. Users US2 to USN-1 can view the video data of the game on the second computer 10-2 to the N-1 computer 10-N-1.
[0032] [System 1 Operation Overview] Next, an overview of the operation of System 1 will be described. Figures 3 to 6 are diagrams showing game footage. The footage in Figures 3 to 6 is displayed by the first computer 10-1. The footage in Figure 3 includes detailed information about the battle pass set for user US1. There are two types of battle passes: a normal battle pass and a premium battle pass. Game server 110 issues one normal battle pass and one premium battle pass to all users at the start of each season. The length of a season is, for example, three months.
[0033] The Normal Battle Pass is a pass that user US1 can set up for free on their account. In this specification, to avoid complexity in explanation, user accounts US1 through USN will simply be referred to as user US1 through USN. The Premium Battle Pass is a pass that user US1 can set up for a fee.
[0034] Here, user US1 can earn season points by winning the battle shown in Figure 2. In Figure 2, user US1 earns 100 season points. As shown in Figure 3, when user US1's earned season points reach 1200, user US1's season level increases by one. In Figure 3, user US1 has earned 500 season points. Season points are reset when the season level increases. Also, in Figure 3, user US1's season level is level 5. The season level is reset when the season ends.
[0035] As shown in Figure 3, the Normal Battle Pass and Premium Battle Pass associate rewards with the conditions for obtaining those rewards. Specifically, the Normal Battle Pass and Premium Battle Pass associate rewards with the season levels required to obtain them. If the Normal Battle Pass is set for user US1, user US1 will receive in-game currency when they reach season levels 4 and 5. If the Premium Battle Pass is set for user US1, user US1 will receive items or currency when they reach each of the season levels from 1 to 8. For example, the reward for level 1 is T-shirt data. If user US1 obtains the T-shirt data, they can put this T-shirt on the character they control. The rewards that user US1 can obtain with the Premium Battle Pass are greater than the rewards that user US1 can obtain with the Normal Battle Pass. In Figure 3, user US1's season level is level 5, so user US1 has obtained rewards up to level 5. Therefore, the rewards obtained by user US1 are checked.
[0036] By the way, there is a special battle pass (reward right) in the battle pass. The special battle pass is a pass that can be set for user US1 for a fee if user US1's play history meets predetermined setting conditions. The setting condition is that the total number of wins is 500 or more, as shown in Figure 4. Furthermore, the special battle pass does not include the normal battle pass or special battle pass that can be set periodically each season, either for a fee or for free. In addition, the special battle pass does not include the battle pass that can be set in the tutorial on basic game operations that is performed when starting the game. Specifically, basic game operations are not limited to controlling characters in the game or changing settings in the game, but also include operations for setting up the battle pass in the game, and operations for charging, such as purchasing items or battle passes in the game. The right that can be set for user US1 according to the progress of the tutorial on explaining basic game operations that is performed when starting the game is defined as the tutorial reward right. In the tutorial reward right, the reward and the reward conditions for obtaining the reward are associated. The special battle pass (reward right set by the right setting means 124 described later) does not include the tutorial reward right.
[0037] Figure 4 shows the image displayed by the first computer 10-1 when user US1 presses the "Special Battle Pass Details" button in Figure 3. The image in Figure 4 includes details of the Special Battle Pass. In the Special Battle Pass (reward rights), rewards and the conditions for obtaining those rewards are linked. Specifically, in the Special Battle Pass, rewards and the season levels required to obtain those rewards are associated. When the Special Battle Pass is set for user US1, user US1 can obtain items or currency when they reach each of the season levels from level 1 to 8. However, the rewards for the Special Battle Pass are data for items that are more difficult to obtain than the rewards for the Normal Battle Pass and the Premium Battle Pass. Also, the rewards for the Special Battle Pass have a design that makes it clear that they are rewards for the Special Battle Pass. For example, the reward for level 1 is data for a T-shirt with text on it. When user US1 obtains the data for the T-shirt with text on it, they can have the character they control wear this T-shirt. This allows other users to know that user US1 has obtained rewards from the Special Battle Pass.
[0038] Here, if user US1's play history does not meet the setting conditions (i.e., the total number of wins is less than 500), the first computer 10-1 will display the "Special Battle Pass Details" button, as shown in Figure 3. On the other hand, if user US1's play history does meet the setting conditions (i.e., the total number of wins is 500 or more), the first computer 10-1 will display the "Purchase Special Battle Pass" button, as shown in Figure 5. By operating the first computer 10-1, user US1 can purchase and set up the Special Battle Pass by pressing "Purchase Special Battle Pass".
[0039] When the Special Battle Pass is set for user US1, the first computer 10-1 displays the video shown in Figure 6. The video shown in Figure 6 includes information about the rewards for the Special Battle Pass, in addition to the video shown in Figure 4. As a result, user US1 can obtain the rewards set for the Special Battle Pass by clearing the reward conditions set for the Special Battle Pass in their play history.
[0040] [Structure of the first computer 10⁻¹ to the Nth computer 10⁻N] Next, the structure of the first computer 10-1 through the Nth computer 10-N will be explained with reference to the diagrams. Figure 7 is a block diagram of the first computer 10-1.
[0041] As shown in Figure 7, the first computer 10-1 includes a control unit 12, a storage unit 14, a network interface 16, a graphics processing unit 18, a display 20, an audio processing unit 22, a speaker 24, and an operation unit 26.
[0042] The memory unit 14 stores programs and data. The memory unit 14 is, for example, a combination of ROM (Read Only Memory), RAM (Random Access Memory), and storage (for example, flash memory or hard disk).
[0043] The program includes, for example, the following: • OS (Operating System) programs • Programs for applications that perform information processing (e.g., web browsers, or target applications described later)
[0044] The data includes, for example, the following: • Databases referenced in information processing • Data obtained by performing information processing (i.e., the results of performing information processing)
[0045] The control device 12 realizes the functions of the first computer 10-1 by executing the program stored in the memory unit 14. The control device 12 is, for example, at least one of the following: ·CPU(Central Processing Unit) ·GPU(Graphic Processing Unit) ·ASIC(Application Specific Integrated Circuit) ·FPGA(Field Programmable Array)
[0046] The control device 12 includes, as functional blocks, a game progression means 120, a play history update means 122, a rights setting means 124, a reward setting means 126, a rights restriction means 128, a purchase means 130, a distribution means 132, a distribution history update means 134, a distribution rights data acquisition means 136, a notification transmission means 138, and a permission notification acquisition means 140.
[0047] The network interface 16 controls communication between the first computer 10-1 and external devices. The external devices include the second computer 10-2 through the Nth computer 10-N, the game server 110, and the distribution server 210.
[0048] The graphics processing unit 18 displays an image on the display 20 based on the image data generated by the control device 12. The display 20 is either a liquid crystal display or an organic EL (Electro-Luminescence) display.
[0049] The audio processing unit 22 causes the speaker 24 to output sound based on the audio data generated by the control device 12.
