Computer system, game system, program, and method for controlling the execution of a lottery process.
Patent Information
- Application Number
- JP2025046464
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-03-21
- Publication Date
- 2026-09-08
- Estimated Expiration
- 2038-03-28
AI Technical Summary
【0007】 ここでいう「コンピュータシステム」は、単数のコンピュータによるシステムでもよいし、複数のコンピュータが通信可能に連結されたシステムでもよい意味である。第1の発明によれば、役割の異なる複数種類の中から第1種及び第2種とするオブジェクトの種類を決定し、当該決定に基づいて、第1抽選に係る当選確率と、第2抽選に係る当選確率とを設定することができる。そして、決定した第1抽選に係る当選確率に基づき第1種のオブジェクトを抽選する第1抽選と、第2抽選に係る当選確率に基づき第2種のオブジェクトを抽選する第2抽選とを、一連の抽選処理として実行することができる。これによれば、連続して行う抽選処理に関連性を持たせることができ、プレーヤの射幸心を高めること、或いは、単に抽選を複数回行うだけとは異なる興趣性を有する抽選処理を実現することができる。
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Abstract
Description
[[Technical Field]]
[0001] The present invention relates to a computer system or the like that provides users with objects usable in a game. [[Background Art]]
[0002] Conventionally, games that employ a billing system called "item billing", which provides objects such as characters, weapons, and items usable in the game for a fee, are known. For example, Patent Document 1 discloses a game in which items can be purchased by consuming a predetermined in-game currency. Further, modes of item billing are not limited to sales modes where a player (user) can individually specify and purchase desired objects such as items; there are also modes in which objects selected by lottery are provided to users (so-called "gacha"). [[Prior Art Documents]] [[Patent Documents]]
[0003] [[Patent Document 1]] Japanese Unexamined Patent Application Publication No. 2015-008988 [[Summary of the Invention]] [[Problem to be Solved by the Invention]]
[0004] By the way, in conventional gacha, even when the gacha is performed multiple times consecutively, the lottery processes are performed individually, so there is no relationship between the respective lottery results. For this reason, a game player (user) simply repeats an operation to instruct execution of gacha for the purpose of winning a desired object, the process is monotonous, and there has been a problem that it is difficult to sufficiently raise the user's gambling spirit.
[0005] Accordingly, an object of the present invention is to provide a technology that makes consecutive lottery processes related to each other to enhance the user's gambling spirit, or enables a lottery process to have an entertainment property different from simply performing a plurality of rounds of lottery. [Means for solving the problem]
[0006] The first invention for solving the above problems is a computer system (for example, a server system 1100 in Figure 1) that, based on a lottery execution instruction operation by a user operating a user terminal (for example, a user terminal 1500 in Figure 1), draws an object usable in the game from a group of objects and grants the object selected by the lottery to the user, wherein the object has multiple types of objects with different roles, and the lottery type determination means (for example, a lottery order determination unit 233 in Figures 7 and 12) determines which of the multiple types will be designated as a first type and which as a second type, and the probability of each object being selected when performing a first lottery from the group of first type objects which are the first type objects, and the probability of each object being selected from the group of second type objects which are the second type objects The computer system comprises: probability setting means (for example, a lottery probability setting unit 235 in Figures 7 and 12) that sets the probability of winning each object when a second lottery is conducted from among them, based on the determination of the lottery type determination means; first lottery means (for example, a first lottery processing unit 237 in Figures 7 and 12) that conducts the first lottery and draws a first grant object to be given to the user based on the winning probability set by the probability setting means; and second lottery means (for example, a second lottery processing unit 257 in Figures 7 and 12) that conducts the second lottery and draws a second grant object to be given to the user based on the winning probability set by the probability setting means, wherein the lottery type determination means, the probability setting means, the first lottery means and the second lottery means function as a series of lottery processes.
[0007] Here, "computer system" can refer to a system consisting of a single computer or a system in which multiple computers are connected in a communicative manner. According to the first invention, the types of objects to be designated as Type 1 and Type 2 can be determined from among several types with different roles, and based on this determination, the winning probabilities for the first draw and the winning probabilities for the second draw can be set. Then, a first draw, in which a Type 1 object is drawn based on the determined winning probabilities for the first draw, and a second draw, in which a Type 2 object is drawn based on the winning probabilities for the second draw, can be executed as a series of draw processes. This makes it possible to create a connection between the draw processes performed consecutively, thereby increasing the player's sense of gambling, or realizing a draw process that has a different kind of appeal than simply performing multiple draws.
[0008] Furthermore, the second invention is a computer system of the first invention, wherein the probability setting means is set such that the probability of winning all or some of the objects of the same type differs depending on whether they are determined as the first type or the second type by the lottery type determination means.
[0009] According to the second invention, when focusing on a certain type, the probability of winning an object can be set such that the probability of winning that object differs depending on whether it is included in a first lottery, which is performed first, or in a second lottery, which is performed later.
[0010] Furthermore, the third invention is a computer system of the first or second invention in which the object has parameter settings that include at least a setting indicating rarity, and the probability setting means sets the probability of winning an object that satisfies a predetermined high-rarity condition indicating high rarity to be higher in the first drawing than in the second drawing.
[0011] According to the third invention, when focusing on a certain type, the probability of winning an object of that type that satisfies the high rarity condition is higher when that type is included in the first draw than when that type is included in the second draw.
[0012] Furthermore, the fourth invention is a computer system of the first or second invention in which the object has parameter settings that include at least a setting indicating rarity, and the probability setting means sets, based on the user's instructions, which of the first and second draws should have a higher probability of winning an object that satisfies a predetermined high-rarity condition indicating high rarity.
[0013] According to the fourth invention, when focusing on a certain type of object, the probability of winning an object of that type that satisfies the high rarity condition can be set, based on the user's instructions, to be higher when that type is included in the first draw or in the second draw.
[0014] Furthermore, the fifth invention is a computer system of the third or fourth invention, further comprising means for controlling the display on the user terminal of information indicating which of the first lottery or the second lottery has a higher probability of winning an object that satisfies the high rarity conditions.
[0015] According to the fifth invention, when focusing on a certain type of object, it is possible to show the user whether the probability of winning an object of that type that satisfies the high rarity conditions is higher when that type is included in the first draw or in the second draw.
[0016] Furthermore, the sixth invention is a computer system of any one of the first to fifth inventions, wherein the second lottery means includes a probability changing means (for example, the second lottery probability changing unit 240 in Figures 7 and 12) that changes the winning probability set by the probability setting means for each object included in the second type of object group based on the parameter settings set for the first assigned object, and the second lottery is performed according to the winning probability changed by the probability changing means to select the second assigned object.
[0017] According to the sixth invention, the winning probability for the second lottery, which is set for the second type of object, can be changed based on the parameter settings of the first assigned object, which is determined by lottery from the first type of object group in the first lottery.
[0018] Furthermore, the seventh invention is a computer system of the sixth invention in which the probability changing means changes the probability of winning an object among the second type of object group that has parameter settings that satisfy corresponding conditions based on the parameter settings set for the first assigned object.
[0019] According to the seventh invention, the probability of winning an object from the second type of object group whose parameter settings satisfy corresponding conditions with respect to the parameter settings of the first assigned object can be changed.
[0020] Furthermore, the eighth invention is a computer system of the seventh invention, wherein the probability changing means has means for increasing the probability of winning an object for which the parameter settings satisfy the corresponding conditions.
[0021] Furthermore, the ninth invention is a computer system of the seventh invention, wherein the probability changing means has means for reducing the probability of winning an object for which the parameter settings satisfy the corresponding conditions.
[0022] According to the 8th or 9th invention, it is possible to increase or decrease the winning probability of an object satisfying a corresponding condition among the second-type object group.
[0023] Furthermore, the 10th invention is the computer system according to any one of the 7th to 9th inventions, wherein the parameter setting includes at least a setting indicating rarity.
[0024] According to the 10th invention, it is possible to change the winning probability of an object, whose rarity satisfies a corresponding condition with the rarity of the first granted object, among the second-type object group.
[0025] Furthermore, the 11th invention is the computer system according to any one of the 7th to 9th inventions, wherein the parameter setting includes at least a setting related to combination compatibility between the first-type and the second-type objects.
