Program, provision management device, and game device
By controlling the provision and assignment of game elements in varying amounts with limited availability, the system addresses the challenge of maintaining player interest, resulting in a more engaging gaming experience.
Patent Information
- Application Number
- PCT/JP2025/002203
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-02-16
- Filing Date
- 2025-01-24
- Publication Date
- 2025-08-21
AI Technical Summary
Existing game systems struggle to maintain player interest by providing diverse and engaging game elements, leading to a lack of entertainment.
Implementing a system where game elements can be provided in different amounts, with the second provision amount being exchangeable for a price and controlled to be less than the first, and the number of times these elements can be assigned is limited, enhancing the game's appeal.
This approach provides a more entertaining gaming experience by maintaining player interest through limited and varied game element availability, enhancing engagement and excitement.
Smart Images

Figure JP2025002203_21082025_PF_FP_ABST
Abstract
Description
Program, provision management device, and game device
[0001] The present invention relates to a program, a provision management device, and a game device.
[0002] In recent years, game systems that provide games to player terminals via communication networks have become widespread, and the servers of the game systems provide various game elements that can be used in the games (see, for example, Patent Document 1).
[0003] Japanese Patent Application Laid-Open No. 2015-047516
[0004] In a game system such as the one described above, devising the types of game elements to be provided to players and the method of presenting those game elements is an important issue in terms of maintaining players' interest in the game, and as a result, it is possible to provide a game that is more entertaining for players.
[0005] SUMMARY OF THE INVENTION It is therefore an object of the present invention to provide a program, a game offering management device, and a game device that can offer a game that is more interesting to players.
[0006] One aspect of the present invention is a program that causes a computer to function as a provision control means that provides game elements to be used in in-game transactions in either a first provision amount or a second provision amount that can be exchanged for a predetermined price, and the provision control means controls the number of times that the game elements can be provided in the second provision amount to be less than the number of times that the game elements can be provided in the first provision amount.
[0007] One aspect of the present invention is a provision management device that includes a provision control means for providing game elements to be used in in-game transactions in either a first provision amount or a second provision amount that can be exchanged for a predetermined price, and the provision control means controls the number of times that the game elements can be provided in the second provision amount to be less than the number of times that the game elements can be provided in the first provision amount.
[0008] One aspect of the present invention is a program that causes a computer to function as a presentation control means that selectively presents the provision of game elements in a first provision amount that can be exchanged for a predetermined price, or the provision of game elements in a second provision amount that can be exchanged for a predetermined price, and an assignment control means that assigns game elements in either the selected first provision amount or the selected second provision amount, wherein the game elements are game elements used in transactions within a game, and the assignment control means controls the number of times that game elements can be assigned in the second provision amount to be less than the number of times that game elements can be assigned in the first provision amount.
[0009] One aspect of the present invention is a game device comprising: a presentation control means for selectively presenting the provision of game elements in a first provision amount exchangeable for a predetermined price, and the provision of game elements in a second provision amount exchangeable for a predetermined price; and an assignment control means for assigning game elements in either the selected first provision amount or the selected second provision amount, wherein the game elements are game elements used in transactions within a game, and the assignment control means controls the number of times game elements are assigned in the second provision amount to be less than the number of times game elements are assigned in the first provision amount.
[0010] According to the present invention, a highly entertaining game can be provided.