[0050] The operation unit 26 generates operation signals based on the user US1's actions and outputs these operation signals to the control device 12. The operation unit 26 is an input device such as a keyboard, mouse, or gamepad.
[0051] Note that the second computer 10-2 through the Nth computer 10-N have the same structure as the first computer 10-1, so their explanation will be omitted.
[0052] [Structure of game server 110] Next, the structure of the game server 110 will be explained with reference to the diagram. Figure 8 is a block diagram of the game server 110.
[0053] As shown in Figure 8, the game server 110 includes a control unit 112, a storage unit 114, and a network interface 116.
[0054] The memory unit 114 stores programs and data. The memory unit 114 is, for example, a combination of ROM (Read Only Memory), RAM (Random Access Memory), and storage (for example, flash memory or hard disk). The program includes, for example, the following: • OS (Operating System) programs • Programs for applications that perform information processing (e.g., web browsers, or target applications described later)
[0055] The data includes, for example, the following: • Databases referenced in information processing • Data obtained by performing information processing (i.e., the results of performing information processing)
[0056] The control device 112 implements the functions of the game server 110 by executing the program stored in the memory unit 114. The control device 112 is, for example, at least one of the following: ·CPU(Central Processing Unit) ·GPU(Graphic Processing Unit) ·ASIC(Application Specific Integrated Circuit) ·FPGA(Field Programmable Array)
[0057] The control device 112 includes a rights establishment determination means 150 and a rights establishment permission notification means 152 as functional blocks.
[0058] The network interface 116 controls communication between the game server 110 and external devices. The external devices are the first computer 10-1 through the Nth computer 10-N and the distribution server 210.
[0059] By the way, user US1 can play the game using the first computer 10-1. Specifically, the game server 110 stores the game program and game data, and manages the game data of the first computer 10-1.
[0060] The first computer 10-1 progresses the game based on the actions of user US1. To this end, the first computer 10-1 receives (specifically downloads and installs) the game program and game data from the game server 110 via a communication network. An account containing identification information and a password is assigned to each user and is associated with the first computer 10-1. This account is sent from the first computer 10-1 to the game server 110 upon login and is used for user authentication on the game server 110.
[0061] After user authentication, communication between the game server 110 and the first computer 10-1 becomes possible. After logging in, the first computer 10-1 receives data necessary for game progression (data related to game progress) from the game server 110, and proceeds with the game while outputting game video and audio to the display 20 and speaker 24 based on the user US1's input.
[0062] [Structure of distribution server 210] Next, the structure of the distribution server 210 will be explained with reference to the diagram. Figure 9 is a block diagram of the distribution server 210.
[0063] As shown in Figure 9, the distribution server 210 includes a control device 212, a storage unit 214, and a network interface 216.
[0064] The memory unit 214 stores programs and data. The memory unit 214 is, for example, a combination of ROM (Read Only Memory), RAM (Random Access Memory), and storage (for example, flash memory or hard disk). The program includes, for example, the following: • OS (Operating System) programs • Programs for applications that perform information processing (e.g., web browsers, or target applications described later)
[0065] The data includes, for example, the following: • Databases referenced in information processing • Data obtained by performing information processing (i.e., the results of performing information processing)
[0066] The control device 212 implements the functions of the distribution server 210 by executing the program stored in the storage unit 214. The control device 212 is, for example, at least one of the following: ·CPU(Central Processing Unit) ·GPU(Graphic Processing Unit) ·ASIC(Application Specific Integrated Circuit) ·FPGA(Field Programmable Array)
[0067] The network interface 216 controls communication between the distribution server 210 and external devices. The external devices are the first computer 10-1 through the Nth computer 10-N and the game server 110.
[0068] The distribution server 210 distributes the game video data transmitted from the first computer 10-1 to the second computer 10-2 or the N-1th computer 10-N-1.
[0069] [System 1 Operation] Next, the operation of System 1 will be explained with reference to the diagrams. Figure 10 shows the play history data D1 of user US1. Figure 11 shows the user history data DD1 to DDN managed by the game server 110. Figure 12 is a flowchart executed by the control device 12 of the first computer 10-1 and the control device 112 of the game server 110. Figure 13 is a flowchart executed by the control device 12 of the first computer 10-1.
[0070] The control device 12 of the first computer 10-1 reads the programs stored in the memory unit 14, causing these programs to perform the operations described below on the first computer 10-1. The programs then cause the control device 12 to function as a game progression means 120, a play history update means 122, a rights setting means 124, a reward setting means 126, a rights restriction means 128, a purchase means 130, a distribution means 132, a distribution history update means 134, a distribution rights data acquisition means 136, a notification transmission means 138, and a permission notification acquisition means 140.
[0071] The control device 112 of the game server 110 reads the programs stored in the memory unit 114, causing these programs to perform the operations described below on the game server 110. The programs then cause the control device 112 to function as a rights setting determination means 150 and a rights setting permission notification means 152.
[0072] Furthermore, the memory unit 14 of the first computer 10-1 stores the play history data D1 shown in Figure 10. The play history data D1 is data showing the game play history of user US1. The play history includes at least one of the following: parameters that change as user US1 plays the game, user US1's performance in game tournaments, whether or not user US1 cheated in playing the game, or whether or not there is a sponsor. In this embodiment, the play history includes the total number of logins, total number of login days, total number of matches, total number of wins, total number of losses, total play time, number of tournaments participated in, number of tournaments won, rank, season points, whether or not there was cheating, and whether or not there is a sponsor. The total number of logins, total number of login days, total number of matches, total number of wins, total number of losses, total play time, number of tournaments participated in, number of tournaments won, rank, and season points are parameters that change as user US1 plays the game.
[0073] Rank is a parameter determined by User US1's performance in tournaments. There are four ranks: Diamond, Platinum, Gold, Silver, and Bronze. As User US1's tournament performance improves, their rank will increase sequentially from Bronze, Silver, Gold, Platinum, and Diamond. Thus, parameters include not only numbers but also letters, like rank.
[0074] As described above, the play history includes parameters that indicate user US1's skill level in the game. These parameters include total number of matches played, total number of wins, total number of losses, total play time, number of tournaments participated in, number of tournament wins, and rank.
[0075] The presence or absence of cheating indicates whether user US1 has a history of using illegal techniques or committing rule violations while playing the game. The presence or absence of sponsors indicates whether or not a sponsor is supporting user US1. Sponsors decide whether or not to support user US1 based on user US1's performance and other factors. Therefore, the presence or absence of sponsors is included in the play history. If user US1 is supported by a sponsor, for example, the sponsor's logo will be displayed on the character controlled by user US1.
[0076] Furthermore, the memory unit 114 of the game server 110 stores the user history data DD1 to DDN shown in Figure 11. Each of the user history data DD1 to DDN is a history related to users US1 to USN registered in the game. The user history data DD1 to DDN includes play history and battle pass history. The battle pass history indicates whether or not users US1 to USN set up a premium battle pass and a special battle pass in each season.
