Game control system, game control device, game control method, and program
Patent Information
- Application Number
- JP2026020218
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2026-02-10
- Publication Date
- 2026-09-25
- Estimated Expiration
- 2046-02-10
AI Technical Summary
【0014】 上述した構成からなる本開示によれば、コミュニティ全体の継続率向上及び活性化を図ることが可能なプログラム、ゲーム制御方法、ゲーム制御装置、およびゲーム制御システムを提供することができる。
Smart Images

Figure 0007924580000001_ABST
Abstract
Description
[[Technical Field]]
[0001] The present disclosure relates to a game control system, a game control apparatus, a game control method, and a program. [[Background Art]]
[0002] In recent years, many free-to-play (F2P) game titles have been provided on information processing terminals such as smartphones and home game consoles. In these game titles, as a monetization method that encourages continuous play by users (players), a system called "mission pass" (also referred to as "battle pass" or "season pass") that grants rewards according to the achievement level (tier, level, etc.) of missions set within a certain period (season) is widely adopted.
[0003] It is common for a mission pass to be provided with a "free tier" where rewards can be obtained for free, and a "paid tier" that is unlocked by purchasing paid items or currency and provides more luxurious rewards.
[0004] In addition, a community function in which a plurality of users form groups (guilds, clans, teams, communities, etc.) and cooperate to progress through the game is also common in games. For example, Patent Document 1 discloses a technology for transferring items between team members and sharing missions in a team competitive game. Further, Patent Document 2 discloses a technology for allowing a plurality of users to increase the stadium level by investing in a stadium (team base) to bring benefits to the entire team. [[Prior Art Literature]] [[Patent Literature]]
[0005] [[Patent Document 1]] Japanese Patent Application Laid-Open No. 2019-076576 [[Patent Document 2]] Japanese Patent Application Laid-Open No. 2013-242798 [[Summary of Invention]] [Problems that the invention aims to solve]
[0006] However, the traditional mission pass system was basically a system that was completed on an individual basis, with rewards given to individuals based on their individual play performance. Therefore, its contribution to the retention rate and revitalization of the entire game community, such as guilds and clans, was limited.
[0007] In other words, because individual purchases and progress through mission passes do not directly benefit other members of the community, there was a challenge in that the motivation for "contributing to the community" was weak. Furthermore, in certain seasons, users who were not attracted to individual rewards tended to refrain from purchasing passes or playing (resistance to purchases), which could lead to a vicious cycle where the number of active users in the community decreased, negatively impacting the overall vitality of the community.
[0008] While the technologies described in Patent Documents 1 and 2 include elements such as item transfer within a team and base growth, they did not adequately consider an organic linkage mechanism in a time-limited, progressive reward system like a season pass that would return individual spending (pass purchases) and progress to the entire community while also providing feedback to individuals.
[0009] Therefore, the objective of this embodiment is to provide a game control system, program, and game control method that can improve and revitalize the overall community retention rate. [Means for solving the problem]
[0010] The game control system relating to this disclosure includes, in a game provided via a network, a point management unit that calculates community points associated with a community based on the purchase of a personal mission pass by a member player belonging to a community to which one or more players can belong, and / or the completion of tasks related to the personal mission pass; a level update unit that updates the community level information of the community based on the community points; a common reward granting unit that grants a first reward usable in the game to all member players belonging to the community based on the community level information; and a personal reward granting unit that grants a first benefit related to the game, and / or a second reward usable in the game, to a member player who has purchased the personal mission pass, based on the community level information.
[0011] The game control device according to this disclosure includes: a point management unit that calculates community points associated with a community based on the purchase of a personal mission pass by a member player belonging to a community to which one or more players can belong, and / or the completion of tasks related to the personal mission pass, in a game provided via a network; a level update unit that updates the community level information of the community based on the community points; a common reward granting unit that grants a first reward usable in the game to all member players belonging to the community based on the community level information; and a personal reward granting unit that grants a first benefit related to the game, and / or a second reward usable in the game, to a member player who has purchased the personal mission pass, based on the community level information.
[0012] The game control method relating to this disclosure is a game control method executed by a computer, and in a game provided over a network, includes the steps of: calculating community points associated with a community based on the purchase of a personal mission pass by a member player belonging to a community to which one or more players can belong, and / or the completion of tasks related to the personal mission pass; updating community level information of the community based on the community points; granting a first reward usable in the game to all member players belonging to the community based on the community level information; and granting a first benefit related to the game, and / or a second reward usable in the game, to a member player who has purchased the personal mission pass, based on the community level information.
[0013] The program relating to this disclosure causes a computer for providing a game to perform the following processes in a game provided over a network: calculating community points associated with a community based on the purchase of a personal mission pass by a member player belonging to a community to which one or more players can belong, and / or the completion of tasks related to the personal mission pass; updating the community level information of the community based on the community points; granting a first reward usable in the game to all member players belonging to the community based on the community level information; and granting a first benefit related to the game, and / or a second reward usable in the game, to a member player who has purchased the personal mission pass based on the community level information. [Effects of the Invention]
[0014] According to the present disclosure, which has the configuration described above, it is possible to provide a program, a game control method, a game control device, and a game control system that can improve and revitalize the retention rate of the entire community. [BRIEF DESCRIPTION OF THE DRAWINGS]
[0015] [Figure 1] FIG. 1 is a schematic diagram showing a game control system according to an embodiment of the present disclosure. [Figure 2] FIG. 2 is a functional block diagram of a game server according to an embodiment of the present disclosure. [Figure 3] FIG. 3 is a diagram showing a configuration example of a database stored in a storage unit according to an embodiment of the present disclosure. [Figure 4] FIG. 4 is a functional block diagram of a user terminal according to an embodiment of the present disclosure. [Figure 5] FIG. 5 is a flowchart showing community interaction processing by the game control system according to an embodiment of the present disclosure. [Figure 6] FIG. 6 is a diagram showing a specific example of a game screen displayed on a user terminal according to an embodiment of the present disclosure. [Figure 7] FIG. 7 is a diagram showing a specific example of a game screen displayed on a user terminal according to an embodiment of the present disclosure. [Figure 8] FIG. 8 is a diagram showing a specific example of a game screen displayed on a user terminal according to an embodiment of the present disclosure. [Figure 9] FIG. 9 is a block diagram showing the basic configuration of a computer. [DESCRIPTION OF EMBODIMENTS]
[0016] Hereinafter, a game control system 1 according to an embodiment of the present disclosure will be described with reference to the drawings. In all the drawings for describing the embodiment, common components are denoted by the same reference numerals, and repeated description thereof will be omitted.
[0017] <About the Game> The game provided by the game control system 1 of the present embodiment may include an element that allows the user to acquire various types of game objects and train them. A game object is an operable or manageable object that appears in the game, and includes, for example, characters, weapons, armor, accessories, items, pets, vehicles, summoned beasts, etc. (collectively referred to as weapons, etc.). Each game object has at least a level value as an indicator of its strength and ability. The level value increases through accumulation of experience points and the like, and as the level value increases, various parameters of the game object improve.