[0011] FIG. 1 is a diagram showing an example of the overall configuration of a game system according to this embodiment. FIG. 2 is a diagram showing an example of the device configuration of a notebook computer, which is an example of a player terminal 1. FIG. 3 is a diagram showing an example of the front side of a leader card 21. FIG. 4 is a diagram showing an example of the back side of a leader card 21. FIG. 5 is a diagram showing an example of the front side of a battle card 22. FIG. 6 is a diagram showing an example of the back side of a battle card 22. FIG. 7 is a diagram showing an example of the front side of an extra card 23. FIG. 8 is a block diagram showing an example of the functional configuration of a player terminal 1. FIG. 9 is a diagram showing an example of a player information database D1. FIG. 10 is a diagram showing an example of a game element information database D2. FIG. 11 is a diagram showing an example of a home screen. FIG. 12 is a diagram showing an example of a store screen. FIG. 13 is a diagram showing an example of a store screen. FIG. 14 is a diagram showing an example of the store screen, in which currently tradable game elements and currently untradeable game elements are displayed. FIG. 15 is a diagram showing an example of a breakdown of currently held in-game currency, both paid and free. FIG. 16 is a diagram showing an example of an in-game currency provision screen. FIG. 17 is a diagram showing an example of a case where the number of first paid currency packs 231 provided (granted) has reached the upper limit and is sold out. FIG. 18 is a diagram showing an example of a screen displayed when there is an insufficient amount of in-game currency to cover the cost of game elements. FIG. 19 is a block diagram showing an example of the functional configuration of the game server 2. FIG. 20 is a diagram showing an example of a user information management database D3. FIG. 21 is a diagram showing an example of a game element management database D4. FIG. 22 is a diagram showing an example of a store management database D5. FIG. 23 is a sequence diagram illustrating the operation of the player terminal 1 and the game server 2. FIG. 24 is a diagram showing a determination as to whether a game element can be provided (granted) or cannot be provided (granted). FIG. 25 is a diagram showing an example of a notification when the total charge exceeds a predetermined amount. FIG. 25 is a diagram showing a second modification of the embodiment.
[0012] <Overall Configuration> Fig. 1 is a diagram showing an example of the overall configuration of a game system in this embodiment. As shown in Fig. 1, the game system is configured to include player terminals 1 provided for game players A and B, and a game server 2. The player terminals 1 and the game server 2 can be connected to a communication line N and can communicate with each other.
[0013] The communication line N refers to a communication path that allows data communication. That is, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), a telephone communication network, a cable network, the Internet, and other communication networks, regardless of whether the communication method is wired or wireless.
[0014] The player terminal 1 is a computer capable of executing a game program, and is connected to a communication line N via a wireless communication base station or the like, and is capable of performing data communication with the game server 2. The player terminal 1 is, for example, a personal computer, a smartphone, a mobile phone, a portable game device, a stationary home game device, an arcade game device, a tablet computer, a controller for a stationary home game device, etc. Basically, there are multiple player terminals 1, and each is operated by a player.
[0015] The game server 2 is a server system configured to include one or more server devices, storage devices, etc. The game server 2 provides various services for operating the game of this embodiment, and can manage data necessary for operating the game, distribute game programs and data necessary for running the game on the player terminals 1, etc.
[0016] Fig. 2 is a diagram showing an example of the device configuration of a notebook computer, which is an example of the player terminal 1. As shown in Fig. 2, the player terminal 1 includes a display 11 and a keyboard 12, which is an operating means. The player terminal 1 also includes a control board, an internal battery, a power button, a volume control button, a speaker, etc., which are not shown.
[0017] The control board is equipped with various microprocessors such as a CPU, GPU, and DSP, ASIC, various IC memories such as VRAM, RAM, and ROM, and a wireless communication module for wireless communication with a mobile phone base station. The control board also is equipped with so-called I / F circuits (interface circuits), such as a driver circuit for the touch operation panel 12. These elements equipped on the control board are electrically connected to each other via bus circuits or the like, and are connected to enable reading and writing of data and sending and receiving of signals.
[0018] The game in this embodiment features a number of different game elements, each of which will be explained below.
[0019] <First Type of Game Element> The first type of game element is an object in which a character is embodied, and is represented through an image. The image includes a still image and a video. The object may be an intangible or tangible object. For example, it may be a virtual game card displayed on a computer, or a physical game card. Note that the object is not limited to a card, as long as it is configured to identify the game element associated with the object. The object may also be, for example, a shaped object such as a figurine having the appearance of a game element. In the following explanation, the first type of game element will be explained using an example in which a virtual game card in which a character is embodied.
[0020] In the game of this embodiment, there are multiple types of game cards, which are the first type of game element. The information written on the surface of each game card varies depending on the type of game card. While any number of types of game cards may be provided, the following description will use three types of game cards as examples: leader cards 21 (first game elements of the first type), battle cards 22 (second game elements of the first type), and extra cards 23 (third game elements of the first type). A common feature of each type of game card is that it is associated with a character image from the work. While a character image is an image of a character appearing in the work, in this embodiment, an image of a scene featuring a character appearing in the work will also be described as a character image. Furthermore, even if the same character is featured, there may be multiple game cards with different character designs, and each is treated as a different game card.