[0026] According to the 11th invention, it is possible to change the winning probability of an object, whose setting related to combination compatibility satisfies a corresponding condition with the said setting related to the first granted object, among the second-type object group.
[0027] Furthermore, the 12th invention is the computer system according to any one of the 1st to 11th inventions, wherein the probability setting means sets the winning probability of each object when performing the first lottery and / or the winning probability of each object when performing the second lottery, based on the determination by the lottery type determining means and the user's play history.
[0028] According to the 12th invention, the winning probability of each object when performing the first lottery and / or the winning probability of each object when performing the second lottery is set also in consideration of the user's play history. For this reason, for example, objects that are easily won in the first lottery and objects that are easily won in the second lottery can be changed depending on the frequency and amount of billing or item consumption.
[0029] Furthermore, the thirteenth invention is a game system (for example, the game system 1000 in Figure 1) configured to enable communication between a user terminal and a computer system of any of the first to twelfth inventions.
[0030] According to the 13th invention, a game system that produces the same effects as the first invention can be realized.
[0031] Furthermore, the 14th invention is a program (for example, the game program 504 in Figure 12) that causes a user terminal (for example, the user terminal 1500A in Figure 12) to execute a process of drawing a lottery to select an object usable in the game from a group of objects based on the user's lottery execution instruction operation, and granting the object selected by the lottery to the user, wherein the object has multiple types of objects with different roles, a lottery type determination means for determining which of the multiple types will be a first type and which will be a second type, the probability of each object being selected when performing a first lottery from the first type object group which is the first type object, and the probability of the second type being selected The program causes the user terminal to function as a probability setting means that sets the probability of each object being selected when performing a second lottery from a group of second type objects, which are objects, based on the determination of the lottery type determination means; a first lottery means that performs the first lottery and selects a first grant object to be awarded to the user based on the winning probability set by the probability setting means; and a second lottery means that performs the second lottery and selects a second grant object to be awarded to the user based on the winning probability set by the probability setting means, and executes the lottery type determination means, the probability setting means, the first lottery means and the second lottery means as a series of lottery processes.
[0032] According to the 14th invention, a program that produces the same effects as the first invention can be realized. [Brief explanation of the drawing]
[0033] [Figure 1] A diagram showing an example of the overall structure of the game system. [Figure 2]A diagram showing an example of the device configuration of a user terminal. [Figure 3] A diagram illustrating the principle of the lottery probability setting process. [Figure 4] A diagram illustrating the process of selecting the order of the lottery draw. [Figure 5] This figure shows an example of the data structure for defining the probability of consecutive wins. [Figure 6] A diagram illustrating the principle of the second lottery probability setting process. [Figure 7] A block diagram showing an example of the functional configuration of a server system. [Figure 8] A diagram showing an example of the data structure of user management data. [Figure 9] A diagram showing an example of the data structure of game object data. [Figure 10] A block diagram showing an example of the functional configuration of a user terminal. [Figure 11] A flowchart illustrating the processing flow in a server system. [Figure 12] A diagram showing an example of the functional configuration of the user terminal in Modification Example 1. [Modes for carrying out the invention]
[0034] Preferred embodiments of the present invention will be described below with reference to the drawings. However, the present invention is not limited to the embodiments described below, nor are the applicable forms of the present invention limited to the embodiments described below. Furthermore, the same parts are denoted by the same reference numerals in the drawings.
[0035] Figure 1 is a diagram showing an example of the overall configuration of the game system 1000 in this embodiment. As shown in Figure 1, the game system 1000 includes a server system 1100, which is a computer system, and a user terminal 1500 owned by a user, who is a player 2 of the game in this embodiment. These are connected to each other via a communication line 9 so that they can communicate data with one another.
[0036] Communication line 9 refers to a communication path capable of data communication. In other words, communication line 9 includes not only dedicated lines (dedicated cables) for direct connection and LANs (Local Area Networks) using Ethernet (registered trademark), but also communication networks such as telephone networks, cable networks, and the Internet, and the communication method is either wired or wireless.
[0037] The server system 1100 comprises a main unit 1101, a keyboard 1106, a touch panel 1108, and storage 1140. The main unit 1101 incorporates a control board 1150 on which various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as VRAM, RAM, and ROM, and a communication device 1153 are mounted. Note that part or all of the control board 1150 may be implemented using an ASIC (Application Specific Integrated Circuit), FPGA (field-programmable gate array), or SoC (System on a Chip).
[0038] This server system 1100 implements user management functions related to user registration, etc., and game management functions that provide data necessary for playing the game on the user terminal 1500 and manage the execution control of the game on the user terminal 1500, by having the CPU 1151 and other components perform calculations based on predetermined programs and data. In other words, the game in this embodiment is implemented as a type of client-server online game. Player 2 accesses the server system 1100 with their user terminal 1500, logs in with the issued account, and enjoys the game in this embodiment.
[0039] Furthermore, the server system 1100 cooperates with an external electronic payment server operated by an electronic payment provider, etc., to perform the purchase procedure (charging process) for virtual currency equivalent points (hereinafter simply referred to as "points"). During the charging process, the electronic payment server responds to inquiries from the server system 1100 and settles the purchase amount of points using the player 2's credit card, prepaid card, etc. The server system 1100 then grants points equivalent to the purchase amount settled by the electronic payment server to player 2.
[0040] The server system 1100 is not limited to the single configuration shown in Figure 1. It may also be configured with multiple blade servers, each handling different functions, connected to each other via an internal bus for data communication. Alternatively, it may be configured to function as a server system 1100 by having multiple independent servers located in different places communicate via a communication line 9.
[0041] The user terminal 1500 is a computer system that performs the functions of a human-machine interface and can connect to a communication line 9 via a mobile phone base station, wireless communication base station, etc., and communicate data with the server system 1100. This user terminal 1500 can take the form of, for example, a smartphone, mobile phone, portable game console, home game console, controller for a home game console, arcade game console, personal computer, tablet computer, wearable computer, etc.
[0042] Figure 2 shows an example of the device configuration of a smartphone, which is an example of a user terminal 1500. As shown in Figure 2, the user terminal 1500 includes a directional input key 1502, a home key 1504, a touch panel 1506 that functions as both an image display device and a contact position input device, a built-in battery 1509, a speaker 1510, a microphone 1512, a control board 1550, and a memory card reader 1542 that can read and write data to a memory card 1540, which is a computer-readable storage medium. Other components, such as a power button and volume control buttons, are also provided (not shown).
[0043] The control board 1550 is equipped with various microprocessors such as a CPU 1551, GPU, and DSP, various IC memories 1552 such as VRAM, RAM, and ROM, a wireless communication module 1553 for wireless communication with mobile phone base stations and wireless LAN base stations connected to the communication line 9, and an interface circuit 1557. The control board 1550 also includes so-called I / F circuits (interface circuits) 1557, such as circuits for receiving signals from the directional input keys 1502 and home key 1504, a driver circuit for the touch panel 1506, an output amplifier circuit for outputting audio signals to the speaker 1510, an audio signal generation circuit for generating audio signals collected by the microphone 1512, and signal input / output circuits for the memory card reader 1542. Each of these elements mounted on the control board 1550 is electrically connected via bus circuits, etc., enabling data reading and writing, and signal transmission and reception. Note that part or all of the control board 1550 may be configured with ASICs, FPGAs, or SoCs.
[0044] In this control board 1550, the IC memory 1552 stores the game client program and various setting data necessary to execute this game client program. The game client program and other data are downloaded from the server system 1100 at appropriate times. Alternatively, the data may be read from a separate storage medium such as a memory card 1540. The CPU 1551 and other components then execute the game client program and perform calculations, controlling various parts of the user terminal 1500 in response to input from the touch panel 1506, directional input keys 1502, and home key 1504, thereby enabling player 2 to play the game.
[0045] [overview] In the game of this embodiment, player 2 can draw (gacha) objects usable in the game in exchange for spending a predetermined amount of points. Objects that can be obtained through gacha include, for example, characters that can be selected as player characters, various items such as weapons, armor, ammunition, and medicine that player characters can equip or use, mounts for player characters, summoned beasts, additional abilities that can be added to player characters such as magic and skills, the right to unlock new game stages and maps, and the right to draw again. In this embodiment, multiple objects that can be classified into three types of categories, "weapons," "characters," and "items," each with a different role, are prepared in advance as targets for the draw. Note that the payment spent in gacha is not limited to points, but may also be real-world currency (money).
