Program and information processing device

The program and information processing apparatus simplify content acquisition decisions in lottery games by determining if selected content is specific and recommending acquisition or re-lottery accordingly.

WO2025120913A1PCT designated stage expired Publication Date: 2025-06-12SEGA CORP
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Patent Information

Application Number
PCT/JP2024/027813
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-12-05
Filing Date
2024-08-02
Publication Date
2025-06-12

AI Technical Summary

Technical Problem

In lottery games, players face difficulty in determining whether to acquire selected content or perform a re-lottery, often requiring them to search for evaluations externally.

Method used

A program and information processing apparatus that function as a lottery means to select winning content, a determination means to assess if the content is specific, and a display means to recommend either acquiring the content or re-lottering based on the determination.

Benefits of technology

Enables players to easily decide whether to acquire or re-lotter content by providing clear recommendations, thereby simplifying the decision-making process.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present invention easily determines content to be acquired. A program causes a computer to function as: lottery means 52 that, in accordance with a lottery request from a player, consumes a cost corresponding to the lottery request and draws one item of winning content from a lottery object content group; determination means 54 that determines whether the winning content is specific content; and display means 56 that displays a first recommendation screen image for recommending execution of a re-lottery request without acquiring the winning content when the determination is negative, and displays a second recommendation screen image for recommending acquisition of the winning content without execution of the re-lottery request when the determination is affirmative.
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Description

Program and information processing device

[0001] The present invention relates to a program and an information processing device.

[0002] BACKGROUND ART Lottery games have been known in the past in which a player consumes game currency owned by the player to acquire content that is selected from a plurality of content items (a group of content items) that are the subject of a lottery with a predetermined probability of selection.

[0003] In this regard, Patent Document 1 discloses a technology for automatically disposing of content (game cards) that a player has designated as unnecessary content in advance when the content is drawn by lottery.

[0004] JP 2013-202322 A

[0005] In such lottery games, after content is drawn, the player may decide whether or not the drawn content is unnecessary. If the player decides that the content is unnecessary, the player may not acquire the content and may redraw (redraw). However, there are cases where the player is unable to decide whether to acquire the drawn content or to redraw. In such cases, the player must search for reviews of the drawn content on strategy sites, etc.

[0006] The present invention has been made in view of the above-mentioned problems, and an object of the present invention is to provide a program and an information processing device that can easily determine content to be acquired.

[0007] In order to solve the above problem, a program according to a first aspect of the present invention causes a computer to function as: lottery means for, in response to a lottery request from a player, consuming a cost corresponding to the lottery request to select one winning content from a group of content eligible for lottery; judgment means for determining whether the winning content is specific content; and display means for, if the judgment is negative, displaying a first recommendation screen recommending making a re-lottery request without obtaining the winning content, and for, if the judgment is positive, displaying a second recommendation screen recommending obtaining the winning content without making a re-lottery request.

[0008] Furthermore, a program according to a second aspect of the present invention causes a computer to function as: lottery means for, in response to a lottery request from a player, drawing a plurality of winning contents from a group of contents to be drawn by lottery by consuming a cost corresponding to the lottery request; judgment means for determining whether the winning contents include a predetermined number or more of specific contents; and display means for, if the judgment is negative, displaying a first recommendation screen recommending making a re-lottery request without obtaining the winning contents, and for, if the judgment is positive, displaying a second recommendation screen recommending obtaining the winning contents without making a re-lottery request.

[0009] In a third aspect of the present invention, the lottery means reduces the cost of responding to the re-lottery request when the determination is negative.

[0010] In a fourth aspect of the present invention, the lottery means increases the cost of responding to the re-lottery request when the determination is affirmative.

[0011] In a fifth aspect of the present invention, the lottery means prohibits the request for a re-lottery when the determination is affirmative.

[0012] In addition, in a sixth aspect of the present invention, the content can develop special parameters by combining content of the same type as material content, and the specific content is content of the same type as content owned by the player.

[0013] In a seventh aspect of the present invention, the specific content is content that the player has never acquired by lottery.

[0014] In an eighth aspect of the present invention, the specific content is material content that is associated in advance with content owned by the player.

[0015] In addition, an information processing device according to a ninth aspect of the present invention comprises: a lottery means for, in response to a lottery request from a player, consuming a cost corresponding to the lottery request to select one winning content from a group of lottery-eligible contents; a determination means for determining whether the winning content is a specific content; and, if the determination is negative, a display means for displaying a first recommendation screen recommending making a re-lottery request without acquiring the winning content, and, if the determination is positive, a display means for displaying a second recommendation screen recommending acquiring the winning content without making a re-lottery request.

[0016] In addition, an information processing device according to a tenth aspect of the present invention comprises: a lottery means for drawing a plurality of winning contents from a group of contents to be drawn in accordance with a lottery request from a player by consuming a cost corresponding to the lottery request; a determination means for determining whether the winning contents include a predetermined number or more of specific contents; and a display means for, if the determination is negative, displaying a first recommendation screen recommending making a re-draw request without acquiring the winning contents, and, if the determination is positive, displaying a second recommendation screen recommending acquiring the winning contents without making a re-draw request.

[0017] According to the present invention, it is possible to easily determine the content to be acquired.

[0018] 1 is a block diagram showing an example of the overall configuration of a game system according to the present embodiment. FIG. 2 is a diagram showing an example of the hardware configuration of a server device. FIG. 3 is a diagram showing an example of the hardware configuration of a smartphone as the terminal device shown in FIG. 1. FIG. 4 is a block diagram showing an example of the functional means of a server device. FIG. 5 is a flowchart showing an example (Specific Example 1) of the flow of processing performed by each functional means shown in FIG. 4 in the game system according to the present embodiment. FIG. 6 is a diagram showing an example (Specific Example 1) of a lottery game screen in the present embodiment. FIG. 7 is a diagram showing an example (Specific Example 1) of a first recommendation screen in the present embodiment. FIG. 8 is a diagram showing an example (Specific Example 1) of a second recommendation screen in the present embodiment. FIG. 9 is a flowchart showing an example (Specific Example 2) of the flow of processing performed by each functional means in the game system according to the present embodiment. FIG. 10 is a diagram showing an example (Specific Example 2) of a lottery game screen in the present embodiment. FIG. 11 is a diagram showing an example (Specific Example 2) of a first recommendation screen in the present embodiment. FIG. 12 is a diagram showing an example (Specific Example 2) of a second recommendation screen in the present embodiment.