[0018] The term "character" refers to a digital entity that is operated and controlled by a user or a game system in the virtual space of a game (also referred to as a world server) and has a specific role or function. A character is composed of a graphic model, animation, sound, and attribute data (e.g., name, race, occupation, ability value, equipment, behavior pattern), forms the worldview of the game, and influences the user's game experience. The term "character" includes both user characters (PCs) directly operated by the user and non-player characters (NPCs) controlled by the game system.
[0019] Parameters are numerical representations of the performance of a game object. For example, parameters of a character include basic combat ability values such as HP (Hit Points), MP (Magic Points), attack power, defense power, magic attack power, magic defense power, speed, hit rate, evasion rate, critical hit rate, and more fundamental status values such as Strength (STR), Dexterity (DEX), Intelligence (INT), Vitality (VIT), and Mind (MND). Equipment such as weapons and armor also have their own parameters including attack power, defense power, resistance to specific attributes (e.g., fire, water, wind, earth, light, dark), parameter increase effects, etc.
[0020] A "quest" refers to a series of tasks presented by the game system within the virtual space of an online game as a specific goal or challenge that the user must achieve. Completing a quest can lead to results such as story progression, acquisition of in-game rewards, character growth, or unlocking access to a specific area. A quest typically consists of elements such as starting conditions, objectives, completion conditions, and rewards, and the user takes actions within the game to achieve the presented objectives.
[0021] A "battle" refers to a contest or combat within the virtual space of a game, based on defined rules, that occurs between one or more characters, or between a character and a system-controlled hostile entity (e.g., a monster). The outcome of this action is influenced by the participants' abilities, equipment, skills, or strategic choices, and typically aims to neutralize an opponent, achieve a specific objective, or establish an advantage within a time limit. The outcome of a battle affects game progression, reward acquisition, or character stats.
[0022] A "lottery," also known as a "gacha," is a system in which users pay a fee within a game to randomly acquire digital content. The probability of acquiring items is controlled by the system. The probability of digital content appearing in the game is set and controlled.
[0023] "Charging" refers to the act of a user paying for specific services, digital content, features, or other value provided in a game using real currency, or in-game virtual currency, points, or other digital assets acquired through real currency, through a payment system designated by the game operator or its operator, and the entire system in which a specific value is granted to the user as a result of such payment. Through this act, the user gains benefits such as an enhanced game experience, accelerated progress, or differentiation from other users.
[0024] "Bonus items" refer to additional items or content that are granted separately from the regular content through the main game, in-game purchases, or by fulfilling specific conditions.
[0025] <System Configuration> Figure 1 is a schematic diagram showing a game control system 1 according to an embodiment of the present disclosure.
[0026] First, the overall configuration of a game control system 1 according to one embodiment of this disclosure will be described with reference to Figure 1. Figure 1 is a block diagram showing an example configuration of the game control system 1 according to this embodiment. As shown in Figure 1, the game control system 1 is an example of an information processing system and comprises a game server 100 and at least one user terminal 300. The game server 100 and the user terminal 300 are connected to each other so as to be able to communicate with each other via a network NW. The network NW is implemented via a network NW that includes any communication standard such as the Internet, a dedicated line, a mobile communication network, a LAN (Local Area Network), or a WAN (Wide Area Network). The game server 100 and the user terminal 300 are each composed of one or more computers 900. The basic configuration of the computer 900 will be described later.
[0027] The game server 100 is an information processing device that provides online games (hereinafter simply referred to as "games") that users (players) play via user terminals 300. The game server 100 may be composed of a single physical server device, or it may be composed of a cloud computing system or distributed system in which multiple server devices work together for the purpose of functional distribution or load balancing.
[0028] The game server 100 is an information processing device that performs various processes related to the operation of the entire game service, such as providing the game's user interface (UI), managing game progress, managing user data, and distributing in-game events. The game can be any type, such as an RPG (Role Playing Game), simulation game, puzzle game, or battle game. The effects of this disclosure are particularly evident in games that have elements of multiple users forming groups (communities) and playing while cooperating and interacting with each other.
[0029] Here, "community" refers to a group of users formed within a game, and includes various names depending on the game, such as guilds, clans, teams, alliances, circles, and parties. Communities may be created and managed by the users themselves, or they may be automatically matched and formed by the game system.
[0030] The game server 100 controls the progress of the game in response to various requests from user terminals 300, and also performs community interaction processing functions, as described later, such as aggregating community points (points for each community (guild, clan, team, etc.) to which the user belongs, managing mission paths, managing levels, and controlling reward distribution.
[0031] Here, "Mission Pass" refers to an in-game system in which rewards are awarded in stages based on completing predetermined achievements (e.g., "missions" or "quests") or accumulating play achievements (e.g., experience points or play count) within a set period of time (e.g., referred to as a "season"). This Mission Pass is a broad concept that includes what are commonly called "Battle Pass," "Season Pass," "Reward Track," and "Step-Up Reward System."
[0032] Furthermore, the Mission Pass in this embodiment typically includes a "free slot (free pass)" that is available to all users and allows them to obtain rewards free of charge, and a "paid slot (premium pass, gold pass, etc.)" that is unlocked by the user paying a fee (for example, payment with real currency or consumption of in-game paid currency) and grants the right to obtain more luxurious or additional rewards in addition to the free slot.
[0033] The user terminal 300 is an information processing device used by the user to play games. The user terminal 300 is any electronic device capable of executing programs, such as a smartphone, tablet, personal computer (PC), portable game console, or home game console. The user terminal 300 has one or more game title application programs (hereinafter referred to as "game apps") installed, or it can execute game titles provided by the game server 100 via a general-purpose application such as a web browser. The user progresses through the game by viewing the game screen displayed on the user terminal 300 and performing various operations.
[0034] The game control system 1 of this embodiment extends the concept of "mission passes (season passes)," which were previously completed on an individual basis, to a community basis. Specifically, it visualizes and quantifies (converts into points) the actions of individual members belonging to a community, such as purchasing mission passes or completing tasks, as "contributions to the community," and increases the "community level (pass level)" which is shared throughout the community. It then provides an interactive incentive structure in which the benefits (rewards and perks) are returned to all members, regardless of whether they pay or not, while further perks are given to the individuals who contributed (pass purchasers). This fosters a culture of cooperation and appreciation within the community and promotes the overall revitalization of the game.
[0035] Next, an example of the hardware configuration of the game server 100 according to this embodiment will be described with reference to Figure 2. Figure 2 is a functional block diagram of the game server 100 according to the embodiment of this disclosure. The game server 100 includes a communication unit 110, a storage unit 120, and a processing unit 130.
[0036] The communication unit 110 is a network interface and communicates with the user terminal 300 via the network NW. The communication unit 110 passes data received from the user terminal 300 to the processing unit 130 and also transmits data generated by the processing unit 130 to the user terminal 300.