[0046] More specifically, in this embodiment, two gacha menus are provided: "Single Gacha" and "Multiple Gacha". In the Single Gacha, for example, the system accepts a category selection operation from Player 2 and selects one of the following categories (types of objects with different roles): weapons, characters, and items. A single draw is then performed for the selected category, and the winning object is given to Player 2.
[0047] On the other hand, if the rapid-fire gacha is selected, the lottery process is performed multiple times, and the winning objects are given to Player 2 all at once. In this embodiment, the lottery is performed separately for each category: weapons, characters, and items, from the object group of each category. The processing procedure first involves receiving a lottery execution instruction operation. For example, Player 2 performs the lottery execution instruction operation by selecting the rapid-fire gacha menu from the gacha menu. After receiving the lottery execution instruction operation, the system then accepts Player 2's lottery order selection operation to determine the execution order (lottery order) of the lottery for each category. Subsequently, the system executes a series of lottery processes in the determined lottery order: a weapon lottery to select a weapon to be given to Player 2 from the object group of the weapon category (the group of weapons prepared as lottery targets), a character lottery to select a character to be given to Player 2 from the object group of the character category (the group of characters prepared as lottery targets), and an item lottery to select an item to be given to Player 2 from the object group of the item category (the group of items prepared as lottery targets). Afterward, the three objects—the winning weapon, character, and item—are given to Player 2, and the continuous gacha process ends.
[0048] Here, each object prepared as a target for the lottery has a predetermined rarity level. The rarities are, for example, "Super Rare," "Rare," and "Common," from highest to lowest. Of course, there can be four or more rarity levels, or even just two. In addition, each of the Super Rare and Rare objects has a predetermined winning probability that is different for single draws and multi-draw draws. The winning probability for single draws is a value corresponding to the rarity, and the higher the rarity of the object, the lower the winning probability and the harder it is to win. For example, Super Rare has a 0.3% chance, and Rare has a 0.9% chance. The winning probability for multi-draw draws will be explained later.
[0049] The draw process for single gacha draws uses the winning probabilities for single gacha draws. If a rare object is not won in the draw, one non-rare object with a common rarity is selected from the objects eligible for the draw and awarded. On the other hand, when performing a multi-draw gacha, the winning probabilities are set and changed based on predetermined values for multi-draw gacha draws and used in the draw process.
[0050] [principle] 1. Lottery probability setting process The lottery probability setting process is performed prior to the execution of the consecutive gacha (series of lottery processes), and the winning probability for each category's lottery is set according to whether the lottery for that category is performed as the first lottery (earlier in the sequence) or as the second lottery (later in the sequence). Figure 3 is a diagram illustrating the principle of the lottery probability setting process, showing a series of lottery processes (a) and (b) performed in different orders. In Figure 3(a), focusing on the two lotteries in the top two rows, the first lottery, which is the first lottery, is a character lottery, and the second lottery, which is the second lottery, is a weapon lottery. In other words, the first type is a character, and the second type is a weapon. Conversely, in Figure 3(b), the first lottery is a weapon lottery, and the second lottery is a character lottery (the first type is a weapon, and the second type is a character).
[0051] In this embodiment, the winning probabilities set by the lottery probability setting process differ depending on whether the character lottery is performed in an earlier order (a) or a later order (b). Specifically, if the character lottery is performed earlier, the winning probability of "high-rarity" characters that meet predetermined high-rarity conditions is set higher, and the winning probability of "non-rare" characters is set lower (Figure 3(a)). In contrast, if the character lottery is performed later, the winning probability of high-rarity characters is lower compared to the case in Figure 3(a), and the winning probability of non-rare characters is increased accordingly (b). Although not shown in the figures, if the character lottery is performed last, the winning probability of high-rarity characters becomes even lower than in the case in Figure 3(b), and the winning probability of non-rare characters also increases further. The high-rarity condition can be, for example, "the rarity is super rare or rare," but it may also be the case that only super rare objects meet the high-rarity condition. The same applies when focusing on weapon draws: drawing earlier in the weapon draw order makes it easier to win high-rarity weapons (Figure 3(a)), while drawing later makes it harder to win high-rarity weapons (Figure 3(b)). The same is true when focusing on item draws.
[0052] In other words, in this embodiment, the probability of winning is set such that if the drawing order is set earlier, it is easier to win a rare object in that drawing, while if the drawing order is set later, it is more difficult to win a rare object in that drawing.
[0053] To achieve this, the lottery probability setting process first accepts a lottery execution instruction operation along with a lottery order selection operation to determine the category of object to be designated as Type 1 and the category of object to be designated as Type 2. In this embodiment, the operation to specify the lottery order for each lottery for weapons, characters, and items in a series of lottery processes is accepted as a lottery order selection operation.
[0054] Figure 4(a) is a diagram illustrating the lottery order selection operation, showing an example of the lottery order selection screen displayed on the touch panel 1506 after the lottery execution command operation. As shown in Figure 4(a), the lottery order selection screen displays three indicators A11, A13, and A15 on the left side of the screen, representing the weapon lottery, character lottery, and item lottery, respectively, performed in a series of lottery processes, while three lottery order designation positions B11, B13, and B15, labeled "first," "second," and "last," are displayed on the right side of the screen. On this lottery order selection screen, if player 2 wants to perform the character lottery first, for example, they touch the indicator A13 representing the character lottery and drag and drop it to the lottery order designation position B11. Figure 4(b) shows an example of moving the three indicators A11, A13, and A15 to the desired lottery order designation positions B11, B13, and B15 in a similar manner.
[0055] Here, on the lottery order selection screen, the probability of winning a rare object when drawing in the corresponding lottery order is displayed near the lottery order designation positions B11, B13, and B15. In this embodiment, the probability of winning a rare object increases the earlier the lottery order is drawn, so the probability of winning a rare object is displayed to Player 2, indicating that it is high in the first draw, slightly high in the second draw, and low in the last draw. Therefore, Player 2, referring to this display, specifies the lottery order, for example, by specifying a character draw in the first draw if they want to obtain a character of high rarity.
[0056] Once the lottery order selection operation is received as described above, the order of the operation is determined as the lottery order. Then, based on the determined lottery order, the winning probability for each lottery is set. The winning probabilities for consecutive gacha draws described above are used for setting. Figure 5 shows an example of the data structure of the winning probability definition data that defines the winning probabilities for consecutive gacha draws. As shown in Figure 5, the winning probability definition data for consecutive gacha draws (consecutive winning probability definition data) stores the winning probabilities for each rare object when its category is the first, second, and last in the lottery order of the series of draw processes. For example, focusing on the character category in Figure 5, if its lottery order is the first, the predetermined winning probability values enclosed by the dashed line are set as the winning probabilities for the corresponding rare objects. On the other hand, if its lottery order is the last, the predetermined winning probability values enclosed by the double dashed line are set as the winning probabilities for the corresponding rare objects.
[0057] Basically, the probability of winning each rare object is highest when it is drawn first, and progressively lower for the second and last draws. However, it is not necessary for the probability of winning all rare objects to be different depending on the draw order; some objects may have the same probability of winning at each draw order. In other words, the probability of winning some rare objects may change depending on the draw order.
[0058] According to the lottery probability setting process described above, in a series of lottery processes that perform lotteries for different categories in sequence, the probability of winning rare objects can be set higher for the category that is performed first in the lottery order. Therefore, for example, if Player 2 specifies the lottery order to start with the character lottery, it becomes easier to win a character with a higher rarity. Conversely, in weapon lotteries and item lotteries that are performed later in the lottery order, it becomes more difficult to win weapons or items with a higher rarity.
[0059] 2. Second lottery probability change process In this embodiment, after setting the winning probabilities as described above, a series of lottery processes are started, and the lottery for each category is performed in the determined order based on the set winning probabilities. However, once the lottery for one category is completed, a second lottery probability change process is performed before the next lottery to change the winning probability for that next lottery.
[0060] The change is made by adjusting the probability of winning the second target object (rare object) set in the lottery probability setting process, using the parameter settings of the object won in the first lottery (first assigned object). The following explains the process of changing the second lottery probability using the case where the lottery order is weapon lottery, character lottery, and item lottery as an example.