[0019] Hereinafter, an embodiment of the present invention (hereinafter referred to as "the present embodiment") will be described with reference to the accompanying drawings. To facilitate understanding of the description, the same components and steps in each drawing will be designated by the same reference numerals as much as possible, and redundant description will be omitted.

[0020] <Overall Configuration> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to this embodiment.

[0021] 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicatively connected via a communication network NT such as an intranet, the Internet, or a telephone line.

[0022] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to players of each terminal device 12 via the communication network NT. In this embodiment, the server device 10 provides the game program 14 itself to players of the terminal devices 12.

[0023] Each terminal device 12 is an information processing device owned by each player, and provides a game to each player by installing and executing the game program 14 received from the server device 10. These terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.

[0024] <Hardware Configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG.

[0025] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 mainly includes a CPU (Central Processing Unit) 22 and a memory 24.

[0026] In the control device 20, the CPU 22 executes predetermined programs stored in the memory 24 or the storage device 28, thereby functioning as various functional means. Details of these functional means will be described later.

[0027] The communication device 26 is configured with a communication interface for communicating with an external device, etc. The communication device 26 transmits and receives various information to and from the terminal device 12, for example.

[0028] The storage device 28 is configured with a hard disk, etc. The storage device 28 stores various programs and information necessary for executing processes in the control device 20, including the game program 14, as well as information on the results of the processes.

[0029] The server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured with a single information processing device or multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a portion of the main hardware configuration of the server device 10, and the server device 10 may also include other components that are generally included in a server. The hardware configuration of the multiple terminal devices 12 may also be similar to that of the server device 10, except for including, for example, an operating means, a display device, and a sound output device.

[0030] FIG. 3 is a diagram illustrating an example of the hardware configuration of a smartphone serving as the terminal device 12 shown in FIG.

[0031] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a memory unit 40, and a speaker 42.

[0032] The main control unit 30 is configured to include a CPU, memory, etc. The main control unit 30 is connected to a touch panel 32 as a display input device, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 has a function to control these connected devices.

[0033] The touch panel 32 has both a display function and an input function, and is composed of a display 32A that performs the display function and a touch sensor 32B that performs the input function. In this embodiment, the display 32A can display game images including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the player's input position relative to the game image.

[0034] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40 .

[0035] The mobile communication unit 36 ​​has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.

[0036] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via an antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.

[0037] The storage unit 40 stores various programs and data, such as the game program 14 and play data indicating the progress of the game and player information of the game program 14. The play data may also be stored in the server device 10.

[0038] The speaker 42 has a function of outputting game sounds and the like.

[0039] <Game Overview> Games (game types) according to this embodiment include lottery games, quests, training games, etc. Lottery games may be referred to as gacha, lottery, summons, etc. Quests may be referred to as fighting games, dungeons, exploration, missions, scenarios, etc.

[0040] The lottery game according to this embodiment is a game in which, in response to a player's request (instruction) to play the lottery game, one or more pieces of content are provided to the player (randomly selected) from a group of lottery-selected content items. This content primarily includes characters. The lottery game is played based on the player's consumption of game currency. Examples of game currency include paid items (e.g., paid stones), non-paid items (e.g., free stones), coins, and points. Paid items are paid items granted to players based on payments made with cash, prepaid cards, electronic money, credit cards, crypto assets, etc. Non-paid items are free items granted to players within the game. These non-paid items may have the same value as paid items or may have a lower value than paid items. For example, in one lottery game, paid items and non-paid items can be consumed without distinction. Note that in another lottery game, only paid items may be consumed. Coins and points are in-game currencies that are awarded to a player along with the content drawn by lottery when a lottery game is played, for example.

[0041] A quest according to this embodiment is a game in which the objective is to satisfy predetermined clearing conditions (challenges). For example, this quest is a game in which a player uses a deck composed of a predetermined number of characters (e.g., one, three, or five) owned by the player based on an instruction (request) from a quest menu to select a quest. The deck is sometimes referred to as a party or team. Furthermore, examples of cases in which the clearing conditions (challenges) are satisfied include when the characters in the deck defeat all enemy characters appearing in each stage (e.g., reducing their hit points to 0 or less). Examples of cases in which the clearing conditions are not satisfied (failure to clear) include when all characters in the deck are annihilated (e.g., when the hit points of all characters are 0 or less).

[0042] In addition, in a quest according to this embodiment, if a player satisfies the clearing conditions, the player is awarded a clearing reward. Examples of the clearing reward include game currency (e.g., non-chargeable items, coins, points, etc.), various content (e.g., characters), and player experience points. In this embodiment, when a player clears a quest (satisfies the clearing conditions), a new quest (next quest) is opened (made playable) for the player. This new quest may be, for example, more difficult than the quest the player previously cleared, but may also offer a larger clearing reward or a higher-quality clearing reward. For example, a player can organize a deck to be used for a quest by arbitrarily selecting one or more characters from among the characters owned in an organization menu for organizing a deck to be used for the quest in advance.

[0043] In addition, in the training game according to this embodiment, various parameters of a source character designated from among the characters owned by the player are changed to be advantageous to the player by synthesizing (consuming) pre-associated materials (material content) with the source character.