[0021] A player builds a deck in advance using the acquired game cards and plays the game. When building a deck, the total number of cards in the deck and the number of cards of each type are predetermined. In this embodiment, a deck with a total of 50 cards, including one leader card 21, will be described as an example, but any number of cards may be used as long as it is predetermined.
[0022] Furthermore, game cards have an upright position, which is the state in which the contents written on the game card can be read as is from the player's perspective. There are multiple game card placement states. In the following description, the state in which a game card is in the upright position is referred to as the active state, and the state in which the game card is rotated 90 degrees and facing sideways is referred to as the rest state. Furthermore, the state in which a game card is rotated 180 degrees and facing in the reverse position in a predetermined area is referred to as the active state. It is also possible to determine a predetermined orientation as the active state, and to determine the state in which the orientation of the game card is changed from the predetermined orientation as the rest state. These states of the game card may be used as appropriate during the game.
[0023] <Leader Card 21> The leader card 21 (first type of first game element) will be described. FIGS. 3 and 4 are diagrams showing an example of the leader card 21. FIG. 3 is a diagram for explaining an example of the front side of the leader card 21. FIG. 4 is a diagram for explaining an example of the back side of the leader card 21. The leader card 21 is a card that is composed of one card in a deck. The leader card 21 is a game card that is used in a battle against the opponent's leader card 21 or battle card 22.
[0024] Character information 10 and card information 11 are written on the front and back of the leader card 21. The leader card 21 is placed so that its front side is visible at the start of the game, but is placed so that its back side is visible when certain conditions are met.
[0025] The leader card 21 includes character information 10 and card information 11 , and the character information 10 includes a character name 101 , a character image 102 , power information 103 , and effect information 104 .
[0026] The character name 101 is the name of the character associated with the card. In the example shown in Figures 3 and 4, "Sakurakoji" is written.
[0027] The character image 102 is an image of a character associated with the card.
[0028] The ability information 103 is a parameter of the ability of the character associated with the game card. In this embodiment, a case will be described in which the power value of the character is written as the ability information. A victory is achieved when the power value is greater than the power value of the opponent's battle card 22. In the example of FIG. 3, a power value of "15,000" is written, and in the example of FIG. 4, a power value of "20,000" is written.
[0029] The effect information 104 includes skill information about the effect that is activated when attacking, and awakening information about the conditions and effects for flipping a card from face up to face down. In the example of Figure 3, the skill information is "When attacking: Draw one card," and the awakening information is "If life is 4 or less, draw one card. Then flip this card over."
[0030] Although the ability information 103 and effect information 104 may be included in the character information 10, the following description will be given using an example in which the ability information 103 and effect information 104 are not included in the character information.
[0031] The card information 11 includes front and back information 111 , card type name 112 , card type mark 113 , color information 114 , rarity 115 , and card identification information 116 .
[0032] The front / back information 111 is information that clearly indicates the front and back of the leader card 21. Any information that identifies the front and back may be used, such as a character string, an illustration, or a symbol mark. In the example shown in FIG. 3, the character string "front" is used as the front / back information to indicate that it is the front side, and in the example shown in FIG. 4, the character string "back" is used as the front / back information to indicate that it is the back side. Note that the front / back information only needs to be on the back side. This is because the appearance of the card itself is also important for game cards in card games, and it is preferred that no unnecessary information is written on the front side.
[0033] The card type name 112 is information indicating the type of card. The card type name 112 indicates information on whether the card is a leader card, a battle card, or an extra card. In the example of the leader card 21 shown in Figures 3 and 4, the card type name 112 indicates "leader."
[0034] The card type symbol 113 is marked with any one of symbols that distinguish between the leader card 21, the battled card 22, and the extra card 23. The leader card 21 is marked with a leader symbol that indicates that it is a leader card. This leader symbol (first symbol) is preferably a symbol that evokes the role of the leader card 21 so that it can be visually recognized as the leader card.
[0035] The color information 114 indicates the color information to which the card belongs. The player refers to the color information 114 of the leader card 21 and builds a deck using battle cards 22 and extra cards 23 with the same color information.