[0061] 2-1. Combination Compatibility Figure 6 illustrates the principle of the second lottery probability change process, focusing on character lottery and weapon lottery. In this case, the first lottery, the character lottery, is performed from the character group, which is the first type of object group. Here, each character to be lotteryed has a character type such as "Type A," "Type B," and "Type C" set as a parameter setting. Therefore, as shown in Figure 6, each character can be grouped into groups G211, G213, G215, etc., according to their character type.
[0062] Then, in the second probability change process after the character selection, the combination compatibility is first determined from the character type of the first assigned object. For example, when character O11 of type B is selected, a weapon that matches the combination compatibility of character O11 is determined from the weapon group, which is the second type of object group, based on this type B. In this embodiment, a weapon whose parameter settings satisfy predetermined corresponding conditions with type B is considered a weapon with matching combination compatibility.
[0063] Here, each weapon has a pre-set parameter setting that specifies the character type of the character that can equip it. Therefore, as shown in Figure 6, each weapon can be grouped into groups G221, G223, G225, etc., according to character type. For example, weapons belonging to group G221 can be equipped by characters of type A and type B. On the other hand, weapons belonging to group G225 can only be equipped by characters of type C. In addition, weapons can have a weapon type set as a separate parameter setting as needed. For example, weapon types such as "long-range attack," "medium-range attack," and "close-range attack" can be set.
[0064] Furthermore, the corresponding conditions for the character are, for example, that "the same character type as the first assigned object is set as a parameter setting." Therefore, in the example in Figure 6, the weapons belonging to groups G221 and G223 are determined to be weapons whose combination compatibility matches that of character O11.
[0065] After that, a baseline adjustment process is performed on weapons from groups G221 and G223 that have matching combination compatibility, and the probability of winning each is changed by one step. The baseline adjustment process is defined as a process that increases the probability of winning by adding a predetermined value (e.g., +0.3) to the winning probability (setting value) set for the target object. Alternatively, it may be a process that multiplies the setting value of the target object by a predetermined value (e.g., ×1.2). Through this process, as in the example in Figure 6, it is possible to make it easier to win weapons that character O11 can equip and that have a rarity of Super Rare or Rare in the second draw. If a Rare object is not won, for example, it is good to select an object to assign from among non-Rare objects (weapons with a rarity of Common belonging to groups G221 and G223) that have matching combination compatibility.
[0066] Furthermore, the weapon group may include not only weapons that can only be equipped by specific character types, as exemplified, but also "common" weapons that have no such restrictions. Common weapons may also be subject to changes in their winning probability during the second draw probability modification process.
[0067] Alternatively, instead of increasing the probability of winning objects with compatible combinations, the probability of winning objects with incompatible combinations (weapons belonging to group G225 in the example in Figure 6) can be lowered. In this case, the rare objects with incompatible combinations are treated as target objects and the baseline adjustment process is performed. The baseline adjustment process is defined as a process that lowers the probability of winning the target object by subtracting a predetermined value from the winning probability setting value.
[0068] Alternatively, the probability of winning an object with incompatible combinations being zero could be set to zero. For example, this can be achieved by excluding objects with incompatible combinations from the second draw. In this case, as in the example in Figure 6, the weapon won in the second draw will always be a weapon that character O11 can equip. In other words, it is possible to prevent the second draw from winning a weapon that character O11, who won in the first draw, cannot equip.
[0069] 2-2. Rarity In the second lottery probability modification process of this embodiment, after first modifying the winning probability based on the combination compatibility described above, if the first assigned object is a rare object, an object to be selected for the second lottery is chosen whose rarity satisfies predetermined corresponding conditions with respect to the rarity of the first assigned object. Then, the winning probability is modified secondarily for the selected object.
[0070] The appropriate conditions for rarity are, for example, that "the same rarity as the first assigned object is set as a parameter setting."
[0071] Specifically, in the example of FIG. 6, the rarity of character O11 won in the first lottery is super rare. Therefore, among the weapons of groups G221 and G223 that are determined to have matching combination compatibility in the primary change, the winning probability of weapons O13, O21 and the like of the same super rare is secondarily changed. The secondary change is performed by increasing the winning probability, for example, by adding a predetermined value (e.g., +0.1) to the winning probability of the primarily changed weapons O13, O21 and the like. According to this configuration, an object having the same rarity as that won in the first lottery can be made easier to win also in the second lottery.
[0072] It should be noted that the secondary change may also be performed in the same manner as the primary change, by reducing the winning probability of rare objects having a different rarity from the first granted object, or by setting the winning probability to zero.
[0073] After the second lottery probability changing process is performed for the weapon lottery as described above, a lottery is performed from the weapon group, which is a second type object group, based on the changed winning probability, to determine the weapon to be granted to the user. Thereafter, prior to the next item lottery, the second lottery probability changing process is performed in the same manner, so as to change the winning probability related to the item lottery.
[0074] Specifically, the item group includes, for example, various items such as bullets to be loaded into weapons, repair items for characters and weapons, and fuel therefor, and includes dedicated items with limited usable characters and weapons. For each item, as parameter settings, character types and weapon types for which the item can be used are preset.
[0075] It should be noted that, in addition to items with limited usable character types and weapon types as exemplified, the item group may also include common items without such restrictions. Furthermore, common items may be used as targets for changing the winning probability in the second lottery probability changing process.
[0076] Furthermore, in the second lottery probability changing process related to item lottery, similar to weapon lottery, character lottery may be used as the first lottery, and the winning character (character O11 in FIG. 6) may be set as the first granted object. Alternatively, the immediately preceding weapon lottery may be regarded as the first lottery, the winning weapon (weapon O13 in FIG. 6) may be used as the first granted object, and the parameter settings thereof may be used. Or, both the character O11 and the weapon O13 may be used as the first granted objects, and their parameter settings may be used as an OR condition to change the winning probability related to the item group.
[0077] As described above, according to the second lottery probability changing process, equippable weapons for a character won in the first character lottery can be made to always win in the subsequent weapon lottery, or such weapons can be made easier to win. Furthermore, dedicated items for a character won in character lottery or a weapon won in weapon lottery can be made to always win in the final item lottery, or such items can be made easier to win. Therefore, for example, when the first lottery is character lottery and the second lottery is weapon lottery, the aforementioned lottery probability setting process makes it easier for a high-rarity character to win in the character lottery. Then, according to the second lottery probability changing process, in the subsequent weapon lottery, weapons that can be equipped by the character won in the character lottery will always win, or become easier to win.
[0078] Now, in the consecutive gacha of the present embodiment, each lottery process of weapon lottery, character lottery, and item lottery is performed as a series of lottery processes. In the present embodiment, a cancel instruction operation for canceling the next sequential lottery is accepted for each single lottery. Then, when the player 2 performs a cancel instruction operation to select to stop the consecutive gacha midway, the series of lottery processes is terminated.
[0079] In the event of a cancellation midway through the process, the amount of points consumed will be reduced by a predetermined amount before processing the payment. For example, if one consecutive gacha draw costs 300 points, a cancellation before the second draw will reduce the cost to 210 points, and a cancellation before the third (final) draw will reduce it to 240 points.
[0080] Furthermore, when accepting a cancellation command, information regarding the result of the previous draw (i.e., the first assigned object) and information indicating the winning probability for the second draw, which has been changed based on that draw result (i.e., the result of the second draw probability change process) are displayed and presented to Player 2.
[0081] First, the display of information regarding the lottery results (information regarding the lottery results during the process before all consecutive gacha draws are completed) is done by displaying information that provides a hint about the first assigned object that was won. For example, the silhouette of the first assigned object could be displayed, or the character type or weapon type of the first assigned object could be displayed. This allows player 2 to, for example, predict the first assigned object that was won from the silhouette and proceed to the next draw, or conversely, to choose to cancel the draw midway by performing a cancel command operation. In addition, the probability of winning in the next draw can be used as a basis for making that decision. Thus, the next draw can be executed while increasing player 2's anticipation for the lottery results between draws. Note that it is not limited to displaying information that provides a hint; information indicating the first assigned object, such as the character name or weapon name of the first assigned object, could also be displayed.
[0082] [Functional Configuration] 1. Server System Figure 7 is a block diagram showing an example of the functional configuration of the server system 1100. As shown in Figure 7, the server system 1100 comprises an operation input unit 100s, a server processing unit 200s, an image display unit 390s, an audio output unit 392s, a communication unit 394s, and a server storage unit 500s.