[0044] For example, in a training game, enhancement synthesis (development) is possible, in which the basic parameters of a base character to be developed are changed by combining enhancement materials (material content) pre-associated with the base character. Examples of these basic parameters include level, attack power, defense power, and the number of turns required to activate a skill. For example, enhancement synthesis involves combining a quantity (number) of enhancement materials (e.g., enhancement material characters) pre-associated with the level of the base character to be developed, thereby increasing the level of the base character. Furthermore, for example, enhancement synthesis involves combining a quantity (number) of enhancement materials pre-associated with the number of turns required to activate a skill of the base character to be developed, thereby decreasing the number of turns required to activate a skill of the base character. In this embodiment, when a character's level increases by one, the character's hit points, attack power, defense power, etc. increase by a predetermined value. For example, the higher the hit points, attack power, or defense power, the more advantageous the progress of the game (e.g., quest). The number of turns required to activate a skill includes the number of turns required for a character to activate a skill. For example, the lower the skill activation turn number, the more advantageous the progress of the game (e.g., quest). For example, a skill is activated automatically or manually by a player when the same number of turns as the character's skill activation turn number has elapsed in a quest. For example, a player can designate a character from the owned character list screen in the enhancement menu to use that character as a source character for enhancement synthesis (enhanced character).

[0045] Furthermore, for example, evolutionary synthesis allows evolutionary synthesis (development) to change the special parameters of a source character (source content) by synthesizing (consuming) evolution materials (material content) pre-associated with the source character to be developed. Examples of such special parameters include luck, a level cap, a minimum number of turns required for skill activation, and rarity. For example, luck is a parameter that increases the number and quality of clear rewards obtained when a character is used in a quest. Examples of such pre-associated evolution materials include characters of the same type as the source character and evolution material characters. In this embodiment, a source character (character) to be developed can be developed by synthesizing characters of the same type as the source character as evolution materials, thereby increasing the upper level limit of the source character. For example, the higher the upper level limit, the more the player can increase the level, thereby gaining an advantage in progressing through a quest (game). Furthermore, a base character (character) to be developed can be developed by combining characters of the same type as the base character as evolution materials, thereby lowering the base character's minimum skill activation turn count. For example, the lower the minimum skill activation turn count, the more the player can reduce the skill activation turn count, thereby gaining an advantage in quest (game) progress. In this embodiment, characters can be evolved (developed) until their special parameters reach their limits (e.g., maximum level, minimum skill activation turn count, maximum luck). For example, a player can select a character from a list of owned characters in the evolution menu to select that character as the base character (evolved character) for evolutionary synthesis.

[0046] <Functional Means> (Specific Example 1) FIG. 4 is a block diagram showing an example of functional means of the server device 10. As shown in FIG.

[0047] 4, the server device 10 has, as functional components, a storage means 50, a lottery means 52, a determination means 54, and a display means 56. The storage means 50 is realized by one or more storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing the game program 14 stored in the storage device 28 or the like. Note that all or part of these functional components may be provided in the terminal device 12.

[0048] The storage means 50 has a function of storing player information 50A, character information 50B, lottery game information 50C, quest information 50D, and the like.

[0049] The player information 50A is stored for each player in association with the player ID of the player. This player information 50A includes, for example, the player's name, age, player rank, owned character information, owned game currency information, organized deck information, quest progress information, lottery history information, etc.

[0050] The player rank increases, for example, when the player gains player experience points.

[0051] The owned character information includes information about characters owned by the player.

[0052] For example, the owned character information is stored in association with an owned character ID for each character owned by the player. This owned character ID is assigned, for example, when the player acquires a character or evolves the character. For example, the owned character information includes the character ID and current parameters of the character. The current parameters include the current values ​​of normal parameters and special parameters.

[0053] The owned game currency information is stored, for example, for each game currency owned by a player (chargeable items, non-chargeable items, coins, points, etc.) in association with the character ID of the game currency. The owned game currency information includes, for example, the number of game currencies owned by the player.

[0054] The organized deck information includes information about the player's organized deck. This organized deck information includes, for example, the owned character IDs of characters (e.g., five or less) designated in advance by the player and the arrangement of the designated characters (e.g., order from left to right). This deck is used, for example, when performing a quest.

[0055] The quest progress information includes, for example, the quest IDs of quests that the player has cleared and the quest IDs of quests that are playable.

[0056] The lottery history information includes information (e.g., character ID) that identifies a character (winning character) that has been previously drawn (redrawn) in response to a lottery request or redraw request by a player, and information (e.g., acquisition flag) that identifies that the player has acquired the character.

[0057] Character information 50B includes information about the character.

[0058] For example, the character information 50B is stored for each character in association with a character ID. The character information 50B includes, for example, a name, an image, ability information, rarity, strengthening information, evolution information, and the like.

[0059] The ability information includes normal parameter information, special parameter information, and skills. The normal parameter information includes the ranges (minimum and maximum values) of normal parameters (such as level and number of turns required to activate a skill). The special parameter information includes the ranges (minimum and maximum values) of special parameters (such as upper limit of level and lower limit of number of turns required to activate a skill) for each evolution count. Skills include, for example, the ability to recover the hit points of ally characters (such as other characters in the deck) in a quest, to strengthen the attack or defense power of ally characters, or to inflict damage on enemy characters.

[0060] Rarity includes, for example, a numerical value ranging from 1 to 6. This numerical value may be expressed, for example, as the number of stars. Characters with high rarity are set with parameters (normal parameters and special parameters) and skills that are advantageous for progressing through the game (e.g., quests). Furthermore, for example, characters with high rarity have a high upper limit on their level (special parameters).

[0061] The strengthening information includes information about strengthening materials required to strengthen a character (a source character). For example, the strengthening information includes identification information (e.g., the character ID of the strengthening material character) that specifies the strengthening material previously associated with the character, and the quantity of the strengthening material. For example, the strengthening materials required to increase (strengthen) the normal parameters (e.g., level) of "character X" as a source character (a character to be strengthened) from 69 to 70 are two "strengthening material characters Y." Note that the strengthening materials required to increase this normal parameter (e.g., level) by 1 may differ depending on the normal parameter (e.g., level) of the source character.

[0062] The evolution information includes information about the evolution materials required to evolve a character (a source character) and the character to be evolved. For example, the evolution information includes identification information (e.g., the character ID of the evolution material character) that identifies the evolution material previously associated with the character, the quantity of the evolution material, and identification information (e.g., the evolved character ID) that identifies the character to be evolved. For example, the evolution materials required to increase (evolve) the special parameter (e.g., the upper limit of the level) of "Character X" as the source character (the character to be evolved) from 100 to 105 are two "Character X"s of the same type as the source character. Note that the evolution materials required to increase this special parameter (e.g., the upper limit of the level) may differ depending on the special parameter (e.g., the upper limit of the level) of the source character.