[0077] First, referring to Figure 12, we will explain the actions performed by the control device 12 of the first computer 10-1 when a special battle pass is set for user US1. In this process, user US1 is playing a competitive fighting game with user USN, as shown in Figure 2. At this time, the control device 12 (game progression means 120) advances the game as user US1 operates the first computer 10-1 (step S1). While the game is in progress, the first computer 10-1, the Nth computer 10-N, and the game server 110 communicate with each other.
[0078] When the game ends, the control device 12 (play history update means 122) of the first computer 10-1 updates the play history data D1 (see Figure 10) which shows the game play history of user US1 (step S2). In Figure 2, user US1 has won against user USN. In this case, the control device 12 (play history update means 122) updates the total number of matches played, total number of wins, and season points in the play history data D1. Also, the control device 112 of the game server 110 updates the play history data D1 (see Figure 11) which shows the user's game history of user US1 (step S101). The control device 112 updates the total number of matches played, total number of wins, and season points in the user history data DD1.
[0079] Next, the control device 12 of the first computer 10-1 refers to the play history data D1 and determines whether the play history meets the set conditions (step S3). In this embodiment, the set condition is that the total number of wins is 500 or more, as shown in Figure 4. Therefore, the control device 12 of the first computer 10-1 determines whether the total number of wins in the play history data D1 is 500 or more. If the total number of wins in the play history data D1 is not 500 or more, the control device 12 of the first computer 10-1 determines that the play history does not meet the set conditions, and the process proceeds to step S4. If the total number of wins in the play history data D1 is 500 or more, the control device 12 of the first computer 10-1 determines that the play history meets the set conditions, and the process proceeds to step S5.
[0080] If the play history does not meet the set conditions (step S3-No), the control device 12 displays the battle pass video X shown in Figure 3 (step S4). In this case, the battle pass video X shown in Figure 3 includes a "Special Battle Pass Details" button. Therefore, user US1 can view the video shown in Figure 4 by operating the first computer 10-1 and pressing the "Special Battle Pass Details" button. However, user US1 cannot purchase a special battle pass. After this, this process ends.
[0081] If the play history meets the set conditions (Step S3, Yes), the control device 12 displays the Battle Pass video Y shown in Figure 5 (Step S5). In this case, the Battle Pass video Y shown in Figure 5 includes a "Purchase Special Battle Pass" button. At this time, the control device 12 displays a pop-up notification on the display 20 indicating that the Special Battle Pass can be purchased. User US1 can purchase the Special Battle Pass by operating the first computer 10-1 and pressing the "Purchase Special Battle Pass" button.
[0082] Next, the control unit 12 of the first computer 10-1 causes the game server 110 to send a purchase notification via the network interface 16 indicating that a special battle pass is to be purchased (step S6). Accordingly, the network interface 216 of the game server 110 receives the purchase notification and outputs it to the control unit 112. As a result, the control unit 112 of the game server 110 acquires the purchase notification (step S102).
[0083] Next, the control device 112 (rights setting determination means 150) of the game server 110 refers to the user history data DD1 and determines whether the play history of user US1 meets the setting conditions (step S103). In this embodiment, the setting condition is that the total number of wins is 500 or more, as shown in Figure 4. Therefore, the control device 112 of the game server 110 determines whether the total number of wins in the user history data DD1 is 500 or more. If the total number of wins in the user history data DD1 is not 500 or more, the control device 112 of the game server 110 determines that the play history does not meet the setting conditions, and the process proceeds to step S104. If the total number of wins in the user history data DD1 is 500 or more, the control device 112 of the game server 110 determines that the play history meets the setting conditions, and the process proceeds to step S105.
[0084] If the play history does not meet the set conditions (step S103, No.), the control device 112 causes the first computer 10-1 to send a purchase denial notice via the network interface 116 indicating that user US1 cannot purchase the battle pass (step S104). In this case, user US1 cannot purchase the special battle pass. After this, this process ends.
[0085] If the play history meets the setting conditions (step S103, Yes), the control device 112 causes the first computer 10-1 to send a purchase permission notification via the network interface 116 indicating that user US1 can purchase a battle pass (step S105). That is, if the control device 112 (right setting permission notification means 152) of the game server 110 meets the setting conditions in step S103, in step S105 the permission notification that a special battle pass (a reward right associated with rewards and reward conditions for obtaining those rewards) can be set for user US1. Accordingly, the network interface 16 of the first computer 10-1 receives the purchase notification and outputs the purchase notification to the control device 12. As a result, the control device 12 of the first computer 10-1 obtains the purchase permission notification (step S7). Accordingly, user US1 operates the first computer 10-1 to purchase the special battle pass.
[0086] Next, the control device 12 (purchase means 130) of the first computer 10-1 and the control device 112 of the game server 110 perform a purchase process to purchase a special battle pass (reward rights) (steps S8, S106). Steps S8 and S106 involve so-called billing processes.
[0087] Once the purchase process is complete, the control device 12 of the first computer 10-1 sets the special battle pass to user US1 (step S9). Specifically, the control device 12 of the first computer 10-1 displays the battle pass video Z shown in Figure 6 on the display 20. If user US1's play history meets the reward conditions, user US1 can obtain the reward. As described above, the control device 12 (right setting means 124) of the first computer 10-1 can set the special battle pass (reward right) to user US1 if user US1's play history meets the predetermined setting conditions (i.e., a purchase permission notification has been sent from the game server 110) and the purchase process is complete.
[0088] Next, the control device 12 of the first computer 10-1 determines whether user US1's play history has already cleared the reward conditions for the special battle pass set by the control device 12 (step S10). If the play history does not clear the reward conditions, this process ends. If the play history clears the reward conditions, this process proceeds to step S11.
[0089] If the play history meets the reward conditions, the control device 12 (reward setting means 126) of the first computer 10-1 allows user US1 to acquire the reward (step S11). For example, in Figure 6, user US1's series level is level 5. Therefore, the control device 12 of the first computer 10-1 allows user US1 to acquire rewards from level 1 to level 5. In this way, if the control device 12 (right setting means 124) sets a special battle pass (reward right) for user US1 after user US1's play history meets the reward conditions, the control device 12 (reward setting means 126) of the first computer 10-1 sets the reward data so that user US1 can use it. After this, this process ends.
[0090] Next, referring to Figure 13, we will explain the actions performed by the control device 12 of the first computer 10-1 when user US1 obtains a reward from the Special Battle Pass. In the flowchart of Figure 13, as explained below, the control device 12 (reward setting means 126) of the first computer 10-1 sets the reward data so that user US1 can use it if the control device 12 (right setting means 124) has set the Special Battle Pass (reward right) for user US1 and user US1's play history clears the reward conditions.
[0091] In this process, user US1 plays a competitive fighting game with user USN, as shown in Figure 2. During this time, the control device 12 (game progression means 120) advances the game as user US1 operates the first computer 10-1 (step S21). While the game is in progress, the first computer 10-1, the Nth computer 10-N, and the game server 110 communicate with each other.