[0083] The operation input unit 100s is for inputting various operations for system management and maintenance, and can be implemented using, for example, a keyboard, mouse, or touch panel. In Figure 1, the keyboard 1106 and touch panel 1108 correspond to this.
[0084] The server processing unit 200s can be implemented using, for example, a processor such as a CPU, GPU, ASIC, or FPGA, or electronic components such as IC memory, and controls data input and output with each part of the device, including the operation input unit 100s and the server storage unit 500s. It then performs various calculations based on predetermined programs and data, operation input signals from the operation input unit 100s, and data received from the user terminal 1500, and comprehensively controls the operation of the server system 1100. In Figure 1, the control board 1150 and its CPU 1151 correspond to this.
[0085] This server processing unit 200s includes a user management unit 210, a billing processing unit 220, a game management unit 230, a timing unit 280s, an image generation unit 290s, a sound generation unit 292s, and a communication control unit 294s.
[0086] The user management unit 210 handles user registration processes and manages the data of each registered user (player 2) associated with an account. For example, it can perform processes such as assigning unique accounts to registered users, managing registration information for each account, and managing usage history, including login and logout history. Of course, it can also include management processes for other data associated with user accounts as appropriate.
[0087] The billing processing unit 220 performs billing processing in response to the point purchase operation by player 2 and grants player 2 points equivalent to the purchase amount.
[0088] The game management unit 230 performs various processes related to the execution management of the game. Since the game in this embodiment is a client-server type online game, the game management unit 230 communicates with the user terminal 1500 and controls the provision of data necessary for gameplay. This game management unit 230 includes a game progress control unit 231, a lottery order determination unit 233, a lottery probability setting unit 235, a first lottery processing unit 237, a second lottery probability changing unit 240, a lottery result hint display control unit 251, a second lottery probability display control unit 253, a cancellation processing unit 255, and a second lottery processing unit 257.
[0089] The game progress control unit 231 communicates with the user terminal 1500 as needed, controls the progress of gameplay on the user terminal 1500, and performs processing related to reflecting the gameplay results.
[0090] The draw order determination unit 233 is a functional unit that, together with the draw probability setting unit 235, performs draw probability setting processing in the manner described above when a draw execution instruction operation is received (when the continuous gacha menu is selected), and receives a draw order selection operation to determine the draw order for each category of weapon, character, and item.
[0091] The lottery probability setting unit 235 sets the winning probability for each category based on the lottery order determination by the lottery order determination unit 233.
[0092] The first lottery processing unit 237 performs a lottery from the first type object group based on the winning probability set by the lottery probability setting unit 235, and determines the first assigned object to be assigned to player 2.
[0093] The second lottery probability changing unit 240 performs the second lottery probability changing process in the manner described above, and changes the winning probability related to the second lottery by adjusting the winning probability setting value set in the lottery probability setting process for the objects (rare objects) of the second type object group that are the target of the lottery in the second lottery. In this embodiment, a primary change using combination compatibility and a secondary change using rarity are performed sequentially. This second lottery probability changing unit 240 includes a combination compatibility determination unit 241. The combination compatibility determination unit 241 determines the combination compatibility of the objects of the second type object group with the first assigned object according to the corresponding conditions.
[0094] After the first lottery and before the second lottery is executed, the lottery result hint display control unit 251 displays a hint for the object that was won in the previous lottery on the image display unit 390 on the user terminal 1500.
[0095] The second lottery probability display control unit 253, after the first lottery and before the execution of the second lottery, displays the winning probability for the second lottery, as changed by the second lottery probability change unit 240, on the image display unit 390 on the user terminal 1500.
[0096] The cancellation processing unit 255 receives a cancellation instruction for the second lottery after the first lottery and before the execution of the second lottery. Upon receiving the cancellation instruction from player 2, it cancels the execution of the second lottery and terminates the series of lottery processes.
[0097] The second lottery processing unit 257 performs a lottery from the second object group based on the winning probability after the change made by the second lottery probability changing unit 240, and determines the second assigned object to be assigned to player 2.
[0098] The timing unit 280s uses the system clock to determine the current date and time, time limits, and other information.
[0099] The image generation unit 290s generates images related to system management of the server system 1100 and outputs them to the image display unit 390s.
[0100] The sound generation unit 292s is implemented by executing ICs and software that generate and decode audio data, generating or decoding audio data such as operation sounds and background music related to system management and video distribution of the server system 1100. Audio signals related to system management are output to the sound output unit 392s.
[0101] The communication control unit 294s performs communication connection and data processing for data communication with an external device (e.g., a user terminal 1500) via the communication unit 394s, thereby enabling data exchange with the external device.
[0102] The image display unit 390s displays various screens for system management, etc., based on the image signal input from the image generation unit 290s. For example, this can be realized by an image display device such as a flat panel display, cathode ray tube (CRT), projector, or head-mounted display. In Figure 1, the touch panel 1108 is an example of this.
[0103] The sound output unit 392s emits the audio signal input from the sound generation unit 292s. In Figure 1, this corresponds to the speaker (not shown) provided by the main unit 1101 and the touch panel 1108.
[0104] The communication unit 394s connects to the communication line 9 to enable communication. This can be achieved, for example, by a wireless communication device, modem, TA (terminal adapter), jacks and control circuits for wired communication cables, etc. In Figure 1, the communication device 1153 corresponds to this.
[0105] The server storage unit 500s pre-stores programs for operating the server system 1100 and realizing the various functions of the server system 1100, as well as data used during the execution of these programs, or temporarily stores them each time processing is performed. For example, this can be realized by IC memory such as RAM or ROM, magnetic disks such as hard disks, or optical disks such as CD-ROMs or DVDs. In Figure 1, the IC memory 1152 and storage 1140 correspond to this.
[0106] Furthermore, the server memory unit 500s stores the server program 501, the game client program 503 for distribution, user management data 510, game initial setup data 520, play data 560, and the current date and time 800. In addition, other necessary data such as timers, counters, and various flags are stored as appropriate.
[0107] The server program 501 is a program that causes the server processing unit 200s to function as a user management unit 210, a billing processing unit 220, and a game management unit 230. Programs that cause the image generation unit 290s, sound generation unit 292s, and communication control unit 294s may also be included as appropriate.
[0108] The game client program 503 for distribution is the original version of the game client program 502 (see Figure 10) that is downloaded to the user terminal 1500.
[0109] The user management data 510 stores information about the registered user, which is player 2. Figure 8 shows an example of the data structure of one user management data 510. As shown in Figure 8, the user management data 510 includes the account 511 of the corresponding player 2, payment medium ledger data 512, owned object list 513, player level 514, and play history 515 such as play date and time, play duration, and number of plays.
[0110] The payment medium ledger data 512 stores information on the income and expenses of the electronic payment medium (in this embodiment, virtual currency equivalent points) associated with the corresponding player 2, such as the purchase date and time and number of points purchased (amount charged), and the consumption date and number of points consumed.
[0111] The owned object list 513 stores a list of characters, weapons, items, and other objects that Player 2 has acquired during the course of the game and currently possesses.
[0112] Returning to Figure 7, the game initial setup data 520 stores various initial setup data for running the game of this embodiment. This game initial setup data 520 stores game object data 530, single-win probability definition data 540, and consecutive win probability definition data 550.
[0113] Game object data 530 is prepared for each object, such as weapons, characters, and items, that may be assigned to player 2 during the game. Figure 9 shows an example of the data structure of one game object data 530. As shown in Figure 9, the game object data 530 stores the object name 531 of the object in question, the category (weapon / character / item) 532 to which the object is classified, and the parameter settings 533 of the object. In addition, if it is a character, for example, it also stores its model data, motion data used to control its movements, and initial values for various ability values such as attack power and defense power.
[0114] Parameter setting 533 includes character type 534 and rarity 535. Character type 534 is set to the character type of the object if it is a character, to the character type of the character that can equip it if it is a weapon, and to the character type of the character that can use it if it is an item.