[0036] The rarity 115 indicates the rarity level of the game card. The rarity level may be displayed in any manner as long as it is set in advance, but in this embodiment, the rarity is divided into five levels. The example shown in Figures 3 and 4 illustrates a case where the rarity level is 1.
[0037] Identification information that uniquely identifies a game card is written as the card identification information 116. In the examples of Figures 3 and 4, "001" is written as the card identification information 116.
[0038] Unlike other game cards, the leader card 21 has a card type symbol 113 (leader symbol) and ability information 103 or effect information 104 written on the front and back of the card. The ability information 103 or effect information 104 is different on the front and back. This allows one card to represent the evolution or awakening of one character, and also makes it possible to identify the card as a leader card from the display on the front and back.
[0039] <Battle Card 22> The battle card 22 (first type of second game element) will now be described. FIG. 5 is a diagram illustrating an example of the front side of the battle card 22. FIG. 6 is a diagram illustrating an example of the back side of the battle card 22. As shown in FIG. 5, the battle card 22 has an image of the associated character printed only on the front side. The back sides of all the battle cards 22 are the same. The battle card 22 is a card that attacks the leader card 21 or battle card 22 of the opponent player.
[0040] The battle card 22 includes character information 10 and card information 11.
[0041] The character information 10, like the leader card 21, includes a character name 101, a character image 102, power information 103, and effect information 104. In addition, combo information 105 and cost information 106 are also included.
[0042] The character name 101 is the name of the character associated with the card, similar to the reader card 21. In the example shown in Fig. 5, "Umekoji" is written.
[0043] The character image 102 is an image of a character associated with the card, similar to the leader card 21 .
[0044] The ability information 103 is a parameter of the ability of the character associated with the card, similar to the leader card 21. In the example of Fig. 5, a power value of "20000" is written.
[0045] The effect information 104 describes skill information related to the effect that is activated when attacking. In the example of Fig. 5, the skill information states "When you are attacked by this card and lose, one life point is lost."
[0046] The combo information 105 is information about a power value that increases the power value of other game cards placed in the battle area. In the example shown in Figure 5, "+5000" is written as the combo information 105.
[0047] The cost information 106 is information about the cost required to place the battle card 22 from the hand onto the battle area. In other words, by changing the number of game cards placed in the energy area, for example, from active to rest, equal to the numerical value listed in the cost information 106, the battle card 22 can be placed onto the battle area. In the example of FIG. 5, "3" is listed as the cost information 106. In the following explanation, changing a game card placed in the energy area from active to rest will be referred to as "paying the cost."
[0048] The card information 11 includes a card type name 112 , a card type mark 113 , color information 114 , rarity 115 , and card identification information 116 .
[0049] The card type name 112 is information indicating the type of card. In the example of the battle card 22 shown in Figure 5, the card type name 112 is written as "Battle."
[0050] The card type symbol 113 is marked with a battle symbol (second symbol) indicating that it is a battled card 22. This battle symbol is preferably a symbol that can evoke the role of the battle card 22 so that it can be visually recognized as a battle card.
[0051] The color information 114 indicates the color information to which the card belongs. The player refers to the color information 114 of the leader card 21 and builds a deck using battle cards 22 and extra cards 23 with the same color information.
[0052] The rarity 115 indicates the rarity level of the game card. In the example shown in FIG. 5, the rarity level is 1.
[0053] Identification information that uniquely identifies a game card is written as the card identification information 116. In the example of Fig. 5, "002" is written as the card identification information 116.
[0054] <Extra Card 23> The extra card 23 (third game element of the first type) will now be described. FIG. 7 is a diagram illustrating an example of the front side of the extra card 23. As shown in FIG. 7, the front side of the extra card 23 shows an image of the associated character. The back side of the extra card 23 is the same as the battle card 22. Therefore, the back side of the extra card 23 is the same as the battle card 22 shown in FIG. 6.
[0055] The extra card 23 includes character information 10 and card information 11.
[0056] The character information 10 includes a character name 101 , a character image 102 , effect information 104 , and cost information 106 .
[0057] The character name 101 is the name of the character associated with the card. In the case of the extra card 23, it is the name of a characteristic scene, scenery, landscape, background, building, character's possession, event, etc. that appears in the work. In the example of Figure 7, "Mizumengiri" is written.