[0037] The memory unit 120 is configured using a storage device such as a magnetic hard disk or a semiconductor storage device. The memory unit 120 stores various information necessary for the game server 100 to function. For example, the memory unit 120 stores databases, programs, and so on.
[0038] The memory unit 120 stores various databases (DBs) or tables as shown in Figure 3 in order to realize the game control processing of this embodiment. Specifically, it stores a user management DB, a community management DB, a contribution management DB, a reward master DB, etc. These databases can be implemented in any format, such as a relational database management system (RDBMS) or a NoSQL database.
[0039] The User Management Database (DB) is a database for managing the basic information of each user who uses the game service. The User Management Database includes, for example, columns (fields) such as "User ID," "Player Name," "Community ID," "Personal Pass Status," and "Personal Pass Purchase History." The "User ID" is an identifier that uniquely identifies each user. The "Player Name" is the name of the user displayed in the game. The "Community ID" is an ID that identifies the community to which the user currently belongs; if the user does not belong to any community, a NULL value is stored. "Personal Pass Status" is information that manages the purchase status of the personal mission pass (hereinafter, the mission pass may be simply referred to as the pass) in the current season (e.g., not purchased, purchased, premium purchased) and the progress of the personal pass itself (e.g., level, experience points). "Personal Pass Purchase History" is information that records the purchase history of passes across past seasons, and for example, the number of consecutive purchases and the cumulative purchase amount are stored.
[0040] The Community Management Database (DB) is a database for managing the status of each community that exists within the game. The Community Management Database includes, for example, columns such as "Community ID," "Community Name," "Member List," "Community Points," "Community Level," and "Season ID." The "Community ID" is an identifier that uniquely identifies each community. The "Community Name" is the name of that community. The "Member List" holds the user IDs of all members belonging to that community in a list format. "Community Points" is the total value of community points accumulated through members' contributions during the season. The "Community Level" is the level of the community, determined based on the current community points. The "Season ID" is an identifier that uniquely identifies the currently ongoing season.
[0041] The contribution management database is a database for individually recording how much each member has contributed to their community. The contribution management database is used for ranking generation by the ranking presentation unit 137 (described later) and for some form of feedback processing based on contributions. The contribution management database includes, for example, columns such as "User ID," "Community ID," "Purchase Points," "Play Points," and "Total Contribution Points." "User ID" and "Community ID" identify which member of which community the record pertains to. "Purchase Points" is the number of points the user contributed to the community through pass purchases. "Play Points" is the number of points the user earned by completing tasks. "Total Contribution Points" is the sum of purchase points and play points.
[0042] The reward master database is a master data table for pre-defining the content of rewards and perks that are awarded based on the community level reached. The reward master database includes, for example, columns such as "Season ID," "Level Reached," "First Reward (Common)," "First Perk (Boost)," and "Second Reward (Individual)." "Season ID" and "Level Reached" are keys that identify which reward applies to which season and level reached. "First Reward (Common)" defines the ID and content of the common reward given to all members. This column can also include information such as conditions for adjusting the amount of rewards for non-pass purchasers (e.g., reducing the quantity to 50%). "First Perk (Boost)" defines the content of the boost effect to improve progress efficiency given to pass purchasers (e.g., individual EXP +10%). "Second Reward (Individual)" defines the ID and content of the individual reward that is additionally given only to pass purchasers.
[0043] Returning to Figure 2, we continue the explanation of the game server 100. The processing unit 130 performs various information processing for providing the game. The processing unit 130 comprises the following functional units: a game provision unit 131, a display control unit 132, a point management unit 133, a level update unit 134, a common reward granting unit 135, a personal benefit granting unit 136, and a ranking display unit 137. The processing unit 130 realizes each of these functional units by executing programs stored in the memory unit 120, and performs community interaction processing. Details of community interaction processing will be described later.
[0044] The game provision unit 131 has the function of providing the user terminal 300 with the basic environment and data necessary to play each game title. This includes the distribution of the game client program, login authentication processing, generation of the game's virtual space, and provision of master data such as scenario data, character data, and map data. In addition, the game provision unit 131 executes core processes for each game title in response to user input from the user terminal 300, such as character action processing, enemy character AI processing, damage calculation in battles, quest progress determination, and in-game parameter update processing.
[0045] The display control unit 132 has the function of generating or controlling the generation of various screen data to be displayed on the display unit 340 of the user terminal 300. Specifically, the display control unit 132 generates drawing commands for rendering the 3D space and 2D background of the game, character models, etc., as well as screen data that constitutes the user interface (UI), such as various parameters, menu screens, and dialogs, and transmits them to the user terminal 300 via the communication unit 110.
[0046] The display control unit 132 generates screen data written in markup languages such as HTML, XML, and CSS, or in a proprietary data format, based on instructions from other functional units within the processing unit 130 (for example, the game provision unit 131 and the ranking display unit 137) and data stored in the memory unit 120. The generated screen data includes, for example, the community path screen shown in Figure 6, the purchase confirmation screen shown in Figure 7, and the level-up notification screen shown in Figure 8. This screen data constitutes a user interface (UI) that visually presents the community's progress, rewards, and individual contributions to the user in an easy-to-understand manner.
[0047] The Point Management Unit 133 has the function of calculating community points linked to a community. Community points are also called guild contribution points, shared pass experience points (EXP), team activity score, and common points, and are an indicator that quantitatively shows the amount of activity and contribution of a community. The Point Management Unit 133 detects predetermined actions taken by member players belonging to a community and calculates community points according to those actions.
[0048] The actions that the Point Management Unit 133 uses as the basis for calculation include, at a minimum, the purchase of personal mission passes by member players and the completion of tasks related to personal mission passes. For personal mission pass purchases, the unit has a function to calculate predetermined points according to the purchase amount and the grade of the pass (e.g., regular pass, premium pass, etc.). For task completion, predetermined points are calculated according to the type and difficulty of the completed task (e.g., daily tasks, weekly tasks, high-difficulty challenges, etc.). This makes it possible to evaluate both contributions through in-game purchases and continuous contributions through gameplay. The calculated community points are tallied (accumulated) as community points for the community to which the player belongs.
[0049] The points management unit 133 processes things like adding "3000 community points" when member A purchases a premium pass for 3000 yen, and adding "50 points" when member B completes a daily task. This way, both contributions through purchases (a large number of points in one go) and contributions through gameplay (continuous points) are evaluated.
[0050] The level update unit 134 has the function of updating community level information based on community points. Community level information, also known as community path rank, team tier, or shared progress gauge, is an indicator that increases in stages as community points are accumulated. The level update unit 134 obtains the cumulative value of community points calculated and aggregated by the point management unit 133, and determines or updates the current level of the community by referring to a level-up threshold table or the like that is pre-stored in the memory unit 120. Community level information may include information such as the current level value and the amount of points (experience points) required to reach the next level.