[0063] The lottery game information 50C is stored for each lottery game in association with the lottery game ID of the lottery game. The lottery game information 50C includes the name of the lottery game, payment information, lottery target information, and the like.

[0064] The consideration information includes, for example, a drawing consideration required to initially draw one character and a redraw consideration required to draw again without acquiring the drawn character. For example, the drawing consideration for a certain lottery game is five paid items or non-paid items. Also, for example, the redraw consideration for a certain lottery game is one paid item or one non-paid item. For example, the drawing consideration for another lottery game is ten paid items. Also, for example, the redraw consideration for another lottery game is zero paid items. Note that the redraw consideration may decrease or increase each time a redraw is performed.

[0065] The lottery information includes identification information (e.g., character ID or item ID) of each character constituting a lottery character group (lottery content group) that is the subject of the lottery game, and an appearance frequency (weight) associated with the identification information. The appearance frequency includes, for example, any numerical value from 1 to 10. A low numerical value is assigned to a character with a high rarity as the appearance frequency, and a high numerical value is assigned to a character with a low rarity as the appearance frequency. Note that different numerical values ​​may be assigned to characters of the same rarity (e.g., rarity 6). Here, the lottery probability of a character is calculated by dividing the appearance frequency assigned to that character by the sum of the appearance frequencies assigned to the characters constituting the lottery character group. Specifically, if the appearance frequency assigned to a character is 2 and the sum of the appearance frequencies assigned to the characters constituting the lottery character group is 400, the lottery probability of that character is 2 / 400 (0.5%).

[0066] The quest information 50D is stored for each quest in association with the quest ID of the quest. The quest information 50D includes the name of the quest, enemy character information, and reward information for completing the quest.

[0067] The enemy character information includes the enemy character ID and ability parameters of each enemy character that appears in the quest.

[0068] The clear reward information stores information about the clear reward that the player can acquire when clearing a quest. Examples of the clear reward include game currency (for example, non-chargeable items, coins, points, etc.), characters, player experience points, etc. The clear reward information includes the identification information and number of acquired game currency and characters, and a drop rate. The drop rate is, for example, the probability that the player will acquire game currency or characters. For example, the higher the difficulty of the quest, the higher the drop rate.

[0069] The lottery means 52 is a functional means for selecting one character (content) by lottery. In this embodiment, in response to a lottery request from a player, the lottery means 52 consumes a cost corresponding to the lottery request to select one character from a group of characters to be selected (a group of content to be selected) as a winning character (winning content). This cost is, for example, the lottery consideration in the consideration information in the lottery game information 50C.

[0070] In this embodiment, when a player requests to acquire a won character, the lottery means 52 allows the player to acquire the won character and ends the lottery game. On the other hand, when a player requests a re-lottery to be performed again, the lottery means 52 consumes a cost corresponding to the re-lottery request, does not allow the player to acquire the won character, and instead selects a character from the same group of characters to be selected as requested in the lottery request, thereby updating the won character. This cost is, for example, the re-lottery fee in the fee information in the lottery game information 50C.

[0071] Then, when the player makes an acquisition request to acquire the updated won character, the lottery means 52 allows the player to acquire the won character and ends the lottery game. On the other hand, when the player makes a re-lottery request to conduct another lottery, the lottery means 52 consumes the cost corresponding to the re-lottery request, does not allow the player to acquire the updated won character, and instead selects one character from the same group of characters to be selected as in the lottery request, thereby updating the won character. Note that the lottery means 52 may limit this re-lottery request (updating the won character) to a predetermined number of times or may allow it infinitely.

[0072] For example, the lottery means 52 reduces the cost corresponding to the re-lottery request when the determination by the determination means 54 regarding the specific character is negative. Specifically, the lottery means 52 reduces the cost corresponding to the re-lottery request by 40% when it is determined that the winning character (one character) is not a specific character.

[0073] Furthermore, for example, when the determination regarding the specific character is affirmative, the lottery means 52 increases the cost corresponding to the re-lottery request. Specifically, when the lottery means 52 determines that the winning character (one character) is the specific character, the lottery means 52 increases the cost corresponding to the re-lottery request by 20%.

[0074] Furthermore, for example, the lottery means 52 prohibits a request for a re-draw when the determination regarding the specific character is affirmative. Specifically, when the lottery means 52 determines that the winning character (one character) is a specific character, the lottery means 52 does not accept a request for a re-draw from the player. In this case, the display means 56 displays, for example, on the second recommendation screen, that a request for a re-draw is not permitted.

[0075] The determination means 54 is a functional means for making various determinations. In this embodiment, the determination means 54 determines whether or not the winning character (one character) selected by the lottery means 52 is a specific character, as a determination regarding the specific character. This specific character is, for example, a character with a rarity of 5 or more.

[0076] For example, the specific character is a character of the same type as a character owned by the player. For example, the determination means 54 refers to the owned character information in the player information 50A, and if any of the character IDs included in the owned character information matches the character ID of the winning character (one character), the determination is affirmative.

[0077] For example, the specific character is a character that the player has never acquired through a lottery. For example, the determination means 54 refers to the lottery history information of the player information 50A, and makes a positive determination if any of the character IDs included in the lottery history information does not match the character ID of the winning character (one character).

[0078] For example, the specific character is material content that is pre-associated with a character owned by the player. For example, the determination means 54 refers to the owned character information in the player information 50A and the strengthening information and evolution information in the character information 50B, and makes a positive determination if any of the identification information (e.g., character ID) that specifies the strengthening material or evolution material of the character included in the owned character information matches the character ID of the winning character (one character).

[0079] The display means 56 is a functional means for displaying an image on the touch panel 32. In the present embodiment, when the determination means 54 makes a negative determination, the display means 56 displays a first recommendation screen recommending that the player request a re-draw without acquiring the winning character. For example, when the determination means 54 determines that the winning character (first character) is not a specific character, the display means 56 displays the first recommendation screen recommending that the player request a re-draw. Also, in the present embodiment, when the determination means 54 makes a positive determination, the display means 56 displays a second recommendation screen recommending that the player acquire the winning character without requesting a re-draw. For example, when the determination means 54 determines that the winning character (first character) is a specific character, the display means 56 displays the second recommendation screen recommending that the player acquire the winning character.