[0058] The character image 102 is an image of the character associated with the card, and is an image that depicts the character along with characteristic scenes, scenery, landscapes, backgrounds, buildings, the character's possessions, events, etc. that appear in the work.
[0059] The effect information 104 describes skill information related to the effect that is activated when attacking. In the example of Fig. 7, the skill information describes "power value is doubled for one turn."
[0060] The cost information 106 is information about the cost required to place the extra card 23 from the hand onto the battle area. In the example of Figure 7, "3" is written as the cost information 106.
[0061] The card information 11 includes a card type name 112 , a card type mark 113 , color information 114 , rarity 115 , and card identification information 116 .
[0062] The card type name 112 is information indicating the type of the card. In the example of the extra card 23 shown in Figure 7, the card type name 112 is written as "extra."
[0063] The card type symbol 113 is marked with an extra symbol (third symbol) that indicates that it is an extra card 23. This extra symbol is preferably a symbol that can evoke the role of the extra card 23 so that it can be visually understood that it is an extra card.
[0064] The color information 114 indicates the color information to which the card belongs. The player refers to the color information 114 of the leader card 21 and builds a deck using battle cards 22 and extra cards 23 with the same color information.
[0065] The rarity 115 indicates the rarity level of the game card. In the example shown in FIG. 7, the rarity level is 1.
[0066] Identification information that uniquely identifies a game card is written as the card identification information 116. In the example of Fig. 7, "003" is written as the card identification information 116.
[0067] <Second Type of Game Element> The second type of game element will be described.
[0068] In this embodiment, the second type of game elements are game elements used for transactions within the game and are referred to as in-game currency. The second type of game elements include paid second type game elements (second type first game elements) that a player can acquire by paying a price (e.g., money), and free second type game elements (second type second game elements) that a player receives from the game operator upon completing a predetermined condition (e.g., a mission prepared by the game operator) without exchanging them for a price (e.g., money). The paid second type of game elements (second type first game elements) and free second type of game elements (second type second game elements) are mainly used to exchange (purchase) the above-mentioned first type of game elements (game cards), etc. In the following description, paid second type game elements (second type first game elements) will be referred to as paid currency, and free second type game elements (second type second game elements) will be referred to as free currency.
[0069] Next, the configuration of each device will be described.
[0070] <Configuration of Player Terminal 1> FIG. 8 is a block diagram showing an example of the functional configuration of the player terminal 1. As shown in FIG.
[0071] As shown in FIG. 8, the terminal 1 includes a display unit 51 , a game element reading unit 52 , an operation input unit 53 , a sound output unit 54 , a communication unit 55 , a memory unit 56 , and a processing unit 57 .
[0072] The display unit 51 displays various game screens based on input image signals. The functions of the display unit 51 can be realized by a display device such as a flat panel display such as a liquid crystal display, a cathode ray tube (CRT), a projector, or a head-mounted display. In the example of the personal computer shown in FIG. 2, the display unit 51 corresponds to the display 11.
[0073] The game element reading unit 52 is a reader that reads character information to be made to appear in the game from an actual game card. By setting (placing) a character to be made to appear in the competitive game from a game card held by a player in the game element reading unit 52, the game element reading unit 52 can read the identification information etc. of the game card.
[0074] The operation input unit 53 is used by the player to input various operations related to the game, and outputs operation input signals corresponding to the operation input to the processing unit 57. The functions of the operation input unit 53 can be realized by elements that are directly operated by the player's fingers, such as a keyboard, mouse, touch pad, home button, button switch, joystick, or trackball, as well as elements that detect movement or posture, such as an acceleration sensor, angular velocity sensor, tilt sensor, or geomagnetic sensor. In the example of the personal computer in Figure 2, the operation input unit 53 corresponds to the keyboard 12.
[0075] The sound output unit 54 outputs sound effects and the like related to the game based on the input sound signal.
[0076] The communication unit 55 realizes communication by connecting to the communication line N. The function of the communication unit 55 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc.
[0077] The storage unit 56 stores in advance or temporarily stores each time processing is performed programs for operating the player terminal 1 and realizing the various functions of the player terminal 1, and data used during execution of these programs. The storage unit 56 can be realized by, for example, RAM, ROM, a solid state drive using IC memory such as flash memory, a magnetic disk such as a hard disk, or an optical disk such as a CD-ROM or DVD.