[0051] The common reward distribution unit 135 has the function of distributing a first reward, usable in-game, to all member players belonging to a community, based on community level information. The first reward is also called a community common reward or a distributed item for all, and is an incentive that is unlocked each time the community level reaches a predetermined level. The common reward distribution unit 135 detects that the community level has been updated by the level update unit 134 and reads the first reward corresponding to the reached level from the reward master DB, etc. Then, it refers to the member list of the community and performs the process of distributing the reward to all member players belonging to the community (for example, sending it via in-game mail, directly adding it to the inventory, etc.).
[0052] The first type of reward can include in-game currency (gold, coins, etc.), consumable items (potions, healing items, etc.), equipment, characters, avatar items, gacha tickets, or buff effects that last for a certain period (for example, increased experience points gained, increased item drop rate, etc.). Specific examples of the first type of reward include buff effects such as "5% increase in experience points gained by all community members (for one week)" or consumable items such as "stamina recovery potions." This makes it worthwhile for non-paying users to stay in the community.
[0053] Furthermore, the common reward distribution unit 135 may have a function to adjust the amount or timing of the first reward depending on whether or not an individual pass has been purchased. For example, based on adjustment conditions defined in the reward master DB, it may adjust the amount by giving 10 reward items to pass purchasers, while giving only 5 items (a portion of the total) to non-purchasers. Alternatively, it may have a function to adjust the timing of the reward distribution by giving rewards to pass purchasers as soon as they reach a level, while giving rewards to non-purchasers after a waiting period of a certain amount of time (e.g., 24 hours). The common reward (first reward) itself is distributed to everyone, but by allowing pass purchasers to receive "more" or "earlier," the incentive to purchase a pass can be increased. For non-purchasers, the effect of upselling (guiding them to higher-tier products) can be expected by showing them that "you can get rewards, but it's even better if you buy a pass."
[0054] The individual benefits granting unit 136 has the function of granting the first benefit and / or the second reward exclusively to member players who have purchased an individual pass, based on community-level information. This function provides additional incentives separate from common rewards to pass purchasers who have made significant contributions to the community, thereby increasing satisfaction with the payment.
[0055] The first type of perk, also known as a buyer-exclusive bonus or premium boost, refers to preferential treatment that enhances the gameplay environment. This first perk could also be preferential treatment that improves the efficiency of progressing through the individual pass. Specifically, as the community level increases, it could grant boost effects such as applying a bonus multiplier (e.g., +10%, +20%) to the amount of individual pass experience points gained by pass purchasers, or easing the task completion requirements for the individual pass. By offering the benefit that individual pass progression becomes easier (boosted) as the community grows, users are motivated to raise the community level not only "for the benefit of everyone in the community" but also "to progress through their own pass faster." This aligns individual and collective interests, promoting cooperative behavior. Furthermore, even users who join the season late can more easily complete the pass (reach the highest level) if they belong to an active community, preventing them from dropping out midway.
[0056] The second reward, also known as premium rewards or exclusive items for purchasers, refers to higher-value or rarer in-game assets that are given in addition to the first reward (common reward). Specific examples of the second reward include high-rarity equipment and characters, limited-design avatar items (skins), special titles, and paid currency. By clearly distinguishing the "second reward," which is only available to pass purchasers, from the "first reward" distributed to everyone, the added value of purchasing the pass is guaranteed. This differentiates it from free users and increases the satisfaction of pass purchasers.
[0057] The individual perks granting section 136 may offer more direct benefits to pass purchasers, such as "increased drop rates for rare equipment" or "acquisition of exclusive skins." This helps prevent the so-called "free rider" problem and allows for balance adjustments among players so that pass purchasers do not feel they are being taken advantage of.
[0058] The individual rewards granting unit 136 may have a function to determine the content of the first reward based on community level information and the purchase history of the member player's personal pass. This purchase history includes information such as whether or not a pass was purchased in past seasons, the number of times a pass was purchased consecutively, and the total amount and grade of passes purchased. The individual rewards granting unit 136 combines this information with the current community level achievement level to grant more generous rewards (veteran bonus, loyalty reward) than usual to highly loyal users who meet specific conditions, such as "purchasing a premium pass for three consecutive seasons and reaching the maximum community level." By making both community growth (leveling up) and individual continuous spending (purchase history) conditions, it is possible to reward highly loyal users in the long term. Users receive the greatest benefit when they "have been continuously buying passes" and "the current community is thriving," which has the effect of suppressing community migration and retirement and increasing retention rates.
[0059] The ranking display unit 137 has the function of generating ranking information regarding the contribution level of member players to community points and outputting it to the member player's user terminal 300. The ranking display unit 137 refers to the contribution management DB etc. stored in the memory unit 120, aggregates the total contribution points of each member for a predetermined period (e.g., the current season, week, or day), and ranks them based on the amount. The generated ranking information includes rank, player name, total contribution points, and optionally a breakdown of contributions (purchase points, play points). The ranking display unit 137 passes this ranking information to the display control unit 132, which displays it as a contribution leaderboard on the screen of the user terminal 300. By displaying the ranking, it becomes clear who has contributed how much to the community. This can give top-ranked players a sense of honor and satisfaction of their need for recognition, and stimulate a competitive spirit and motivation to participate in lower-ranked players, encouraging them to "contribute more." This promotes the revitalization of the community.
[0060] The ranking display section 137 may not only sort users by cumulative points, but may also present rankings from multiple perspectives, such as "This Week's MVP (Top Contributor of the Week)," "Pass Master (Top Pass Purchase Amount)," and "Task Master (Top Task Completion Count)." This allows for the spotlight to be shone not only on users with significant spending power, but also on users who contribute through playtime. Furthermore, special titles and icon frames can be awarded to top-ranked users to further enhance their motivation.
[0061] Figure 4 is a functional block diagram of a user terminal 300 according to an embodiment of the present disclosure. The user terminal 300 comprises a communication unit 310, a storage unit 320, a control unit 330, a display unit 340, and an operation unit 350, which are electrically connected to each other via a communication bus 360. The communication unit 310 communicates with the game server 100. The storage unit 320 stores the game application program and temporary data. The control unit 330 is a CPU or the like that executes the game application, sends processing requests to the game server 100 in response to user input, and draws the screen based on data received from the server. The display unit 340 is a liquid crystal display or an organic EL display, etc., and displays the game screen. The operation unit 350 is a touch panel, physical buttons, controller, etc., and receives user input. The user terminal 300 is, for example, a smartphone, a tablet terminal, or a PC. The user makes operation inputs to the game via the operation unit 350 and plays the game through the game screen displayed on the display unit 340.
[0062] <System Operation> Next, the operation of the game control system 1 having the above-described configuration and functions will be explained using a flowchart.
[0063] Figure 5 is a flowchart showing the community interaction processing by the game control system 1 according to the embodiment of this disclosure. The community interaction processing is a series of processes from updating the state of the community in response to the actions of the members to awarding rewards.
[0064] In step S101, the game provision unit 131 of the game server 100 starts a new mission pass season based on a schedule set in advance by the administrator. At the start of the season, the game provision unit 131 refers to the community management DB stored in the memory unit 120 and resets or updates the community points and community level of each community to their initial values (e.g., zero). It may also be set to carry over some points and levels depending on the achievements of the previous season. The game provision unit 131 also reads the reward table for the season ID corresponding to the new season from the reward master DB stored in the memory unit 120 and activates the achievement targets for each community level in this season and the corresponding rewards. This season start information is notified to each user terminal 300, so that users can recognize the start of the new season.