[0092] When the game ends, the control device 12 (play history update means 122) of the first computer 10-1 updates the play history data D1 (see Figure 10) which shows the game play history of user US1 (step S22). In Figure 2, user US1 has won against user USN. In this case, the control device 12 (play history update means 122) updates the total number of matches played and the total number of wins in the play history data D1.
[0093] Next, the control device 12 of the first computer 10-1 refers to the play history data D1 and determines whether the play history meets the reward conditions (step S23). In this embodiment, the reward condition is an increase in the season level, as shown in Figure 6. In Figure 6, the season level is level 5 and the season points are 500 points. When the season points reach 1200 points, the season level increases to level 6. Therefore, the control device 12 of the first computer 10-1 determines whether the season points in the play history data D1 have reached 1200 points. If the season points in the play history data D1 have not reached 1200 points, the control device 12 of the first computer 10-1 determines that the play history does not meet the reward conditions, and this process ends. If the season points in the play history data D1 have reached 1200 points, the control device 12 of the first computer 10-1 determines that the play history meets the reward conditions, and this process proceeds to step S24.
[0094] If the play history meets the reward conditions (Step S23, Yes), the control device 12 allows user US1 to receive the reward (Step S24). That is, if user US1's play history meets the reward conditions in Step S23, the control device 12 (reward setting means 126) sets the reward data indicating the reward for the Special Battle Pass (reward right) set by the control device 12 (right setting means 124) so that user US1 can use it. As a result, user US1 can use the reward when playing the game. After this, this process ends.
[0095] [effect] According to the program and system 1, the control device 12 of the first computer 10-1 can set a special battle pass for user US1 if the user US1's play history meets predetermined setting conditions. Thus, in the program and system 1, the control device 12 of the first computer 10-1 determines whether or not to set a special battle pass for user US1 based on the user US1's play history. Such a special battle pass is different from the normal battle pass, which all users can set for free, and the premium battle pass, which all users can set by paying. In other words, according to the program and system 1, a new concept of battle pass is provided.
[0096] Furthermore, if user US1's play history meets the setting conditions, the Special Battle Pass can be set for user US1. Therefore, only a portion of all users have the Special Battle Pass set. As a result, user US1 can obtain the status of having the Special Battle Pass set in the game. Users who do not have the Special Battle Pass set will play the game in a way that clears the setting conditions in their play history in order to obtain this status. As a result, more users will play the game, and the game will become more active.
[0097] Furthermore, even if User US1's play history does not meet the setting conditions, if User US1 is able to purchase a Special Battle Pass, User US1 can easily obtain it. In this case, User US1 may stop setting up the Special Battle Pass and playing the game. Therefore, User US1 may develop a negative impression of the game, and consequently, a negative impression of the game developer who created the game.
[0098] Therefore, in the program and system 1, if user US1's play history meets the set conditions, the Special Battle Pass can be set for user US1. This encourages user US1 to play the game diligently to meet the set conditions in their play history. As a result, user US1 willingly purchases the Special Battle Pass so that their efforts are not wasted. Furthermore, user US1, whose play history meets the set conditions, is likely to possess high skill and therefore likely to continue playing the game. Such user US1 is less likely to stop playing the game without setting up the Special Battle Pass, even after purchasing it. Consequently, there are more users who are likely to continue playing the game over the long term. In addition, the likelihood of user US1 having a negative impression of the game is reduced, as is the likelihood of user US1 having a negative impression of the game developer.
[0099] In Program and System 1, if the control device 12 of the first computer 10-1 sets a Special Battle Pass for user US1 after the user US1's play history has cleared the reward conditions, the control device 12 sets the reward data so that user US1 can use it. As a result, user US1 can obtain all the rewards corresponding to the reward conditions cleared before the Special Battle Pass was set for user US1.
[0100] Furthermore, if user US1's play history requires them to clear reward conditions again after purchasing the Special Battle Pass, user US1 may hesitate to purchase the Special Battle Pass towards the end of the season. However, in Program and System 1, if the control device 12 of the first computer 10-1 sets the Special Battle Pass for user US1 after user US1's play history has cleared the reward conditions, the control device 12 sets the reward data so that user US1 can use it. As a result, user US1 will purchase the Special Battle Pass even towards the end of the season.
[0101] Furthermore, the play history includes parameters that indicate user US1's skill level in the game. Therefore, the Special Battle Pass is set for user US1 who is likely to have the skill level to meet the Special Battle Pass's requirements. This further enhances the status of having the Special Battle Pass set. Moreover, since the Special Battle Pass is set for user US1 who is likely to have the skill level to meet the Special Battle Pass's requirements, user US1 is more likely to meet the reward conditions for the Special Battle Pass. Consequently, the phenomenon of user US1 purchasing the Battle Pass but being unable to obtain the rewards due to insufficient skill level becomes less likely.
[0102] Furthermore, in the program and system 1, the control device 12 can set a Special Battle Pass for user US1 if the user US1's play history meets the setting conditions and the purchase process is completed. In this way, user US1 can purchase a Special Battle Pass if user US1 has the skill to meet the setting conditions for the Special Battle Pass. Such a Special Battle Pass serves the function of guaranteeing user US1's skill for a fee. Therefore, the Special Battle Pass may function as a professional license. In this case, the purchase cost of the Special Battle Pass is the renewal fee for the professional license.
[0103] Furthermore, in the program and system 1, the control device 12 can set the Special Battle Pass for user US1 if the user US1's play history meets the set conditions and the purchase process is completed. As a result, having the Special Battle Pass set for user US1 signifies a high status in the game. Therefore, user US1 will be more inclined to purchase the Special Battle Pass.
[0104] In the tutorial, user US1 learns how to play the game, as well as how to purchase items and battle passes. However, user US1 cannot freely purchase items or battle passes until the tutorial on purchasing methods is completed. User US1 can acquire tutorial reward rights, which can be set for them, depending on their progress through the tutorial explaining the basic game controls at the start of the game. Therefore, user US1 can acquire tutorial reward rights regardless of their skill level in the game. On the other hand, the Special Battle Pass is acquired by users with appropriate skill levels in the game and by users who continue to play. Therefore, the Special Battle Pass does not include tutorial reward rights.
[0105] (modified version) The following describes a modified version of the program and system 1a. Figure 14 shows the distribution history data DDD1 of user US1. Figure 15 shows the game's video. Figure 16 shows the user history data DD1 to DDN managed by the game server 110. Figure 17 is a flowchart executed by the control device 12 of the first computer 10-1, the control device 112 of the game server 110, and the control device 212 of the distribution server 210.
[0106] System 1a differs from System 1 in the following respects: The control device 12 (distribution means 132) of the first computer 10-1 causes the game video data shown in Figure 2 to be distributed to the distribution server 210. The control device 12 (distribution history update means 134) of the first computer 10-1 updates the distribution history data DDD1 (see Figure 14), which shows the distribution history of the distribution of game video data by user US1. The control device 12 (right setting means 124) of the first computer 10-1 can set a special battle pass (reward right) for user US1 if the user US1's distribution history meets predetermined setting conditions (see Figure 15).