[0080] <Processing Flow> Figure 5 is a flowchart showing an example (specific example 1) of the processing flow performed by each functional unit shown in Figure 4 in the game system 1 according to this embodiment. The processing of the following steps is started, for example, when a player selects one lottery game from the lottery game menu. The order and content of the following steps can be changed as appropriate.

[0081] (Step SP10) The display means 56 displays on the touch panel 32 a lottery game screen showing the lottery game selected by the player.

[0082] FIG. 6 is a diagram showing an example (specific example 1) of a lottery game screen 60 in this embodiment.

[0083] As shown in FIG. 6 , the lottery game screen 60 includes a provision rate button 62, a lottery target information area 64, a lottery execution button 66, and a back button 68. The provision rate button 62 is a button (instruction area) for issuing an instruction to transition to a screen showing the name, rarity, and lottery probability of each character constituting the lottery target character group. The lottery target information area 64 displays an image of a featured character (e.g., a character with high rarity or a featured character) from the lottery target character group. Note that the lottery target information area 64 may display images of some or all of the specific characters. The lottery execution button 66 is a button (instruction area) for issuing a lottery request (lottery instruction) to select one character. The back button 68 is a button (instruction area) for issuing an instruction to close the lottery game screen 60 and return to the lottery game menu.

[0084] Returning to FIG. 5, the process proceeds to step SP12.

[0085] (Step SP12) The determination means 54 determines whether or not a lottery request has been made by the player. For example, if the lottery execution button is pressed on the lottery game screen, the determination means 54 makes a positive determination. If the determination is positive, the processing proceeds to step SP14. On the other hand, if the determination is negative, that is, if the back button is pressed on the lottery game screen, the processing ends the series of steps shown in FIG. 5.

[0086] (Step SP14) The lottery means 52 consumes the cost corresponding to the lottery request or the re-lottery request. For example, if a lottery request is made in step SP12, the lottery means 52 references the consideration information in the lottery game information 50C and consumes (subtracts) the lottery consideration for one lottery game from the owned game currency information of the player information 50A. Also, if a re-lottery request is made in step SP24 (described later), the lottery means 52 references the consideration information in the lottery game information 50C and consumes (subtracts) the re-lottery consideration for one lottery game from the owned game currency information of the player information 50A. Then, the processing proceeds to step SP16.

[0087] (Step SP16) The lottery means 52 refers to the lottery target information of the lottery game in the lottery game information 50C, and selects one character as a winning character based on the lottery probability of each character constituting the lottery target character group. The lottery means 52 also stores information identifying the winning character (e.g., a character ID) in the lottery history information of the player information 50A. Then, the processing proceeds to step SP18.

[0088] (Step SP18) The determination means 54 determines whether the winning character (one character) drawn in step SP16 is a specific character, as a determination regarding the specific character. For example, a specific character is a character owned by the player and has a rarity of 5 or higher. If the determination is affirmative, the process proceeds to step SP22. On the other hand, if the determination is negative, the process proceeds to step SP20.

[0089] (Step SP20) The display means 56 displays on the touch panel 32 a first recommendation screen recommending making a re-lottery request.

[0090] FIG. 7 is a diagram showing an example (specific example 1) of the first recommendation screen 70 in this embodiment.

[0091] As shown in FIG. 7 , the first recommendation screen 70 includes a lottery result information area 72, a first recommendation information area 74, a re-lottery execution button 76, and an acquire button 78. The lottery result information area 72 displays an image of the winning character (first character) selected in step SP16. For example, if the winning character is a character that the player has not previously acquired through a lottery, the lottery result information area 72 displays an image of the winning character with a mark M. The first recommendation information area 74 displays information recommending that a re-lottery be requested without acquiring the selected winning character (first character). The re-lottery execution button 76 is a button (instruction area) for requesting a re-lottery (lottery instruction) without acquiring the selected winning character (first character). The acquire button 78 is a button (instruction area) for acquiring the selected winning character (first character) and issuing an instruction to end the lottery game.

[0092] Returning to FIG. 5, the process proceeds to step SP24.

[0093] (Step SP22) The display means 56 displays on the touch panel 32 a second recommendation screen that recommends acquiring the winning character.

[0094] FIG. 8 is a diagram showing an example (specific example 1) of the second recommendation screen 80 in this embodiment.

[0095] As shown in FIG. 8 , the second recommendation screen 80 has a lottery result information area 82, a second recommendation information area 84, an acquire button 86, and a re-lottery execution button 88. The lottery result information area 82 displays an image of the winning character (first character) selected in step SP16. The second recommendation information area 84 displays information recommending that the player acquire the winning character (first character) selected without requesting a re-lottery. The acquire button 86 is a button (instruction area) for acquiring the winning character (first character) selected by the lottery and issuing an instruction to end the lottery game. The re-lottery execution button 88 is a button (instruction area) for issuing a re-lottery request (lottery instruction) without acquiring the winning character (first character) selected by the lottery.

[0096] Returning to FIG. 5, the process proceeds to step SP24.

[0097] (Step SP24) The determination means 54 determines whether or not a re-lottery request has been made by the player. For example, if the re-lottery execution button is pressed on the first recommendation screen or the second recommendation screen, the determination means 54 makes a positive determination. If the determination is positive, the process proceeds to step SP14. On the other hand, if the determination is negative, that is, if the acquisition button is pressed on the first recommendation screen or the second recommendation screen, the process proceeds to step SP26.

[0098] (Step SP26) The lottery means 52 grants (allows the player to acquire) the winning character (first character) selected in the most recent step SP12. For example, the lottery means 52 adds the winning character to the owned character information of the player information 50A. Furthermore, the lottery means 52 stores information (e.g., an acquisition flag) specifying that the player has acquired the winning character, in association with information (e.g., a character ID) specifying the winning character (first character) stored in step SP16, in the lottery history information of the player information 50A. Then, the series of processes shown in FIG. 5 ends.