[0065] In step S102, the point management unit 133 of the game server 100 constantly monitors the actions of each member player belonging to the community based on information transmitted from each user terminal 300 via the network NW, and detects the occurrence of a predetermined trigger event. In this embodiment, the main actions detected by the point management unit 133 are two types: "purchase of a personal mission pass" and "completion of a task related to a personal mission pass" by a member player. If either of these actions is detected (YES in step S102), the process proceeds to step S103. If no action is detected (NO in step S102), the point management unit 133 continues monitoring.
[0066] The action of "purchasing a personal mission pass" occurs, for example, when a user confirms the purchase on screen D500, as shown in Figure 7, on the user terminal 300. When the control unit 330 of the user terminal 300 detects this operation, it executes the billing process and sends information indicating its success (including the user ID, the type of pass purchased, and the product ID corresponding to the price) from the communication unit 310 to the game server 100 via the network NW. The communication unit 110 of the game server 100 receives this information and passes it on to the point management unit 133, thereby detecting the action.
[0067] On the other hand, the action of "completing tasks related to the personal mission pass" occurs when a user meets certain conditions during gameplay. Tasks come in various types, such as "defeat 10 specific monsters," "log in daily," and "clear a specific dungeon," each with its own set of completion conditions. The control unit 330 of the user terminal 300 monitors the game's progress, and when it detects that the completion conditions for any task have been met, it sends the completion information (including the user ID and the ID of the completed task) from the communication unit 310 to the game server 100. The communication unit 110 of the game server 100 receives this information and passes it on to the point management unit 133, thereby detecting the action.
[0068] In step S103, the point management unit 133 calculates community points associated with the community to which the member player belongs, based on the content of the detected action.
[0069] If the action is "Purchase of Personal Mission Pass," the point management unit 133 calculates community points by referring to a predefined conversion table in the storage unit 120 based on the received product ID and price information. For example, as shown in Figure 7, purchasing a premium mission pass for "1000 coins" will result in "3000 community points." This conversion rate can be varied depending on the price and type of pass (regular pass, premium pass, etc.).
[0070] If the action is "completion of a task related to a personal mission pass," the points management unit 133 identifies and calculates the community points (play points) that have been pre-assigned to that task. The number of points is set according to the difficulty of the task and the time and effort required to complete it, and is differentiated as follows: for example, an easy daily task may be worth "10 points," while a high-difficulty weekly task may be worth "100 points."
[0071] The point management unit 133 updates the contribution management DB in the storage unit 120 to record the calculated community points as the contribution level of the member player. Specifically, it adds the calculated points to the "Purchase Points" or "Play Points" field of the record corresponding to the member player's user ID and affiliated community ID, and also updates the "Total Contribution Points".
[0072] Next, the point management unit 133 adds the calculated community points to the total points of the community to which the member player belongs. Specifically, it refers to the user management DB to identify the community ID to which the member player belongs, and updates the "Community Points" field of the record for the corresponding community ID in the community management DB by adding the calculated points.
[0073] Next, the level update unit 134 updates the community level information of the community based on the updated community points. The level update unit 134 compares the updated "community points" value in the community management DB with the point thresholds required to reach each level defined in the reward master DB. If the updated points reach or exceed the threshold for the next level after the current community level, the level update unit 134 updates the "community level" value in the community management DB by one level (or up to the level reached).
[0074] In step S104, the level update unit 134 determines whether the updated community level has reached a predetermined value (first predetermined value) that makes it eligible for the first reward (common reward). This predetermined value corresponds to each level for which rewards are set in the reward master DB (for example, Lv.5, Lv.6, Lv.7, etc.). If the community level has reached the first predetermined value (YES in step S104), the process proceeds to step S105. If it has not reached the value (NO in step S104), the process proceeds to the season end determination in step S108.
[0075] In step S105, the common reward distribution unit 135 performs a process to distribute the first reward to all member players belonging to the community based on the community level information. First, the common reward distribution unit 135 retrieves the "member list" of the community that has reached a certain level from the community management DB. Next, it refers to the reward master DB and identifies the contents of the "first reward (common)" corresponding to the reached "level" (for example, item ID and quantity). Then, it distributes the identified first reward to all user IDs included in the retrieved member list. Specifically, the distribution of rewards is performed by adding or updating the data of the corresponding items or currencies in the inventory DB (not shown), which manages each user's in-game data.
[0076] At this time, the display control unit 132 generates screen data notifying that a level-up has occurred and that a reward has been awarded, and sends it to the user terminals 300 of all members belonging to the community. On the user terminals 300, screen D500 as shown in Figure 8 is displayed.
[0077] In step S106, the level update unit 134 determines whether the community level has reached a predetermined value (second predetermined value) that is eligible for granting individual benefits. This second predetermined value may be the same level as the first predetermined value, or it may be set separately so that individual benefits are granted only at a specific level. If the community level has reached the second predetermined value (YES in step S106), the process proceeds to step S107. If it has not reached the value (NO in step S106), the process proceeds to step S108.
[0078] In step S107, the individual benefit granting unit 136 executes a process to grant the first benefit and / or the second reward to member players who have purchased an individual pass, based on community level information. First, the individual benefit granting unit 136 retrieves the "member list" from the community management DB. Next, for each user ID in the list, it refers to the user management DB and determines whether the "individual pass status" is "purchased".
[0079] Based on the results of the assessment, the personal benefit granting unit 136 processes the granting of benefits and rewards only to member players who have "purchased" them. Specifically, it refers to the reward master DB and identifies the content of the "first benefit (boost)" and "second reward (personal)" corresponding to the "achieved level". Then, it grants the identified benefits and rewards to the target member player. If the first benefit is granted, for example, a process is performed to apply a boost effect (e.g., personal EXP +10%) to the user's parameters. If the second reward is granted, for example, a process is performed to add data of the limited item to the user's inventory DB.
[0080] At this time, the display control unit 132 sends notification screen data to the user terminal 300 of the target member player indicating that they have acquired personal rewards. In the example screen shown in Figure 8, it is indicated that special rewards such as experience point boosts and rare items have been unlocked, in addition to the common rewards, under "Personal Rewards (For You)". This allows pass purchasers to receive a direct reward for their contributions to the community, increasing their satisfaction.
[0081] In step S108, the game provision unit 131 determines whether the current season has ended. If the season has not ended (NO in step S108), the process returns to step S102 and continues to monitor the actions of member players.
[0082] In step S109, that is, when the season has ended (YES in step S108), the game provision unit 131 executes initialization and deactivation processing associated with the end of the season. Specifically, it resets the "community points" accumulated in the community management DB and returns the "community level" to its initial value. In addition, each point in the contribution management DB is also reset. Furthermore, if there are any time-limited benefits granted during the season (for example, experience point boosts), their effects are deactivated. As a result, the system state is reset for the next season, and the series of community interaction processes is completed.