[0107] The memory unit 14 of the first computer 10-1 stores the play history data D1 shown in Figure 10 and the distribution history data DDD1 shown in Figure 14. The play history data D1 has already been explained, so its explanation will be omitted. The distribution history data DDD1 is data that shows the distribution history of game video data distributed by user US1. In this embodiment, the distribution history includes the total distribution time, the number of distributions, and the date and time of distribution.
[0108] Furthermore, the memory unit 114 of the game server 110 stores the user history data DD1 to DDN shown in Figure 16. The user history data DD1 to DDN is a history related to users US1 to USN registered in the game. The user history data DD1 to DDN includes play history, streaming history, and battle pass history.
[0109] First, referring to Figure 17, we will explain the operation performed by the control unit 12 of the first computer 10-1 when a special battle pass is set for user US1. In this process, user US1 operates the first computer 10-1 to perform operations to distribute game video data. Accordingly, the control unit 12 of the first computer 10-1 sends a distribution request to the distribution server 210 via the network interface 16 (step S51). Accordingly, the network interface 216 of the distribution server 210 receives the distribution request and outputs the distribution request to the control unit 212. As a result, the control unit 212 of the distribution server 210 acquires the distribution request (step S201).
[0110] Next, the control device 12 (game progression means 120) of the first computer 10-1 progresses the game as user US1 operates the first computer 10-1, and also causes the user to transmit game video data to the distribution server 210 via the network interface 216 (step S52). Accordingly, the network interface 216 of the distribution server 210 receives the video data and outputs the video data to the control device 212. As a result, the control device 212 of the distribution server 210 acquires the video data (step S202).
[0111] Next, the control device 212 of the distribution server 210 causes the video data to be distributed to the second computer 10-2 to the N-1st computer 10-N-1 via the network interface 216 (step S203). In this way, the control device 12 (distribution means 132) of the first computer 10-1 causes the game video data to be distributed to the distribution server 210 in steps S52, S202, and S203. As a result, users US2 to USN-1 can view the game video on the second computer 10-2 to the N-1st computer 10-N-1.
[0112] When the game ends, the control device 12 (play history update means 122) of the first computer 10-1 updates the play history data D1 (see Figure 10) which shows the game play history of user US1 (step S2). In Figure 2, user US1 has won against user USN. In this case, the control device 12 (play history update means 122) updates the total number of matches played, total number of wins, and season points in the play history data D1. Also, the control device 112 of the game server 110 updates the play history data D1,DN (see Figure 11) which shows the user's game history of user US1 (step S101). The control device 112 updates the total number of matches played, total number of wins, and season points in the user history data DD1,DDN.
[0113] Next, the control device 12 (play history update means 122) of the first computer 10-1 updates the distribution history data DDD1 (see Figure 14) related to the distribution of game video data by user US1 (step S53). Specifically, the control device 12 (play history update means 122) adds the distribution time in the game play of step S52 to the total distribution time, adds 1 to the number of distributions, and records the distribution date and time and distribution time in the distribution history data DDD1. In addition, the control device 112 of the game server 110 updates the distribution history data DDD1 (see Figure 16) which shows the distribution history related to the distribution of game video data by user US1 (step S151). The control device 112 updates the total distribution time, number of distributions, distribution date and time, and distribution time in the distribution history data DDD1.
[0114] Next, the control device 12 of the first computer 10-1 refers to the distribution history data DDD1 and determines whether the distribution history meets the set conditions (step S54). In this embodiment, the set condition is that the total distribution time is 50 hours or more, as shown in Figure 15. Therefore, the control device 12 of the first computer 10-1 determines whether the total distribution time of the distribution history data DDD1 is 50 hours or more. If the total distribution time of the distribution history data DDD1 is not 50 hours or more, the control device 12 of the first computer 10-1 determines that the distribution history does not meet the set conditions, and the process proceeds to step S4. If the total distribution time of the distribution history data DDD1 is 50 hours or more, the control device 12 of the first computer 10-1 determines that the distribution history meets the set conditions, and the process proceeds to step S5.
[0115] If the play history does not meet the set conditions (step S54, No.), the control device 12 displays the battle pass video X shown in Figure 3 (step S4). In this case, the battle pass video X shown in Figure 3 includes a "Special Battle Pass Details" button. Therefore, user US1 can view the video shown in Figure 4 by operating the first computer 10-1 and pressing the "Special Battle Pass Details" button. However, user US1 cannot purchase a special battle pass. After this, this process ends.
[0116] If the play history meets the set conditions (step S54, Yes), the control device 12 displays the Battle Pass video Y shown in Figure 5 (step S5). In this case, the Battle Pass video Y shown in Figure 5 includes a "Purchase Special Battle Pass" button. Therefore, user US1 can purchase the Special Battle Pass by operating the first computer 10-1 and pressing the "Purchase Special Battle Pass" button.
[0117] Next, the control unit 12 of the first computer 10-1 causes the game server 110 to send a purchase notification via the network interface 16 indicating that a special battle pass is to be purchased (step S6). Accordingly, the network interface 216 of the game server 110 receives the purchase notification and outputs it to the control unit 112. As a result, the control unit 112 of the game server 110 acquires the purchase notification (step S102).
[0118] Next, the control device 112 (rights setting determination means 150) of the game server 110 refers to the user history data DD1 and determines whether the user US1's distribution history meets the setting conditions (step S152). In this embodiment, the setting condition is that the total distribution time is 50 hours or more, as shown in Figure 15. Therefore, the control device 112 of the game server 110 determines whether the total distribution time of the user history data DD1 is 50 hours or more. If the total distribution time of the user history data DD1 is not 50 hours or more, the control device 112 of the game server 110 determines that the distribution history does not meet the setting conditions, and the process proceeds to step S104. If the total distribution time of the user history data DD1 is 50 hours or more, the control device 112 of the game server 110 determines that the distribution history meets the setting conditions, and the process proceeds to step S105.
[0119] If the play history does not meet the set conditions (step S152, No.), the control device 112 causes the first computer 10-1 to send a purchase denial notice via the network interface 216 indicating that user US1 cannot purchase the battle pass (step S104). In this case, user US1 cannot purchase the special battle pass. After this, this process ends.
[0120] If the play history meets the setting conditions (step S152, Yes), the control device 12 causes the first computer 10-1 to send a purchase permission notification via the network interface 216 indicating that user US1 can purchase a battle pass (step S105). That is, the control device 112 (right setting permission notification means 152) of the game server 110 sends a permission notification to user US1 stating that a special battle pass (a reward right associated with rewards and reward conditions for obtaining those rewards) can be set for user US1 if user US1's streaming history meets the setting conditions. Accordingly, the network interface 16 of the first computer 10-1 receives the purchase notification and outputs the purchase notification to the control device 12. As a result, the control device 12 of the first computer 10-1 obtains the purchase permission notification (step S7). Accordingly, user US1 operates the first computer 10-1 to purchase the special battle pass.