[0115] Returning to Figure 7, the single-draw winning probability definition data 540 stores the winning probability of each rare object used in the single-draw gacha. The winning probability of a non-rare object is determined by subtracting the sum of the winning probabilities of each rare object from 1 and dividing the remaining probability equally among the number of non-rare objects. As a drawing process, a drawing based on the sum of the non-rare object probabilities may be performed, and if a non-rare object is drawn, a drawing may be performed to select the winning non-rare object from among the non-rare objects, thus creating a step-by-step drawing process.
[0116] The consecutive draw probability definition data 550 stores the probability of winning each rare object used in the consecutive draw gacha for each draw order (see Figure 5). The probability of winning a non-rare object is determined by subtracting the sum of the winning probabilities of each rare object from 1 and dividing the remaining probability equally among the number of non-rare objects. As a draw process, a draw based on the sum of the probabilities of non-rare objects may be performed, and if a non-rare object is drawn, a draw may be performed to select the winning non-rare object from among the non-rare objects, thus creating a step-by-step draw process.
[0117] Play data 560 is prepared for each of the two players playing the game (i.e., for each of the 1500 user terminals connected to the server system 1100), and it describes the game's play status (progress).
[0118] 2. User terminal Figure 10 is a block diagram showing an example of the functional configuration of a user terminal 1500. As shown in Figure 10, the user terminal 1500 includes an operation input unit 100, a terminal processing unit 200, an image display unit 390, an audio output unit 392, a communication unit 394, and a terminal storage unit 500.
[0119] The operation input unit 100 is for the user to input various operations and can be implemented using, for example, a button switch, joystick, touchpad, trackball, accelerometer, angular velocity sensor, CCD module, etc. In Figure 2, the directional input keys 1502, home key 1504, and touch panel 1506 correspond to this.
[0120] The terminal processing unit 200 can be implemented using, for example, a processor such as a CPU, GPU, ASIC, or FPGA, or electronic components such as IC memory, and controls data input and output with each part of the device, including the operation input unit 100 and the terminal storage unit 500. It then performs various calculations based on predetermined programs and data, operation input signals from the operation input unit 100, data received from the server system 1100, etc., and comprehensively controls the operation of the user terminal 1500. In Figure 2, the control board 1550 and its CPU 1551 correspond to this. In this embodiment, the terminal processing unit 200 includes a user terminal calculation unit 270, a timing unit 280, an image generation unit 290, a sound generation unit 292, and a communication control unit 294.
[0121] The user terminal processing unit 270 performs various calculations to enable the user terminal 30 to function as a terminal for player 2 to play games. For example, the user terminal processing unit 270 includes an operation signal transmission control unit 271 and a game screen display control unit 273.
[0122] The operation signal transmission control unit 271 processes various data and request information to be transmitted to the server system 1100 in response to operation inputs to the operation input unit 100.
[0123] The game screen display control unit 273 controls the display of the game screen based on various data received from the server system 1100. For example, if the online game of this embodiment is implemented as a web game, it can be implemented using web technologies that actively control the screen display using HTML, Java (registered trademark), and CSS (Cascading Style Sheets) along with a web browser, or using plugins such as Adobe (registered trademark) Flash. Of course, other methods are also acceptable. In the configuration of this embodiment, the game space image (e.g., 3DCG) that forms the basis of the game screen is generated by the server system 10, but it is also possible to configure the game space image to be generated by the user terminal 1500. In that case, the game screen display control unit 273 will control the objects placed in the virtual three-dimensional space for generating the 3DCG.
[0124] The image generation unit 290 works in conjunction with the game screen display control unit 273 to generate an image signal for displaying one game screen per frame (e.g., 1 / 60th of a second) based on various data received from the server system 1100, and outputs the generated image signal to the image display unit 390. This can be implemented, for example, by a processor such as a GPU or digital signal processor (DSP), a program such as a video signal IC or video codec, and a drawing frame IC memory such as a frame buffer.
[0125] The sound generation unit 292 is implemented by, for example, a digital signal processor (DSP), a processor such as a speech synthesis IC, and an audio codec for playing audio files, and generates audio signals for game sound effects, background music, and various operation sounds, and outputs them to the sound output unit 392.
[0126] The communication control unit 294 performs communication connection and data processing for data communication with an external device (e.g., a server system 1100) via the communication unit 394, thereby realizing data exchange with the external device.
[0127] The image display unit 390 displays various screens, such as game screens, based on image signals input from the image generation unit 290. This can be achieved using image display devices such as flat panel displays, projectors, and head-mounted displays. In Figure 2, the touch panel 1506 is an example of this.
[0128] The sound output unit 392 emits sound effects, background music, etc., related to the game based on the audio signal input from the sound generation unit 292. In Figure 2, the speaker 1510 corresponds to this unit.
[0129] The communication unit 394 connects to the communication line 9 to enable communication. This can be achieved, for example, by a wireless communication device, modem, TA, jacks and control circuits for wired communication cables, etc. In Figure 2, the wireless communication module 1553 corresponds to this.
[0130] The terminal storage unit 500 pre-stores programs for operating the user terminal 1500 and realizing the functions of the user terminal 1500, as well as data used during the execution of these programs, or temporarily stores them each time processing is performed. For example, this can be realized by IC memory such as RAM or ROM, magnetic disks such as hard disks, or optical disks such as CD-ROMs or DVDs. In Figure 2, the IC memory 1552 and the memory card 1540 correspond to this.
[0131] Furthermore, the terminal storage unit 500 stores a game client program 502. The game client program 502 is a program that causes the terminal processing unit 200 to function as a user terminal processing unit 270. This game client program 502 may be a dedicated client program according to the technical method for realizing online games, or it may be composed of a web browser program and a plugin that realizes interactive image display. In this embodiment, it is a copy of the distribution game client program 503 (see Figure 7) provided from the server system 1100.
[0132] [Process flow] Figure 11 is a flowchart illustrating the processing flow related to the execution of a rapid-fire gacha in the server system 1100. The processing described here is achieved by the server processing unit 200s reading and executing the server program 501. It is assumed that the user terminal 1500 has already completed the login procedure.
[0133] As shown in Figure 11, when the server system 1100 detects a lottery execution instruction operation from the user terminal 1500 (step S11: YES), it performs a lottery probability setting process (steps S12 to S14). Specifically, first, the lottery order determination unit 233 controls the display of the lottery order selection screen to accept the lottery order selection operation (step S12) and determines the lottery order for each category of weapon, character, and item (step S13). Then, the lottery probability setting unit 235 refers to the consecutive win probability definition data 550 based on the lottery order of each category determined in step S13, and reads and sets the win probability for each rare object according to the lottery order of that category (step S14).
[0134] Next, the first lottery processing unit 237 performs the first lottery (character lottery) (step S15). Here, based on the winning probability set in step S14, a lottery is performed from the first type object group to determine the object to be assigned to player 2.
[0135] Once the first lottery is complete, the second lottery probability change unit 240 performs the second lottery probability change process (steps S17 to S23). First, the combination compatibility determination unit 241 determines the combination compatibility (step S17). In this embodiment, based on the character type of the first assigned object (for example, a character won in the character lottery), it determines which objects in the second type object group have a combination compatibility with the first assigned object. The determination uses corresponding conditions related to the character type.
[0136] Then, the second lottery probability changing unit 240 increases the winning probability of the object from the second type object group that was determined to have a matching combination in step S17, thereby performing a primary change to the winning probability (step S19).
[0137] Next, the second lottery probability changing unit 240 selects objects from the second type of object group that satisfy the corresponding conditions related to rarity based on the rarity of the first assigned object (step S21), and then changes the probability of winning them (step S23). For example, among the objects that have a compatible combination with the first assigned object, the probability of winning is increased for objects of the same rarity as the first assigned object.
[0138] After the second lottery probability change process is completed, the process moves to step S25. In step S25, the lottery result hint display control unit 251 controls the display of hints for the object won in the previous lottery. The second lottery probability display control unit 253 controls the display of the winning probability for the second lottery (the next lottery to be performed) after the changes made in steps S19 and S23 (step S27). The cancellation processing unit 255 then receives a cancellation instruction operation for the second lottery. If the cancellation processing unit 255 detects a cancellation instruction operation from the user terminal 1500 (step S29: YES), it cancels the execution of the second lottery and terminates the series of lottery processes (step S31). The objects won in the series of lottery processes prior to the cancellation are then given to player 2 (step S33). After that, the billing processing unit 220 deducts the amount of the cancellation from the predetermined amount of points determined as the price for the consecutive gacha and performs the billing process (step S35), thus ending this process.