[0083] This process creates a cycle where individual actions are immediately reflected in the entire community and rewarded accordingly.
[0084] <Screen example> Next, we will explain an example of a game screen provided by game server 100.
[0085] Figure 6 shows screen D500, which includes the path information area D510, displayed when a user (referred to here as "Player A") selects "Community" or "Mission Path" from the in-game menu. This screen displays a list of the overall community progress and rewards, as well as the individual's contribution. • Menu button D501 / Close button D502: These buttons are used for navigating the screen. • Level / Progress Display Area D511: Displays the current community level (in this case, "LV.5") and a progress bar showing the progress towards the next level. The progress is also visualized numerically, such as "2500 / 5000 PT (cumulative points)," fostering a sense of unity among all members as they work towards a common goal. • Reward list area D512: This area displays the rewards obtainable for each level in a matrix format. • Common Rewards Area D513: The top section of the reward list displays common rewards (50 gold, 10 potions, etc.) corresponding to the achieved level. These are available to everyone regardless of whether they have purchased the pass or not. Unachieved levels (LV.7, etc.) are displayed as "locked." Here, players who have not purchased the pass will be encouraged to purchase the pass to upgrade by having part of their icon dimmed or by being given a badge such as "half price." • Premium Rewards Area D514: The lower section of the rewards list displays luxurious rewards (rare items) that only pass purchasers can obtain, as well as "experience boosts (+5%, +18%, etc.)" that give an advantage in game progression. This section is labeled "Premium Rewards (Pass Purchasers Only)" and is grayed out or has a blurred icon for non-purchasers. A message such as "Buy the Premium Pass and boost the community!" encourages purchase. • Contribution Ranking Area D515: This area displays a ranking of members with high point contributions within the community. Each member's earned points (e.g., 1200 PT) are displayed, along with a "Like" button, allowing members to show appreciation to each other.
[0086] Figure 7 shows screen D500, which includes the purchase confirmation information area D520, displayed when a user selects to purchase the "Premium Mission Pass" from the screen shown in Figure 6. • Purchase details area D521: Displays the product name "Premium Mission Pass" and price "1000 coins" of the item being purchased. • Personal Benefits Description Area D522: As "Personal Benefits," a direct benefit that the purchaser receives is presented: "Unlock exclusive rewards and experience point boosts!" • Community Contribution Bonus Explanation Area D523: The purchase action highlights how much it contributes to the community, such as "+3000 Community Points!". Furthermore, a simulation bar showing the change from the current level (LV.3) to the level after purchase (LV.6) is displayed, and a message such as "Bonus rewards for all community members will be unlocked!" visually appeals to the audience that the purchase is not only "for yourself" but also "for your friends". • Cancel button D524: This button cancels the purchase. • Purchase Confirmation Button D526: This button confirms the purchase along with the price. By pressing this button, the user unlocks the paid slot and adds community points.
[0087] Figure 8 shows screen D500, which includes a notification information area D530 that is displayed on the terminals of members (in this case, player A, who is the purchaser, and other community members) when the community level increases. • Level-up information area D531: "Community Level 5→6!" is displayed in large letters, along with a graphic that conveys a sense of accomplishment. • Contributor Information Area D532: The avatar and name of the member who performed the action that triggered the level-up (in this case, Person A) are displayed along with the message, "Thanks to Person A's pass purchase!" This satisfies the contributor's need for recognition and makes them an object of gratitude from other members. • Reward Unlock Display Area D533: This area displays rewards that have become available through leveling up. It may show a "Received!" stamp for "Common Rewards (for everyone)" or indicate that additional rare items or boost effects are granted only to purchasers as "Personal Benefits (for you) - Premium". • Receive button D534: A button such as "Receive Premium Rewards" will be displayed, and the user can press it to store the rewards in their inventory.
[0088] The UI elements shown in Figures 6, 7, and 8 vividly visualize how individual actions (purchases) have a ripple effect throughout the entire community, bringing benefits to everyone and creating a positive cycle of community revitalization and monetization.
[0089] <Basic Computer Configuration> Figure 9 is a block diagram showing the basic hardware configuration of computer 900. Computer 900 includes a control unit 901, a storage unit 902, a communication unit 903, an input unit 904, and an output unit 905. The control unit 901, storage unit 902, communication unit 903, input unit 904, and output unit 905 are electrically connected to each other via a communication bus 910.
[0090] The control unit 901 includes a CPU (Central Processing Unit, also called a processor) and controls various parts of the computer 900, as well as reading and executing various programs stored in the storage unit 902.
[0091] The memory unit 902 includes a main memory such as DRAM (Dynamic Random Access Memory) and an auxiliary memory such as a hard disk, and is a device for storing various programs for running the operating system and various applications of the computer 900, as well as data used by these programs. The processes shown in the flowcharts described above are realized by the control units 901 of each computer constituting the game server 100 and user terminal 300 executing the programs stored in their respective memory units 902.
[0092] The communication unit 903 is a device for communicating with external devices and sends and receives data according to instructions from the control unit 901. Each computer that makes up the game server 100 and user terminal 300 uses this communication unit 903 to communicate with other devices, including the network NW shown in Figure 1.
[0093] The input unit 904 is a device that receives input from an external source and supplies it to the control unit 901, and includes, for example, a keyboard, mouse, touch panel, and camera. The output unit 905 is a device that outputs the processing results of the control unit 901 to the outside, and includes, for example, a display and speaker.
[0094] <Program> Here, we will describe the programs for realizing each functional unit of the game server 100 according to this embodiment.
[0095] The game server 100 and user terminal 300 are implemented in the computer 900. The operation of each component of the game server 100 and user terminal 300 is stored in the auxiliary storage device of the storage unit 902 in the form of a program. The control unit 901 reads the program from the auxiliary storage device of the storage unit 902, loads it into the main memory of the storage unit 902, and executes the above processing according to the program. The control unit 901 also reserves a storage area in the main memory of the storage unit 902 corresponding to the storage unit 120 described above, according to the program.
[0096] The program in question is a program to be executed by a computer 900, which is equipped with a processor and a memory unit, and the program causes a computer for providing games to perform the following processes: calculating community points associated with a community based on the purchase of a personal mission pass by a member player belonging to a community to which one or more players can belong in a game provided via a network, and / or the completion of tasks related to the personal mission pass; updating community level information of the community based on the community points; granting a first reward usable in the game to all member players belonging to the community based on the community level information; and granting a first benefit related to the game and / or a second reward usable in the game to a member player who has purchased the personal mission pass based on the community level information.
[0097] The auxiliary storage device of the memory unit 902 is an example of a tangible medium that is not temporary. Other examples of tangible mediums that are not temporary include magnetic disks, magneto-optical disks, CD-ROMs, DVD-ROMs, and semiconductor memory connected via the input unit 904. Furthermore, if this program is distributed to the computer 900 via the network NW, the computer 900 that receives the program may load it into the main memory of the memory unit 902 and execute the above processing.