[0121] Next, the control device 12 (purchase means 130) of the first computer 10-1 and the control device 112 of the game server 110 perform a purchase process to purchase a special battle pass (reward rights) (steps S8, S106). Steps S8 and S106 involve so-called billing processes.
[0122] Next, the control device 12 of the first computer 10-1 sets the special battle pass for user US1 (step S9). Specifically, the control device 12 of the first computer 10-1 displays the battle pass video Z shown in Figure 6. As a result, if user US1's play history meets the reward conditions, user US1 can obtain the reward. As described above, the control device 12 (right setting means 124) of the first computer 10-1 can set the special battle pass (reward right) for user US1 if user US1's distribution history meets the predetermined setting conditions (i.e., a purchase permission notification has been sent from the game server 110) and the purchase process has been completed.
[0123] Next, the control device 12 of the first computer 10-1 determines whether user US1's play history has already cleared the reward conditions for the special battle pass set by the control device 12 (step S10). If the play history does not clear the reward conditions, this process ends. If the play history clears the reward conditions, this process proceeds to step S11.
[0124] If the play history meets the reward conditions, the control device 12 (reward setting means 126) of the first computer 10-1 allows user US1 to acquire the reward (step S11). That is, if the control device 12 (right setting means 124) sets a special battle pass (reward right) for user US1 after user US1's play history meets the reward conditions, the control device 12 (reward setting means 126) of the first computer 10-1 sets the reward data so that user US1 can use it. For example, in Figure 6, user US1's series level ranges from level 1 to level 5. Therefore, the control device 12 of the first computer 10-1 allows user US1 to acquire rewards up to level 5. After this, this process ends.
[0125] Furthermore, the actions performed by the control device 12 of the first computer 10-1 when user US1 in system 1a obtains the rewards from the Special Battle Pass are the same as the actions performed by the control device 12 of the first computer 10-1 when user US1 in system 1 obtains the rewards from the Special Battle Pass, so the explanation is omitted.
[0126] [effect] According to the program and system 1a, the control device 12 of the first computer 10-1 can set a special battle pass for user US1 if the user US1's distribution history meets predetermined setting conditions. Thus, in the program and system 1a, the control device 12 of the first computer 10-1 determines whether or not to set a special battle pass for user US1 based on the user US1's distribution history. Such a special battle pass is different from the normal battle pass, which all users can set for free, and the premium battle pass, which all users can set for a fee. In other words, according to the program and system 1a, a new concept of battle pass is provided.
[0127] Furthermore, if user US1's streaming history meets the specified conditions, the Special Battle Pass will be set for user US1. Therefore, user US1, who has the Special Battle Pass, is only a portion of all users. As a result, user US1 can obtain the status of having the Special Battle Pass set in the game. Users who do not have the Special Battle Pass will stream game footage in a way that meets the streaming conditions in their streaming history in order to obtain this status. As a result, more users will stream game footage, and the game will become more active.
[0128] (Other embodiments) The various control means and processing procedures described in the above embodiments are examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be modified as appropriate without altering the essence of the present invention.
[0129] Furthermore, the structures of systems 1 and 1a may be combined in any way.
[0130] Furthermore, the control device 12 (game progression means 120) of the first computer 10-1 may generate video data so that other users of the game can see from other computers that a Special Battle Pass (reward right) has been set for user US1. Figure 18 is a diagram showing a video of the game. In Figure 18, an "SP" mark is added below user US1's name to indicate that a Special Battle Pass has been set. As a result, users other than user US1 can recognize that a Special Battle Pass has been set for user US1. Therefore, user US1 can obtain the status in the game that a Special Battle Pass has been set.
[0131] Furthermore, the control device 12 of the first computer 10-1 may generate video data so that other users of the game can see from other computers that the Special Battle Pass has been set for user US1 because user US1's streaming history has cleared the setting conditions. This allows users other than user US1 to recognize that user US1's streaming history has cleared the setting conditions. Also, viewers of the video can recognize that user US1's streaming history has cleared the setting conditions by watching the video.
[0132] In system 1,1a, only one type of special battle pass exists, but multiple types of special battle passes may exist. In this case, the setting conditions for multiple types of special battle passes may be different from each other. More specifically, there are a first special battle pass (first reward right) and an Nth special battle pass (nth reward right). N is an integer greater than or equal to 2. The control device 12 (right setting means 124) of the first computer 10-1 can set the Mth reward right for user US1 if the user US1's play history or distribution history meets a predetermined Mth setting condition. M is an integer between 1 and N. The first to Nth setting conditions are different from each other.
[0133] In System 1,1a, there may be a first Special Battle Pass (first reward right) and a second Special Battle Pass (second reward right). In this case, if the first Special Battle Pass is set for user US1, user US1 may unconditionally set the second Special Battle Pass. More specifically, the control device 12 (right setting means 124) of the first computer 10-1 can set the first Special Battle Pass (first reward right) for user US1 if user US1's play history or distribution history clears a predetermined first setting condition. Furthermore, the control device 12 (right setting means 124) of the first computer 10-1 can set the second Special Battle Pass (second reward right) for user US1 if user US1's play history clears a predetermined second setting condition. In this case, if the control device 12 (right-setting means 124) of the first computer 10-1 can set the first special battle pass (first reward right) to user US1, it may also set the second special battle pass (second reward right) to user US1 even if user US1's play history or distribution history does not meet the second setting conditions.
[0134] In System 1,1a, there may be two types of Special Battle Passes (reward rights): a First Special Battle Pass (first reward right) and a Second Special Battle Pass (second reward right). One of the conditions for setting the Second Special Battle Pass to User US1 is that the First Special Battle Pass is set to User US1. Specifically, the control device 12 (right setting means 124) of the First Computer 10-1 can set the First Special Battle Pass (first reward right) to User US1 if User US1's play history or distribution history meets a predetermined first setting condition. Furthermore, if the First Special Battle Pass (first reward right) is set to User US1 and User US1's play history or distribution history meets a predetermined second setting condition, the control device 12 (right setting means 124) of the First Computer 10-1 can set the Second Special Battle Pass (second reward right) to User US1.
[0135] In System 1,1a, there may be a first Special Battle Pass (first reward right) and a second Special Battle Pass (second reward right). The conditions for setting the second Special Battle Pass to user US1 may differ depending on whether the first Special Battle Pass is set to user US1 or not. More specifically, the control device 12 (right setting means 124) of the first computer 10-1 can set the first Special Battle Pass (first reward right) to user US1 if user US1's play history or distribution history clears a predetermined first setting condition. The control device 12 (right setting means 124) of the first computer 10-1 can set the second Special Battle Pass (second reward right) to user US1 if user US1's play history or distribution history clears a predetermined second setting condition. The control device 12 (right-setting means 124) of the first computer 10-1 can set the first special battle pass (first reward right) for user US1, and if user US1's play history or streaming history clears a third setting condition that is different from the second setting condition, it can set the second special battle pass (second reward right) for user US1. The difficulty level of the third setting condition may be higher or lower than the difficulty level of the second setting condition.