[0139] On the other hand, if no cancellation instruction is received (step S29: NO), the second lottery processing unit 257 then performs a second lottery (step S37). Here, based on the winning probabilities after the changes in steps S19 and S23, a lottery is performed from the second type of object group to determine the object to be assigned to player 2.
[0140] After that, if there is another lottery to be held (Step S39: YES), the process returns to Step S17, and the next lottery is treated as the second lottery, and the above process is repeated. If the final lottery is performed in Step S37 (Step S39: NO), the objects won in the series of lottery processes (in this embodiment, three objects: weapon, character, and item) are given to Player 2 (Step S41). The given objects are added to Player 2's owned object list 513. Then, the billing processing unit 220 processes the full amount of points determined as the price for the consecutive gacha (Step S43), and the process ends.
[0141] As explained above, according to this embodiment, the probability of winning a rare object in an earlier draw is set higher than the probability of winning a rare object in a later draw, and then a series of draw processes can be carried out. Therefore, the probability of winning a rare object can be increased for categories drawn earlier in the draw order, and even for the same category, the probability of winning a rare object can be decreased when the draw order is later. In addition, between each draw, the probability of winning an object in the first draw can be changed based on the parameter settings of the first assigned object won in the first draw. Specifically, it is possible to increase the probability of winning objects from the second type of object group that have a compatible combination with the first assigned object, or objects of the same rarity. Therefore, it is possible to create a connection between the consecutive draw processes, enhance the gambling instinct of player 2, or realize a draw process that has a different kind of appeal than simply performing multiple draws.
[0142] It should be noted that the applicable embodiments of the present invention are not limited to those described above, and components can be added, omitted, or modified as appropriate.
[0143] [Example 1] For example, in the above embodiment, the server system 1100 was described as the processing entity for game management, but the user terminal may be configured as the processing entity, or the processing related to game management may be distributed and executed between the server system and the user terminal. For example, when the user terminal is configured as the processing entity, an example of the functional configuration of the user terminal 1500A is shown in Figure 12. In this case, the user terminal 1500A becomes a computer system. In Figure 12, the same reference numerals are used to indicate components that are the same as in the above embodiment.
[0144] As shown in Figure 12, in this modified example, the user terminal 1500A has a game management unit 230 in the terminal processing unit 200, and the game screen display control unit 273 is omitted. That is, in this modified example, the user terminal 1500A does not acquire data for displaying game screen images from the server system 1100, but rather its own game management unit 230 performs processing related to game management to control the progress of the game and generate game screen images. The storage unit 500 of this user terminal 1500A stores a game program 504 that causes the terminal processing unit 200 to function as a user terminal calculation unit 270 and a game management unit 230, and stores user management data 510 and play data 560 related to the player 2 of the user terminal 1500A, as well as game initial setting data 520. The processing flow of the user terminal 1500A in this modified example is basically the same as the flowchart shown in Figure 11, and each step can be interpreted as being executed by the game management unit 230 of the user terminal 1500A.
[0145] [Differentiation 2] Furthermore, in the above embodiment, when focusing on a certain type of object (category), the probability of winning the lottery for that category is set to be higher when the lottery is held earlier in the first lottery than when the lottery is held later in the second lottery. However, conversely, the probability of winning may be set to be higher when the lottery is held later in the second lottery.
[0146] Furthermore, the system may be configured to accept instructions from Player 2 regarding whether to prioritize the first or second draw for a higher probability of winning. In this case, for example, when selecting the draw order, the system accepts instructions to specify the draw order that increases the probability of winning rare objects. For example, if the second draw order is specified as the draw order with the highest probability of winning, then the system applies the winning probability enclosed by the dashed line in the consecutive winning probability definition data exemplified in Figure 5, which indicates a high probability of winning rare objects, to the rare objects in the category of the second draw order. The system then accepts similar instructions for the draw order with the next highest probability of winning and the draw order with the lowest probability of winning, and assigns the corresponding winning probability from the consecutive winning probability definition data to the rare objects in the category of the corresponding draw order.
[0147] Furthermore, the instructions for this modified version can also be accepted in exchange for the consumption of a given consideration (points). The consumption of consideration is not limited to points; it may also be the consumption of items. For example, this can be achieved by providing items that increase the probability of winning in each drawing sequence. Additionally, if a consideration is collected from Player 2 to increase the probability of winning in the first or second drawing, and a rare object is actually won as a result of the drawing, a service may be provided to increase the probability of winning an object of the same rarity in the next drawing.
[0148] [Difference 3] Furthermore, in the above embodiment, based on the parameter settings of the first assigned object won in the first lottery, the probability of winning objects with matching compatibility or objects of the same rarity among the objects targeted for lottery in the subsequent second lottery is increased. Alternatively, the probability of winning such objects may be reduced. In this case, the reference value adjustment process can be defined as a process that reduces the probability of winning, such as subtracting a predetermined value from the reference value of the target object's winning probability.
[0149] According to this modification, for example, if the order of draws is character draw, weapon draw, and item draw, it becomes possible to make it less likely to draw a weapon that can be equipped by the character that won in the first character draw during the second weapon draw. Alternatively, if the character that won in the first draw is, for example, a super rare character, it becomes possible to make it less likely to draw a super rare weapon during the weapon draw.
[0150] Alternatively, the process of changing the probability of winning objects that have matching compatibility or objects of the same rarity may be deleted. In this case, the second lottery probability changing unit 240 becomes unnecessary, and the second lottery probability changing process in steps S17 to S23 of Figure 11 becomes unnecessary.
[0151] [Differentiation Example 4] Furthermore, in the above embodiment, three types of categories for the lottery were exemplified: weapons, characters, and items. However, the lottery may also be conducted for other types of objects. Also, the number of categories is not limited to three; it may be two, four or more, or any number of categories.
[0152] [Difference 5] Alternatively, prior to the first draw (first draw), a group based on the compatibility of the combinations to be drawn (character types in the above embodiment) may be selected. In this case, for example, first a draw is performed from among the character types (types A, B, C, ...) to select the character type to be drawn. Next, objects of character types other than the selected character type (selected type) are excluded from the draw, and their probability of winning is set to zero. Then, the first draw is performed, and an object of the selected type is assigned to player 2.
[0153] Furthermore, the configuration is not limited to setting the winning probability of objects other than the selected type to zero; it is also acceptable to change it to be lower than the winning probability of objects of the selected type. For example, a predetermined value can be subtracted from the winning probability setting of objects other than the selected type to reduce their winning probability.
[0154] Furthermore, the group to be drawn (character type; selection type) may be made selectable by Player 2. In this case, for example, a group selection operation may be accepted along with the lottery execution instruction operation. The group selection operation may also be accepted in exchange for the consumption of a given consideration.
[0155] [Modification 6] Alternatively, in exchange for the consumption of a given consideration, the system may accept a change instruction operation from Player 2 and change the winning probability (winning probability setting value) for the first draw (first draw) set in the draw probability setting process, based on an adjustment value corresponding to the consideration. The change instruction operation can be accepted together with the draw execution instruction operation. The consideration can be a predetermined number of points, which can be set in advance along with the adjustment value for the winning probability. The adjustment value can be a multiplier, addition value, or subtraction value applied to the winning probability. When a change instruction operation is accepted, the system uses the adjustment value to change the winning probability setting value of the first type object group.
[0156] Furthermore, when performing the change instruction operation here, the group (character type) whose winning probability you want to change may be selected by lottery, or Player 2 may be allowed to select it, in the same manner as in Modification 4. Then, the winning probability may be changed by, for example, increasing the winning probability of the selected character type, or decreasing the winning probability of characters of other character types. In addition, the consumption of compensation is not limited to the consumption of points, but may also be the consumption of items. For example, this can be achieved by preparing items that increase the winning probability of characters with a specific character type set as a parameter setting, or rare objects of a specific rarity (e.g., super rare).
[0157] [Difference 7] Alternatively, in exchange for the consumption of a given consideration, a change instruction operation from Player 2 may be accepted, and the winning probability changed in the second lottery probability change process may be further changed based on an adjustment value corresponding to the consideration. The consideration can be a predetermined number of points, which can be set in advance along with the adjustment value for the winning probability. The adjustment value can be a multiplier, addition value, or subtraction value applied to the winning probability. If a change instruction operation is accepted before the execution of the second lottery, the adjustment value may be used to further increase the winning probability for objects that have a compatible combination with the first assigned object or objects of the same rarity.