[0099] (Specific Example 2) In the above-described specific example 1, the lottery means 52 has been described as selecting one character as a winning character by lottery, but it may also be configured to select a plurality of characters (contents) by lottery. For example, in response to a lottery request from a player, the lottery means 52 consumes a cost corresponding to the lottery request to select a fixed number of characters, two or more, from a group of characters to be selected (a group of contents to be selected) as winning characters (winning contents). Examples of this fixed number include 3, 5, 10, etc. This cost is, for example, a number obtained by multiplying the lottery consideration in the consideration information in the lottery game information 50C by a fixed number (the number of characters to be selected).

[0100] Furthermore, when a player requests a re-draw, the lottery means 52 consumes a cost corresponding to the re-draw request, does not allow the player to acquire the winning characters (a certain number of characters), and re-draws the certain number of characters as re-winning characters from the same group of characters to be drawn as requested by the lottery request. This cost is, for example, a number obtained by multiplying the re-draw consideration in the consideration information in the lottery game information 50C by a certain number (the number of characters to be re-drawn).

[0101] Furthermore, the determination means 54 determines whether or not the number of specific characters included in the winning characters (a certain number of characters) selected by the lottery means 52 is equal to or greater than a predetermined number. This predetermined number may be 20% (1 / 5), 25% (1 / 4), 50% (1 / 2), etc. of the number of characters selected (a certain number).

[0102] For example, the specific character is a character owned by the player. For example, the determination means 54 refers to the owned character information in the player information 50A, and makes a positive determination if the number of character IDs included in the owned character information that match the character IDs of the selected characters (a certain number of characters) is equal to or greater than a predetermined number.

[0103] For example, the specific character is a character that the player has never acquired through a lottery. For example, the determination means 54 refers to the lottery history information of the player information 50A, and makes a positive determination if the number of matches between any of the character IDs included in the lottery history information and the character IDs of the winning characters (a certain number of characters) is less than a predetermined number.

[0104] For example, the specific character is material content that is pre-associated with a character owned by the player. For example, the determination means 54 refers to the owned character information in the player information 50A and the strengthening information and evolution information in the character information 50B, and makes a positive determination if the number of matches between any of the identification information (e.g., character IDs) that specifies the strengthening material or evolution material of the character included in the owned character information and the character IDs of the respective winning characters (a certain number of characters) is equal to or greater than a predetermined number.

[0105] <Processing Flow> Figure 9 is a flowchart showing an example (specific example 2) of the processing flow performed by each functional unit in the game system 1 according to this embodiment. The processing of the following steps is initiated, for example, when a player selects a certain lottery game from the lottery game menu. The order and content of the following steps can be changed as appropriate.

[0106] (Step SP30) The display means 56 displays on the touch panel 32 a lottery game screen showing a certain lottery game selected by the player.

[0107] FIG. 10 is a diagram showing an example (specific example 2) of the lottery game screen 100 in this embodiment.

[0108] As shown in FIG. 10 , the lottery game screen 100 includes a provision rate button 102, a lottery information area 104, a lottery execution button 106, and a back button 108. The provision rate button 102 is a button (instruction area) for issuing an instruction to transition to a screen showing the name, rarity, and lottery probability of each character constituting the lottery character group. The lottery information area 104 displays an image of a featured character (e.g., a character with high rarity or a featured character) from the lottery character group. Note that the lottery information area 104 may display images of some or all of the specific characters. The lottery execution button 106 is a button (instruction area) for issuing a lottery request (lottery instruction) to select a certain number of characters (e.g., 10). The back button 108 is a button (instruction area) for issuing an instruction to close the lottery game screen 100 and return to the lottery game menu.

[0109] Returning to FIG. 9, the process proceeds to step SP32.

[0110] (Step SP32) The determination means 54 determines whether or not a lottery request has been made by the player. For example, if the lottery execution button is pressed on the lottery game screen, the determination means 54 makes a positive determination. If the determination is positive, the processing proceeds to step SP34. On the other hand, if the determination is negative, that is, if the back button is pressed on the lottery game screen, the processing ends the series of steps shown in FIG. 9.

[0111] (Step SP34) The lottery means 52 consumes the cost corresponding to the lottery request or the re-lottery request. For example, if a lottery request is made in step SP32, the lottery means 52 references the consideration information in the lottery game information 50C and consumes (subtracts) from the owned game currency information of the player information 50A an amount of game currency equal to the consideration for a lottery game multiplied by a certain number (e.g., 10). If a re-lottery request is made in step SP44, the lottery means 52 references the consideration information in the lottery game information 50C and consumes (subtracts) from the owned game currency information of the player information 50A an amount of game currency equal to the consideration for a re-lottery game multiplied by a certain number (e.g., 10). Then, the processing proceeds to step SP36.

[0112] (Step SP36) Lottery means 52 refers to the lottery target information for the lottery game in lottery game information 50C, and selects a certain number (e.g., 10) of characters as winning characters based on the lottery probability of each character constituting the lottery target character group. Lottery means 52 also stores information (e.g., character ID) identifying each of the winning characters (the certain number of characters) in the lottery history information of player information 50A. Then, the processing proceeds to step SP38.

[0113] (Step SP38) The determination means 54 determines whether the number of specific characters included in the winning characters (a certain number of characters) selected in step SP36 is a predetermined number (for example, 2) or more. For example, specific characters are characters that the player does not own and have a rarity of 5 or more. If the determination is affirmative, the process proceeds to step SP42. On the other hand, if the determination is negative, the process proceeds to step SP40.

[0114] (Step SP40) The display means 56 displays on the touch panel 32 a first recommendation screen recommending making a re-lottery request.

[0115] FIG. 11 is a diagram showing an example (specific example 2) of the first recommendation screen 110 in this embodiment.