[0136] In system 1,1a, the control device 12 (rights restriction means 128) of the first computer 10-1 periodically determines whether user US1's play history or streaming history meets the setting conditions. If user US1's play history or streaming history does not meet the setting conditions, the control device 12 (rights setting means 124) does not need to set the Special Battle Pass (reward rights) for user US1. In this way, by periodically determining whether or not the Special Battle Pass can be set, user US1 will play the game or stream game footage in a way that allows the control device 12 to set the Special Battle Pass for user US1.
[0137] In system 1a, the setting condition is not limited to the total distribution time being 50 hours or more. The setting condition may also be that the number of distributions is a predetermined number or more, or that distribution took place on a specific date and time. Furthermore, the setting condition may also be that user US1 has distribution rights. Distribution rights are the right to have the game's video data distributed to the distribution server 210. Distribution rights are granted to user US1 by, for example, the game operator (the operator of the game server 110). The control device 12 (distribution rights data acquisition means 136) of the first computer 10-1 acquires distribution rights data from the game server 110 that indicates the right to have the game's video data distributed to the distribution server 210. The control device 12 of the first computer 10-1 records in the distribution history data DDD1 that user US1 has acquired distribution rights data. The setting condition is that the control device 12 (distribution rights data acquisition means 136) has acquired distribution rights data.
[0138] In system 1a, the control device 12 (notification transmission means 138) of the first computer 10-1 may send a notification to the game server 110 that the control device 12 (distribution means 132) has delivered the game video data to the distribution server 210. When the control device 112 of the game server 110 receives the notification that the game video data has been delivered to the distribution server 210, it sends a permission notification to the first computer 10-1 via the network interface 116. As a result, the control device 12 (permission notification acquisition means 140) of the first computer 10-1 receives the permission notification sent from the game server 110 in response to the notification sent by the control device 12 (notification transmission means 138). The control device 12 of the first computer 10-1 records in the distribution history data DDD1 that user US1 has received the permission notification. The setting condition is that the control device 12 (permission notification acquisition means 140) of the first computer 10-1 has received the permission notification.
[0139] Furthermore, the game is not limited to fighting games. The game may be an action game, shooting game, role-playing game, simulation game, card game, sports game, board game, or puzzle game, etc. For example, if the game is a card game, the characters are character cards. The items are item cards and skill cards. In this case, for example, the user plays the game by manipulating character cards, item cards, and skill cards. Specifically, a card object corresponding to a player character, on which the player character is depicted, is set up in a deck in a virtual space, and the player character corresponding to that card object battles against an enemy character.
[0140] Note that user US1 of the first computer 10-1 may play against the computer instead of user USN of the Nth computer 10-N.
[0141] Note that the first computer 10-1 and the Nth computer 10-N communicate via the game server 110. However, the first computer 10-1 and the Nth computer 10-N may also communicate via peer-to-peer, for example.
[0142] Furthermore, instead of user US1 on computer 10-1 and user USN on computer N 10-N competing against each other, user US1 on computer 10-1 and user USN on computer N 10-N may cooperate to play the game.
[0143] Furthermore, the play history does not need to include parameters that change independently of user US1's gaming skill. Parameters that change independently of user US1's gaming skill include, for example, the current time and the history of whether or not all users have completed events that all users experience as they progress through the game. An example of an event that all users experience as they progress through the game is the tutorial at the start of the game.
[0144] In System 1, the setting condition is that the total number of wins is 500 or more. In other words, the setting condition is determined by a parameter that changes as user US1 plays the game. Therefore, the setting condition may be determined by the total number of logins, total number of login days, total number of matches played, total number of losses, total play time, number of tournaments participated in, number of tournament wins, and rank. However, the setting condition may also be determined by user US1's performance in game tournaments. In this case, the setting condition would be, for example, winning a tournament. This would further improve the status of user US1 having a Special Battle Pass. The setting condition may also be determined by whether or not user US1 has cheated in playing the game. In this case, the setting condition would be, for example, that user US1 has not cheated in playing the game. This would help to suppress the occurrence of cheating in the game. The setting condition may also be determined by whether or not user US1 has a sponsor. In this case, the setting condition would be, for example, that user US1 has a sponsor. This would further improve the status of user US1 having a Special Battle Pass.
[0145] Furthermore, the Special Battle Pass may become unavailable for User US1 once a season ends. In this case, the Special Battle Pass may be re-assigned to User US1 under different conditions than those used for the initial setup. Additionally, even if User US1's play history or streaming history does not meet the setup requirements, the Special Battle Pass may be re-assigned to User US1 for a fee in the next season.
[0146] The game server 110 may be implemented by a single computer or by multiple computers. Furthermore, the game server 110 may include a server for running the game and a server for managing accounts for multiple users.
[0147] The distribution server 210 may be implemented by a single computer or by multiple computers.
[0148] Furthermore, the Special Battle Pass may be set for user US1 for free if user US1's play history or streaming history meets the setting requirements.
[0149] Note that season points do not need to be reset when the season level increases. In this case, season points will continue to accumulate until the end of a season.
[0150] Play history may also include, for example, consecutive login days (an indicator of users who play consistently), reputation from other users (such as "likes" and blacklistings), number of items or premium battle passes purchased, amount spent (an indicator of users who pay to play the game), amount of prize money won, number of times the game has trended on X (formerly Twitter), and number of posts on X.
[0151] Furthermore, rank may be determined by user US1's performance in events other than tournaments. Specifically, user US1 can play in a mode where rank changes when playing the game in normal, non-tournament modes. In this mode, user US1's rank increases when they win against other users, and decreases when they lose to other users. The amount of rank increase and decrease depends on the difference between user US1's rank and the ranks of other users.
[0152] Furthermore, if User US1 reaches the highest rank (Diamond), User US1 may be rated according to the points corresponding to that rank.
[0153] Note that in Figure 12, either step S3 or step S103 may be executed by itself.
[0154] The distribution history may include the number of distributions or distribution time for a distribution platform, the number of distributions or distribution time for a given game, the distribution time or number of distributions for a season, or a combination of these. The number of distributions or distribution time for a distribution platform may be the sum of the number of distributions or distribution time for multiple platforms, or the number of distributions or distribution time for a specific platform. The number of distributions or distribution time for a given game may be the number of distributions or distribution time for a game on System 1,1a, or the sum of the number of distributions or distribution time for a game on System 1,1a and other games. Furthermore, the number of distributions or distribution time for each given game may be the number of distributions or distribution time for multiple games produced by the same game manufacturer.
[0155] In step S9, the control device 12 of the first computer 10-1 may set one special battle pass or multiple special battle passes.
[0156] In step S9, the control device 12 of the first computer 10-1 may automatically set the Special Battle Pass for user US1 without any action from user US1 if the Special Battle Pass is purchased. Furthermore, both automatically set and manually set Special Battle Passes may exist.
[0157] In addition, some of the multiple battle passes may be assigned to user US1. In this case, season points and season levels may be reflected for the battle pass assigned to user US1, or season points and season levels may be reflected for both the battle pass assigned to user US1 and the battle passes not assigned to user US1.