[0098] Furthermore, the program may be intended to implement some of the functions described above. In addition, the program may be a so-called differential file (differential program) that implements the functions described above in combination with other programs already stored in the auxiliary storage device of the memory unit 902.
[0099] According to the game control system 1 of this embodiment described above, individual actions (pass purchases and task completion) directly contribute to the overall community's benefit (level-ups, common rewards), thus providing member players with a strong incentive to "contribute to the community." Furthermore, even members who have not purchased a pass (free-to-play users and light users) can receive rewards (first rewards) through the contributions of other members, increasing their sense of belonging to the community and improving their game retention rate. In addition, pass purchasers are granted individual-only benefits (first benefits, second rewards) as a reward for their contributions to the community, thus eliminating feelings of unfairness, satisfying their need for recognition, and stimulating further spending and play motivation. In other words, it is possible to improve and revitalize the overall community retention rate.
[0100] Furthermore, the present invention is not limited to the embodiments described above, and various modifications can be adopted.
[0101] (Modification 1) Application to community competition events In the embodiments described above, the focus was on cooperation within a single community, i.e., PvE (Player vs Environment) elements, but this can also be applied to competition between multiple communities, i.e., GvG (Guild vs Guild) elements. For example, multiple communities could hold an event during a specific period where they compete to see who can accumulate the most "community points" and how quickly they can acquire them. In this scenario, points earned through pass purchases significantly impact the outcome, making "support through paid purchases" within the community strategically important. The ranking display section 137 displays not only contributions within a community but also rankings between communities. Winning communities are awarded special "victory rewards (third rewards)." This further strengthens community unity and reinforces the motivation for spending money and playing the game.
[0102] (Modification 2) Expanding the use of community points In the embodiment described above, community points were an indicator that was automatically accumulated and consumed for "leveling up," but they may also be treated as a "currency" that members can consume at their discretion. For example, players could use accumulated community points to purchase furniture for their community-shared base (guild house) or expand the base's functions (such as improving the shop's inventory). In this case, the authority to spend points can be granted only to the community leader (administrator), or it can be decided by a vote of all members. This will encourage communication within the community about how to use the points earned through pass purchases and gameplay, thereby improving social interaction.
[0103] (Variation 3) Community integration between different game titles While the above-described embodiment assumed a community within a single game title, it may also be linked across multiple different game titles operated by the same publisher. For example, the system can be configured so that purchasing a pass or completing tasks in "Game A" also contributes to community points in "Game B" through a common account ID (group ID). This allows users to contribute to the community of "Game B," which they play as a secondary game (or whose friends play it), by making in-app purchases and playing "Game A," which is their primary game. This increases the likelihood of users switching between multiple titles and contributes to the overall revenue growth of the publisher. In this case, the points management unit 133 aggregates points by weighting (converting rates) between game titles.
[0104] (Modification 4) "Contribution weighting" process according to community size The above-described embodiment favors larger communities and disadvantages smaller communities, potentially leading to the dissolution of sparsely populated communities (user exodus). Therefore, a coefficient could be applied to the points earned per action based on the number of members (or active members) in the community, so that, for example, smaller communities earn more points per person. This would allow even small communities to reach the maximum level if they work together, thus maintaining community diversity.
[0105] (Modification 5) Role-linked reward system In the embodiment described above, if everyone receives the same reward, players may receive items they do not use. Therefore, it is also possible to configure the system to automatically change the content of common rewards according to the role within the community (role or in-game job). For example, "defense potions" could be distributed to tanks and "attack potions" to attackers when they reach the same level. This allows for reward personalization and can increase satisfaction with the mission pass.
[0106] (Modification 6) "Branching" reward track (selectable path) Furthermore, different communities may have different preferences for rewards (e.g., communities focused on PvP, communities focused on appearance). Therefore, the mission path could be structured to branch out, for example, into a "military route" and a "wealthy route." The route taken could be decided by the leader or by a vote of all members. This creates a process where the community decides "their own community's direction," thus strengthening the sense of unity within the community.
[0107] (Example 7) "Catch-up (rescue)" system In the above embodiment, the system may be configured to automatically apply a "multiplier (acceleration buff)" to the amount of points earned when there is a short time remaining in the season or when the community is below average level. Providing relief to communities formed midway through the season or to late-joining players can prevent discouraging them from purchasing the pass.
[0108] (Note) The features of the above-described embodiment are noted below. (Note 1) In a game provided via a network, a point management unit calculates community points linked to a community based on the purchase of a personal mission pass by a member player belonging to a community to which one or more players can belong, and / or the completion of tasks related to the personal mission pass. A level update unit updates the community level information of the community based on the community points, A common reward distribution unit that, based on the community level information, grants a first reward usable within the game to all member players belonging to the community, A personal reward granting unit that grants a first benefit related to the game and / or a second reward usable within the game to a member player who has purchased the personal mission pass, based on the community level information, Game control system. (Note 2) The system further includes a ranking display unit that generates ranking information regarding the contribution level of the member players in the community points and outputs it to the member players' terminals. The game control system described in Appendix 1. (Note 3) The common reward distribution unit adjusts the amount or timing of the first reward depending on whether or not the personal mission pass has been purchased. The game control system described in Appendix 1. (Note 4) The personal benefit granting unit determines the content of the first benefit (≒ continuous purchase benefit) based on the community level information and the member player's purchase history of the personal mission pass. The game control system described in Appendix 1. (Note 5) The aforementioned personal reward granting unit grants the first reward which improves the progress efficiency of the personal mission pass. The game control system described in Appendix 1. (Note 6) The aforementioned individual benefit granting unit grants the second reward in addition to the first reward. The game control system described in Appendix 1. (Note 7) In a game provided via a network, a point management unit calculates community points linked to a community based on the purchase of a personal mission pass by a member player belonging to a community to which one or more players can belong, and / or the completion of tasks related to the personal mission pass. A level update unit updates the community level information of the community based on the community points, A common reward distribution unit that, based on the community level information, grants a first reward usable within the game to all member players belonging to the community, A personal reward granting unit that grants a first benefit related to the game and / or a second reward usable within the game to a member player who has purchased the personal mission pass, based on the community level information, Game control device. (Note 8) A method of controlling a game performed by a computer, In a game provided via a network, the steps include: calculating community points associated with a community based on the purchase of a personal mission pass by a member player belonging to a community to which one or more players can belong, and / or the completion of tasks related to the personal mission pass; A step of updating community level information of the community based on the community points, The steps include: granting a first reward usable within the game to all member players belonging to the community based on the community level information; The process includes the step of granting a member player who has purchased the Personal Mission Pass a first benefit related to the game, and / or a second reward usable within the game, based on the aforementioned community level information. Game control methods. (Note 9) On the computer, In a game provided via a network, a process is performed to calculate community points associated with a community based on the purchase of a personal mission pass by a member player belonging to a community to which one or more players can belong, and / or the completion of tasks related to the personal mission pass. A process to update community-level information of the community based on the aforementioned community points, A process of granting a first reward usable within the game to all member players belonging to the community based on the community level information, Based on the aforementioned community level information, the process of granting member players who have purchased the aforementioned personal mission pass a first benefit related to the game, and / or a second reward usable within the game, A program to execute. (Note 10) A computer-readable recording medium on which the program described in Appendix 9 is recorded. [Explanation of Symbols]
[0109] 1: Game control system 100: Game Server 110: Communications Department 120: Storage section 130: Processing Unit 131: Game Provision Department 132: Display Control Unit 133: Point Management Department 134: Level Update Section 135: Common Reward Distribution Department 136: Personal Benefit Granting Department 137: Ranking Presentation Section 300: User terminal 900: Computer D500:Screen NW: Network
Claims
1. In a game provided via a network, a point management unit calculates community points linked to a community to which one or more players can belong, A level update unit updates the community level information of the community, which is an indicator that increases in stages as community points accumulate, based on the calculated community points. A common reward distribution unit that, based on the community level information, grants a first reward usable within the game to all member players belonging to the community, The system includes a personal reward granting unit that grants a first benefit related to the game and / or a second reward usable within the game to member players who have purchased a personal mission pass based on the aforementioned community level information, The point management unit calculates the community points associated with the community based on the purchase of the personal mission pass by a member player belonging to the community, and / or the completion of tasks related to the personal mission pass by a member player who has purchased the personal mission pass. Game control system.