[0116] As shown in FIG. 11 , the first recommendation screen 110 includes a lottery result information area 112, a first recommendation information area 114, a re-lottery execution button 116, and an acquire button 118. The lottery result information area 112 displays images of the winning characters (a certain number of characters) selected in step SP36. For example, the lottery result information area 112 displays images of characters that the player has not yet acquired through lottery, among the winning characters, with a mark M attached. The first recommendation information area 114 displays information recommending that a re-lottery be requested without acquiring the winning characters (a certain number of characters). The re-lottery execution button 116 is a button (instruction area) for requesting a re-lottery (lottery instruction) without acquiring the winning characters (a certain number of characters). The acquire button 118 is a button (instruction area) for acquiring the winning characters (a certain number of characters) selected and issuing an instruction to end the lottery game.

[0117] Returning to FIG. 9, the process proceeds to step SP44.

[0118] (Step SP42) The display means 56 displays on the touch panel 32 a second recommendation screen that recommends acquiring the winning character.

[0119] FIG. 12 is a diagram showing an example (specific example 2) of the second recommendation screen 120 in this embodiment.

[0120] As shown in FIG. 12 , the second recommendation screen 120 has a lottery result information area 122, a second recommendation information area 124, an acquisition button 126, and a re-lottery execution button 128. The lottery result information area 122 displays an image of the winning characters (a certain number of characters) selected in step SP36. The second recommendation information area 124 displays information recommending that the player acquire the winning characters (a certain number of characters) selected without requesting a re-lottery. The acquisition button 126 is a button (instruction area) for acquiring the winning characters (a certain number of characters) selected by the lottery and issuing an instruction to end the lottery game. The re-lottery execution button 128 is a button (instruction area) for issuing a re-lottery request (lottery instruction) without acquiring the winning characters (a certain number of characters) selected by the lottery.

[0121] Returning to FIG. 9, the process proceeds to step SP44.

[0122] (Step SP44) The determination means 54 determines whether or not a re-lottery request has been made by the player. For example, if the re-lottery execution button is pressed on the first recommendation screen or the second recommendation screen, the determination means 54 makes a positive determination. If the determination is positive, the process proceeds to step SP34. On the other hand, if the determination is negative, that is, if the acquisition button is pressed on the first recommendation screen or the second recommendation screen, the process proceeds to step SP46.

[0123] (Step SP46) The lottery means 52 grants (allows the player to acquire) the winning characters (a certain number of characters) selected in the most recent step SP32. For example, the lottery means 52 adds the winning characters (a certain number of characters) to the owned character information of the player information 50A. Furthermore, the lottery means 52 stores information (e.g., an acquisition flag) specifying that the player has acquired the winning characters in the lottery history information of the player information 50A, in association with information (e.g., a character ID) specifying each of the winning characters (a certain number of characters) stored in step SP36. Then, the process ends the series of processes shown in FIG. 9. <Effect>

[0124] As described above, in this embodiment, the computer functions as lottery means 52 that, in response to a lottery request from a player, consumes a cost corresponding to the lottery request and selects one winning content from a group of content items eligible for lottery; judgment means 54 that judges whether the winning content is a specific content; and display means 56 that, if the judgment is negative, displays a first recommendation screen recommending making a re-lottery request without acquiring the winning content, and, if the judgment is positive, displays a second recommendation screen recommending acquiring the winning content without making a re-lottery request.

[0125] According to this configuration, if the winning content is not the specific content, a first recommendation screen is displayed recommending that the player request a re-draw, and if the winning content is the specific content, a second recommendation screen is displayed recommending that the player acquire the winning content, thereby allowing the player to easily determine the content that should be acquired.

[0126] In addition, in this embodiment, the computer functions as a lottery means 52 that, in response to a lottery request from a player, consumes a cost corresponding to the lottery request and draws multiple winning contents from a group of contents to be drawn, a determination means 54 that determines whether the winning contents include a predetermined number or more of specific contents, and a display means 56 that, if the determination is negative, displays a first recommendation screen recommending making a re-lottery request without obtaining the winning contents, and, if the determination is positive, displays a second recommendation screen recommending obtaining the winning contents without making a re-lottery request.

[0127] According to this configuration, if the number of specific contents included in the winning content is less than a predetermined number, a first recommendation screen is displayed recommending that the player request a re-draw, and if the number is more than the predetermined number, a second recommendation screen is displayed recommending that the player acquire the winning content, thereby allowing the player to easily determine the content that they should acquire.

[0128] In addition, in this embodiment, the lottery means 52 reduces the cost of responding to the re-lottery request when the determination is negative.

[0129] According to this configuration, the cost of responding to a re-draw request can be reduced, and the player can be made to decide whether to make a re-draw request.

[0130] In addition, in this embodiment, when the determination is affirmative, the lottery means 52 increases the cost of responding to the re-lottery request.

[0131] According to this configuration, the cost of responding to a re-draw request is increased, so that the player can decide whether to acquire the winning content.

[0132] In addition, in this embodiment, the lottery means 52 prohibits a request for a re-lottery if the determination is affirmative.

[0133] According to this configuration, a request for a re-draw is prohibited, so that the player can be forced to acquire the winning content.

[0134] In addition, in this embodiment, it is possible to develop special parameters by synthesizing content of the same type as material content, and specific content is content of the same type as content owned by the player.

[0135] According to this configuration, the player can develop the special parameters of the content he owns, and therefore the player can decide to acquire content of the same type as the content in question.

[0136] In this embodiment, the specific content is content that the player has never acquired through a lottery.

[0137] According to this configuration, the player can be allowed to decide to acquire content that he or she has never acquired before by lottery.

[0138] In this embodiment, the specific content is material content that is associated in advance with content owned by the player.

[0139] According to this configuration, the player can develop the content that he owns, and therefore the player can be made to decide whether to acquire material content that is pre-associated with the content that he owns.

[0140] ---Modifications--- The present invention is not limited to the above specific examples. In other words, designs that are appropriately modified by a person skilled in the art from the above specific examples are also included within the scope of the present invention as long as they contain the features of the present invention. Furthermore, the elements of the above-mentioned embodiments and the modifications described below can be combined to the extent technically possible, and such combinations are also included within the scope of the present invention as long as they contain the features of the present invention.

[0141] For example, in this embodiment, the lottery means 52 is described as lowering the cost of responding to a re-lottery request when the determination by the determination means 54 regarding a specific character is negative, but the cost may also be increased.