[0158] The effects and advantages of this embodiment will also be achieved when these other embodiments are adopted. Furthermore, it is possible to combine this embodiment with other embodiments, and other embodiments with each other, as appropriate. [Explanation of Symbols]
[0159] 1,1a: Level 10-1 to 10-N: Computer 1 to Computer N 12: Control device 14: Storage part 16: Network Interface 18: Graphics Processing Unit 20: Display 22: Audio Processing Unit 24: Speaker 26:Operation unit 110: Game Server 112: Control device 114: Storage section 116: Network Interface 120: Game progression methods 122: How to update play history 124: Means of establishing rights 126: Reward Setting Method 128: Means of limiting rights 130: Purchase Methods 132: Distribution method 134: Delivery history update method 136: Means of acquiring distribution rights data 138: Notification transmission method 140: Means of obtaining permission notice 150: Means for determining the establishment of rights 152: Means of notifying permission to establish rights 210: Distribution Server 212: Control device 214: Storage section 216: Network Interface D1~DN: Play history data DD1~DDN: User history data DDD1~DDDN: Delivery history data US1~USN: User
Claims
1. A program that is executed on a computer, A game progression means by which the user operates the computer to advance the game, A play history update means for updating play history data that shows the play history of the game by the user, A right setting means that, if the user's play history meets predetermined setting conditions, can set a reward right for the user, which is associated with a reward and the conditions for obtaining the reward. A reward setting means that, when the user's play history clears the reward conditions, sets the reward data indicating the reward of the reward right set by the right setting means so that the user can use it, The computer is made to function as follows: The play history includes at least one of the user's performance in the game's tournaments, whether or not the user cheated in playing the game, or whether or not they have a sponsor. program.
2. A program that is executed on a computer, A game progression means by which the user operates the computer to advance the game, A play history update means for updating play history data that shows the play history of the game by the user, A right setting means that, if the user's play history meets predetermined setting conditions, can set a reward right for the user, which is associated with a reward and the conditions for obtaining the reward. A reward setting means that, when the user's play history clears the reward conditions, sets the reward data indicating the reward of the reward right set by the right setting means so that the user can use it, The computer is made to function as follows: The play history includes parameters that change as a result of the user's play of the game, and at least one of the user's performance in tournaments for the game, whether or not the user cheated in their play of the game, or whether or not they have a sponsor. program.
3. The reward setting means, when the user's play history clears the reward conditions and the rights setting means sets the reward data so that the user can use it, The program according to claim 1 or claim 2.
4. The reward setting means, when the right setting means has set the reward right for the user and the user's play history clears the reward conditions, sets the reward data so that the user can use it. The program according to claim 1 or claim 2.
5. The play history includes parameters indicating the user's skill level in the game. The program according to claim 1 or claim 2.
6. The aforementioned play history does not include parameters that change independently of the user's skill level in the game. The program according to claim 1 or claim 2.
7. The game progression means generates video data so that other users of the game can see from other computers that the reward right has been set for the user. The program according to claim 1 or claim 2.
8. The aforementioned reward rights include a first reward right and an Nth reward right, N is an integer greater than or equal to 2, The rights-setting means can set the Mth reward right for the user if the user's play history meets the predetermined Mth setting conditions. M is an integer between 1 and N, The first to the Nth setting conditions are all different conditions. The program according to claim 1 or claim 2.
9. The aforementioned compensation rights consist of a first compensation right and a second compensation right. The rights-setting means can set the first reward right for the user if the user's play history meets the predetermined first setting conditions. The rights-setting means can set the second reward right for the user if the user's play history meets the predetermined second setting conditions. If the rights-setting means can set the first reward right for the user, it can set the second reward right for the user even if the user's play history does not meet the second setting conditions. The program according to claim 1 or claim 2.
10. The aforementioned compensation rights consist of a first compensation right and a second compensation right. The rights-setting means can set the first reward right for the user if the user's play history meets the predetermined first setting conditions. The rights-setting means can set the second reward right to the user if the first reward right has been set to the user and the user's play history meets the predetermined second setting conditions. The program according to claim 1 or claim 2.
11. The aforementioned compensation rights consist of a first compensation right and a second compensation right. The rights-setting means can set the first reward right for the user if the user's play history meets the predetermined first setting conditions. The rights-setting means can set the second reward right for the user if the user's play history meets the predetermined second setting conditions. If the rights-setting means can set the first reward right for the user, the second reward right can be set for the user if the user's play history clears a third setting condition that is different from the second setting condition. The program according to claim 1 or claim 2.
12. The aforementioned program, Periodically determine whether the user's play history meets the setting conditions, and if the user's play history does not meet the setting conditions, a rights restriction means prevents the user from setting the reward rights using the rights setting means. To further enable the aforementioned computer, The program according to claim 1 or claim 2.
13. The aforementioned program, Purchase means for executing a purchase process to purchase the aforementioned reward rights, To further enable the aforementioned computer, The rights-setting means can set the reward rights for the user if the user's play history meets the setting conditions and the purchase process is completed. The program according to claim 1 or claim 2.
14. The system consists of a computer and a server. The computer comprises a means for progressing the game, a means for updating the play history, a means for setting rights, and a means for setting rewards. The server comprises a means for determining the establishment of rights and a means for notifying permission to establish rights. The game progression means allows the user to advance the game by operating the computer. The play history update means updates the play history data showing the user's play history of the game, The rights setting determination means determines whether the user's play history meets the setting conditions, The aforementioned rights setting permission notification means, if the user's play history meets the setting conditions, sends a permission notification to the user stating that a reward right associated with a reward and the reward conditions for obtaining the reward can be set. The rights-setting means can set the reward rights for the user when the permission notice is sent from the server. The reward setting means is configured so that when the user's play history meets the reward conditions, the user can use the reward data indicating the reward for the reward right set by the right setting means. The play history includes at least one of the user's performance in the game's tournaments, whether or not the user cheated in playing the game, or whether or not they have a sponsor. system.
15. The system comprises a computer and a server, The computer comprises a means for progressing the game, a means for updating the play history, a means for setting rights, and a means for setting rewards. The server comprises a means for determining the establishment of rights and a means for notifying permission to establish rights. The game progression means allows the user to advance the game by operating the computer. The play history update means updates the play history data showing the user's play history of the game, The rights setting determination means determines whether the user's play history meets the setting conditions, The aforementioned rights setting permission notification means, if the user's play history meets the setting conditions, sends a permission notification to the user stating that a reward right associated with a reward and the reward conditions for obtaining the reward can be set. The rights-setting means can set the reward rights for the user when the permission notice is sent from the server. The reward setting means is configured so that when the user's play history meets the reward conditions, the user can use the reward data indicating the reward for the reward right set by the right setting means. The play history includes parameters that change as a result of the user's play of the game, and at least one of the user's performance in tournaments for the game, whether or not the user cheated in their play of the game, or whether or not they have a sponsor. system.