[0158] Furthermore, instead of increasing the probability of winning objects with compatible combinations, it is also possible to decrease the probability of winning objects with incompatible combinations or objects of different rarities. Also, the consumption of compensation is not limited to points; it can also be the consumption of items. For example, this can be achieved by providing items that increase the probability of winning objects with compatible combinations or objects of the same rarity.
[0159] [Differentiation 8] Furthermore, in the second lottery probability changing process of the above embodiment, the probability of winning the second lottery is changed based on the setting of two parameters: character type and rarity. Alternatively, the probability of winning the second lottery may be changed using only the rarity of the first assigned object. In this case, if a super rare rare object is won in the first lottery, it becomes possible to make it easier or harder to win a super rare rare object in the second lottery as well.
[0160] [Modification 9] Furthermore, while the above embodiment exemplifies character type and rarity as parameter settings, other parameter settings can also be used to narrow down the objects whose winning probability is increased or decreased. For example, in a series of lottery processes where the first lottery is a character lottery and the second lottery is a weapon lottery, similar to the above embodiment, it is possible to increase the winning probability of a specific weapon type (for example, a weapon of the long-range attack type) among weapons whose combination compatibility matches. Which weapon type's winning probability is increased can be achieved, for example, by accepting a selection operation from player 2 in exchange for the consumption of a price.
[0161] [Example 10] Furthermore, although the above embodiment described a gacha system in which multiple draws are performed in exchange for the consumption of a predetermined amount of points, the price for each draw may be charged separately. In this case, the price for subsequent draws may be changed according to the results of the earlier draws. In this case, the amount of points consumed for the second draw is set to be variable according to the first awarded object. For example, the higher the rarity of the first awarded object, the higher the point consumption, and the lower the rarity, the lower the point consumption. This makes it possible to reduce the amount of points consumed for the second draw based on the results of the first draw.
[0162] [Example 11] Furthermore, it is possible to configure the system to set a winning probability for non-rare objects with a common rarity. However, in that case, the winning probabilities changed in the second lottery probability change process will be appropriately adjusted so that the sum of the winning probabilities for all objects being drawn equals 100.
[0163] [Difference 12] Furthermore, the lottery probability setting unit 235 sets the winning probability for each category based on the lottery order determination by the lottery order determination unit 233. However, it may also set the winning probability based on the player 2's play history 515. For example, the probability of winning a rare object may be set to increase as the amount of past charges (including point consumption), the frequency of charges during a predetermined period in the past, the quantity of items consumed in the past, and the frequency of item consumption during a predetermined period in the past increase (or increase). Another example is setting the probability of winning a rare object to change based on the number of plays in the past and the frequency of plays during a predetermined period in the past. [Explanation of symbols]
[0164] 1000...Game System 1100…Server System 100s... Operation input section 200s... Server Processing Unit 210...User Management Department 220...Billing Processing Unit 230...Game Management Department 233...Determination of the order of the lottery 235... Lottery probability setting section 237...First Lottery Processing Unit 240...Second lottery probability setting section 241...Combination compatibility determination unit 251... Lottery Result Hint Display Control Unit 253...Second Lottery Probability Display Control Unit 255...Cancellation Processing 257...Second Lottery Processing Unit 290s...Image generation unit 292s…sound generation section 294s...Communication Control Unit 390s...Image display section 392s... Audio output section 394s…Communication Department 500s... Server storage unit 501…Server program 503... Game client program for distribution 510...User management data 520...Game initial settings data 530...Game object data 533...Parameter settings 540... Single-draw winning probability definition data 550... Definition data for winning probability in consecutive draws 540... Play data 1500, 1500A… User terminals 100... Operation input section 200... Terminal Processing Unit 270...Game terminal processing unit 271... Operation signal transmission control unit 273...Game screen display control unit 290...Image generation unit 292...Sound generation section 294...Communications Control Unit 390...Image display section 392...Sound output section 394... Communications Department 500... Terminal storage unit 502…Game Client Program 504... Game Program 9…Communication lines 2… Player
Claims
1. A computer system that, based on a user's lottery execution instruction operation on a user terminal, randomly selects an object usable in the game from a group of objects, and grants the selected object to the user, The aforementioned object comprises multiple types of objects with different roles, and each object has a setting that indicates its rarity. A probability setting means that sets the probability of winning each object in a first lottery, which is a lottery conducted from a group of first-type objects that are first-type objects among the aforementioned multiple types, and a second lottery conducted from a group of second-type objects that are second-type objects among the aforementioned multiple types, such that the probability of winning an object that satisfies predetermined high-rarity conditions indicating a higher rarity is higher in the second lottery, A first lottery means that performs the first lottery based on the winning probability set by the probability setting means and draws a first grant object to be granted to the user, A second lottery means for conducting the second lottery based on the winning probability set by the probability setting means and for drawing a second grant object to be granted to the user, A computer system equipped with the following features.
2. The probability setting means sets the probability of winning all or some objects of the same type differently. The computer system according to claim 1.
3. Means for controlling the display on the user terminal of information indicating which of the first or second lottery has a higher probability of winning an object that satisfies the aforementioned high rarity conditions, The computer system according to claim 1 or 2, further comprising the above.
4. The second lottery means is, A probability changing means that changes the winning probability set by the probability setting means for each object included in the second type of object group based on the parameter settings set for the first granting object. The system has a second lottery which is performed according to the winning probability changed by the probability changing means to draw the second assigned object. A computer system according to any one of claims 1 to 3.
5. The probability changing means changes the probability of winning an object among the second type of object group that has parameter settings that satisfy corresponding conditions based on the parameter settings set for the first assigned object. The computer system according to claim 4.
6. The probability changing means includes means for increasing the probability of winning an object for which the parameter settings satisfy the corresponding conditions. The computer system according to claim 5.
7. The probability changing means includes means for reducing the probability of winning an object for which the parameter settings satisfy the corresponding conditions. The computer system according to claim 5.
8. The parameter settings include, at a minimum, settings relating to the compatibility of the first type and the second type of objects. The computer system according to any one of claims 5 to 7.
9. The probability setting means sets the probability of winning each object when conducting the first lottery, and / or the probability of winning each object when conducting the second lottery, based on the user's play history. The computer system according to any one of claims 1 to 8.
10. A game system configured to enable communication between a user terminal and a computer system according to any one of claims 1 to 9.
11. A program that causes a user terminal to execute a process in which, based on the user's instruction to perform a lottery, an object usable in the game is selected from a group of objects, and the object selected by the lottery is given to the user, The aforementioned object comprises multiple types of objects with different roles, and each object has a setting that indicates its rarity. A probability setting means that sets the probability of winning each object such that the later of the two draws, a first draw which is a group of first type objects which are first type objects from among the multiple types, and a second draw which is a group of second type objects which are second type objects from among the multiple types, has a higher probability of winning an object that satisfies predetermined high-rarity conditions indicating a higher rarity. A first lottery means that performs the first lottery based on the winning probability set by the probability setting means and draws a first grant object to be granted to the user, A second lottery means for conducting the second lottery based on the winning probability set by the probability setting means and for drawing a second grant object to be given to the user, A program to enable the aforementioned user terminal to function.
12. A method for controlling the execution of a lottery process performed by a computer system, which, based on a lottery execution instruction operation by a user operating a user terminal, randomly selects an object usable in the game from a group of objects and grants the object selected by the lottery to the user, The aforementioned object comprises multiple types of objects with different roles, and each object has a setting that indicates its rarity. A probability setting step involves setting the probability of winning each object such that the probability of winning an object that satisfies predetermined high-rarity conditions indicating a higher rarity is higher in the second lottery, which is conducted later in the first lottery, which is conducted from a group of first-type objects that are first-type objects among the multiple types mentioned above. A first lottery step in which the first lottery is performed based on the winning probability set in the probability setting step to draw a first grant object to be given to the user, A second lottery step in which the second lottery is conducted based on the winning probability set in the probability setting step to determine the second grant object to be granted to the user, A method for controlling the execution of a lottery process, including the lottery process.
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