[0142] Furthermore, in this embodiment, the lottery means 52 has been described as increasing the cost of responding to a re-lottery request when the determination by the determination means 54 regarding a specific character is positive, but the cost may also be reduced.

[0143] Furthermore, in the present embodiment, the determination means 54 determines whether or not the number of specific characters included in the winning characters (a certain number of characters) selected by the lottery means 52 is equal to or greater than a predetermined number, but different predetermined numbers may be used depending on the rarity, attributes, etc. of the specific characters. For example, the determination means 54 makes a positive determination when the number of specific characters with a rarity of 5 or greater included in the winning characters (a certain number of characters) is equal to or greater than a first predetermined number (e.g., 3), and when the number of specific characters with a rarity of 6 is equal to or greater than a second predetermined number (e.g., 2) that is less than the first predetermined number.

[0144] Furthermore, in the present embodiment, the display means 56 displays a first recommendation screen or a second recommendation screen provided with a re-draw button and an acquire button. However, the display means 56 may display a first recommendation screen or a second recommendation screen provided with a first acquire button corresponding to a past (e.g., immediately preceding) winning character, a second acquire button corresponding to the most recently winning character, and a re-draw button. In this case, for example, when the first acquire button is pressed, the lottery means 52 awards the previously winning character to the player. In other words, the lottery means 52 does not award the most recently winning character to the player. On the other hand, when the second acquire button is pressed, the lottery means 52 awards the most recently winning character to the player. In other words, the lottery means 52 does not award the previously winning character to the player.

[0145] Furthermore, in this embodiment, the display means 56 has been described as displaying the first recommendation screen and the second recommendation screen in which a lottery result information area is provided in which a mark M is applied to images showing characters that the player has not acquired by lottery, but the images showing the selected winning characters may be displayed in different ways for specific characters and characters other than the specific characters. For example, the display means 56 may apply a mark to images showing specific characters and not apply a mark to images showing characters other than the specific characters in the images showing the selected winning characters.

[0146] In the present embodiment, the specific character may be the same type of character as a character owned by the player. However, the specific character may also be a character that has a predetermined relationship with the character owned by the player. Examples of such a predetermined relationship include a relationship in which various parameters (e.g., attack power, defense power, hit points, number of turns required to activate a skill, etc.) and skill effects are advantageously modified by being organized into a deck (e.g., a cooperative relationship). The specific character may also be determined based on statistical information of multiple players. Examples of the multiple players include the player's friend players, players with a player rank equal to or greater than a predetermined value, players playing the game on the same server as the player, and all players playing the game. Examples of such statistical information include statistics on characters acquired in the lottery history information of the player information 50A corresponding to each of the multiple players. Specifically, the specific character is a character that has been acquired the most frequently (frequently) by multiple players in the lottery game (e.g., the top 10 characters).

[0147] The specific character may also be a character predetermined by the game operator, such as a character that the game operator wants players to acquire or use.

[0148] Furthermore, the specific character may be a character that has become newly available to the player within a predetermined period of time (e.g., one month, six months, or one year) due to a game update (e.g., an update or version upgrade).

[0149] In addition, in this embodiment, the evolution material of the source character is described as a character of the same type as the source character, but it may also be a character of the same series as the source character. Examples of characters of the same series include characters before and after the evolution of the source character (evolution series). For example, character K and character N, which is character K evolved n times, are characters of the same series.

[0150] Furthermore, in this embodiment, the content is mainly characters, but it may also be cards, figures, items (for example, weapons and armor), etc.

[0151] 10... Server device 12... Terminal device 50... Storage means 52... Lottery means 54... Determination means 56... Display means

Claims

1. A program that causes a computer to function as: a lottery means for, in response to a lottery request from a player, drawing one winning content from a group of contents to be drawn by lottery, by consuming a cost corresponding to the lottery request; a judgment means for judging whether the winning content is a specific content; and a display means for displaying a first recommendation screen recommending making a re-lottery request without obtaining the winning content if the judgment is negative, and for displaying a second recommendation screen recommending obtaining the winning content without making a re-lottery request if the judgment is positive.

2. A program that causes a computer to function as: a selection means for selecting multiple winning contents from a group of contents to be selected by lottery in response to a selection request from a player, by consuming a cost corresponding to the selection request; a judgment means for judging whether the winning contents include a predetermined number or more of specific contents; and a display means for displaying a first recommendation screen recommending making a re-selection request without obtaining the winning contents if the judgment is negative, and for displaying a second recommendation screen recommending obtaining the winning contents without making a re-selection request if the judgment is positive.

3. The program according to claim 1 or 2, wherein the lottery means reduces a cost corresponding to the re-lottery request when the determination is negative.

4. The program according to claim 1 or 2, wherein the lottery means increases a cost corresponding to the re-draw request when the determination is affirmative.

5. The program according to claim 1 or 2, wherein the lottery means prohibits the request for re-drawing when the determination is affirmative.

6. The program according to claim 1 or 2, wherein the content is capable of developing special parameters by synthesizing the same type of content as material content, and the specific content is the same type of content as the content owned by the player.

7. The program according to claim 1 or 2, wherein the specific content is content that the player has never acquired through a lottery.

8. The program according to claim 1 or 2, wherein the specific content is material content that is associated in advance with content owned by the player.

9. An information processing device comprising: a lottery means for, in response to a lottery request from a player, consuming a cost corresponding to the lottery request to draw one winning content from a group of contents to be drawn; a judgment means for judging whether the winning content is a specific content; and a display means for displaying a first recommendation screen recommending making a re-lottery request without obtaining the winning content if the judgment is negative, and for displaying a second recommendation screen recommending obtaining the winning content without making a re-lottery request if the judgment is positive.

10. An information processing device comprising: a lottery means for, in response to a lottery request from a player, consuming a cost corresponding to the lottery request to draw multiple winning contents from a group of contents to be drawn; a judgment means for judging whether the winning contents include a predetermined number or more of specific contents; and a display means for displaying a first recommendation screen recommending making a re-lottery request without obtaining the winning contents if the judgment is negative, and for displaying a second recommendation screen recommending obtaining the winning contents without making a re-lottery request if the judgment is positive.

Citation Information

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