2. A point management unit that calculates community points associated with a community based on the purchase of a personal mission pass by a member player belonging to a community to which one or more players can belong, and / or the completion of tasks related to the personal mission pass by a member player who has purchased the personal mission pass, in a game provided via a network, A level update unit updates the community level information of the community based on the community points, A common reward distribution unit that, based on the community level information, grants a first reward usable within the game to all member players belonging to the community, The system includes a personal reward granting unit that, based on the community level information, grants a member player who has purchased the personal mission pass a first benefit related to the game, and / or a second reward usable within the game, The common reward distribution unit adjusts the amount or timing of the first reward depending on whether or not the personal mission pass has been purchased. Game control system.
3. The system further includes a ranking display unit that generates ranking information regarding the contribution level of the member players in the community points and outputs it to the member players' terminals. The game control system according to claim 1 or 2.
4. The personal reward granting unit determines the content of the first reward based on the community level information and the member player's purchase history of the personal mission pass. The game control system according to claim 1 or 2.
5. The aforementioned personal reward granting unit grants the first reward which improves the progress efficiency of the personal mission pass. The game control system according to claim 1 or 2.
6. The aforementioned individual benefit granting unit grants the second reward separately from the first reward. The game control system according to claim 1 or 2.
7. In a game provided via a network, a point management unit calculates community points linked to a community to which one or more players can belong, A level update unit updates the community level information of the community, which is an indicator that increases in stages as community points accumulate, based on the calculated community points. A common reward distribution unit that, based on the community level information, grants a first reward usable within the game to all member players belonging to the community, The system includes a personal reward granting unit that grants a first benefit related to the game and / or a second reward usable within the game to member players who have purchased a personal mission pass based on the aforementioned community level information, The point management unit calculates the community points associated with the community based on the purchase of the personal mission pass by a member player belonging to the community, and / or the completion of tasks related to the personal mission pass by a member player who has purchased the personal mission pass. Game control device.
8. A method of controlling a game performed by a computer, In a game provided via a network, the steps include: calculating community points associated with a community to which one or more players can belong; The steps include updating the community level information of the community, which is an indicator that increases in stages as community points accumulate, based on the calculated community points, The steps include: granting a first reward usable within the game to all member players belonging to the community based on the community level information; The process includes the step of granting member players who have purchased a personal mission pass a first benefit related to the game, and / or a second reward usable within the game, based on the aforementioned community-level information. The step of calculating the community points includes calculating the community points associated with the community based on the purchase of the personal mission pass by a member player belonging to the community, and / or the completion of tasks related to the personal mission pass by a member player who has purchased the personal mission pass. Game control methods.
9. On the computer, In a game provided over a network, a process is used to calculate community points associated with a community to which one or more players can belong. A process to update the community level information of the community, which is an indicator that increases in stages as the community points accumulate, based on the calculated community points, A process to grant a first reward usable within the game to all member players belonging to the community based on the community level information, Based on the aforementioned community level information, the process of granting member players who have purchased a personal mission pass a first benefit related to the game, and / or a second reward usable within the game, A program to execute, The process for calculating the community points includes calculating the community points associated with the community based on the purchase of the personal mission pass by a member player belonging to the community, and / or the completion of tasks related to the personal mission pass by a member player who has purchased the personal mission pass. program.
10. A point management unit that calculates community points associated with a community based on the purchase of a personal mission pass by a member player belonging to a community to which one or more players can belong, and / or the completion of tasks related to the personal mission pass by a member player who has purchased the personal mission pass, in a game provided via a network, A level update unit updates the community level information of the community based on the community points, A common reward distribution unit that, based on the community level information, grants a first reward usable within the game to all member players belonging to the community, The system includes a personal reward granting unit that, based on the community level information, grants a member player who has purchased the personal mission pass a first benefit related to the game, and / or a second reward usable within the game, The common reward distribution unit adjusts the amount or timing of the first reward depending on whether or not the personal mission pass has been purchased. Game control device.
11. A game control method executed by a computer, In a game provided via a network, the steps include: calculating community points associated with a community based on the purchase of a personal mission pass by a member player belonging to a community to which one or more players can belong, and / or the completion of tasks related to the personal mission pass by the member player who purchased the personal mission pass; A step of updating community level information of the community based on the community points, The steps include: granting a first reward usable within the game to all member players belonging to the community based on the community level information; The steps include granting member players who have purchased the Personal Mission Pass a first benefit related to the game, and / or a second reward usable within the game, based on the aforementioned community-level information; It has, The step of granting the first reward includes adjusting the amount or timing of granting the first reward depending on whether or not the personal mission pass has been purchased. Game control methods.
12. A computer, In a game provided via a network, a process is performed to calculate community points associated with a community based on the purchase of a personal mission pass by a member player belonging to a community to which one or more players can belong, and / or the completion of tasks related to the personal mission pass by the member player who purchased the personal mission pass. A process to update the community level information of the community based on the aforementioned community points, A process to grant a first reward usable within the game to all member players belonging to the community based on the community level information, Based on the aforementioned community level information, a process is performed to grant member players who have purchased the aforementioned personal mission pass a first benefit related to the game, and / or a second reward usable within the game. Make it run, The process of granting the first reward includes adjusting the amount or timing of granting the first reward depending on whether or not the personal mission pass has been purchased. program.
Citation Information
Patent Citations
Game device control program
JP2009119030A
Game management device, game system, game management method and program
JP2013242798A
Game server and game system
JP2017169766A
Information processor, game program, and information processing method
JP2019076576A
Computer program and computer device
JP2023015856A