[0078] The storage unit 56 stores a system program and a game program. The system program is a program for realizing the basic functions of the player terminal 1 as a computer. The game program is a program for causing the processing unit 57 to perform functions described below. This program is distributed from the game server 2 or another application distribution server, etc., once the player has completed account registration. The storage unit 56 also stores databases necessary for executing the game. In this embodiment, the storage unit 56 stores a player information database D1 and a game element information database D2.
[0079] The player information database D1 is a database that stores various pieces of player information. Fig. 9 is a diagram showing an example of the player information database D1. The player information database D1 includes a field for a player ID, a field for a player name, a field for player information, a field for level, a field for profile card information, a field for owned game card information, a field for deck information, a field for owned currency information, a field for purchase history information, and a field for the last update date and time, and each piece of information is stored in association with each other.
[0080] The player ID field is a field in which identification information that identifies a player is written. The player name field is a field in which, for example, a nickname is written. The player information field is a field in which experience points and the like obtained by participating in a competitive game are written. The level field is a field in which the player's level obtained by accumulating experience points is written. The profile card information field is a field in which information about the profile card, which will be described later, is written. The owned game card information field is a field in which game card identification information (game card IDs) of game cards owned by the player are written. The deck information field is information about decks constructed from game cards by the player, and is a field in which the game card IDs of the game cards that make up the deck are written for each deck.
[0081] The owned currency information field is a field in which information about the in-game currency owned by the player is recorded, and the number of each paid currency and free currency is recorded. Specifically, for each type of paid or free currency, the acquisition date of the currency, the number acquired, and the total number are recorded. The purchase history information field is a field in which the purchase history of game cards, in-game currency, etc. purchased by the player is recorded. Specifically, the game element ID of the purchased game element, the name of the game element, the purchase date, and the number purchased are recorded. The last update date and time field is a field in which the last update date and time of the player information database D1 is recorded.
[0082] The game element information database D2 is a database that stores information on game elements that appear or are used in a game. FIG. 10 is a diagram showing an example of the game element information database D2. The game element information database D2 includes a field for a game element ID, a field for character information, a field for game element images, and a field for last update date and time, and each piece of information is stored in association with each other. The game element ID field is a field in which identification information (game card ID) that identifies a game element such as a game card is written. The character information field is a field in which character information (e.g., profile information, ability scores, etc.) of a character embodied in a game element is written. The game element image field is a field in which image data of the game element itself (e.g., a game card) and image data of the character embodied in the game element are written. Note that image data includes still images and videos. The last update date and time field is a field in which the last update date and time of the game element information database D2 is written.
[0083] These databases can be downloaded by the game server 2 as characters used in the game are added or changed.
[0084] The processing unit 57 comprehensively controls the operation of the terminal 1 based on the programs and data stored in the memory unit 56, various input signals from the operation input unit 53, etc. The functions of the processing unit 57 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, an IC memory, etc. The processing unit 57 includes, as its main functional units, a player information management unit 60, a game execution control unit 61, and a store presentation control unit 62.
[0085] The player information management unit 60 manages player information using the player information database D1. The player information management unit 60 uses the player information database D1 to manage player information such as player ID, player name, etc., game cards owned, in-game currency, and game elements such as decks constructed by the player. When any of this information is updated, the player information management unit 60 updates the player information database D1 and records the update date.
[0086] The game execution control unit 61 controls and manages the overall progress of the game. For example, the game execution control unit 61 displays a menu screen such as a home screen and executes processing selected by the player. FIG. 11 is a diagram illustrating an example of a home screen. The home screen in FIG. 11 displays a home screen tab 200, a deck tab 201 for transitioning to a deck screen for organizing a deck, a store tab 202 for transitioning to a store screen for purchasing game cards, a battle mode selection button 203 for selecting a battle mode for a battle using a deck, a battle button 204 for transitioning to a battle in the selected battle mode, an icon 205, a reward button 206 for transitioning to a reward screen related to mission rewards, an in-game currency icon 207, an in-game currency balance (reserved amount) 208, and an in-game currency purchase button 209 for transitioning to a screen for purchasing in-game currency. The in-game currency balance (reserved amount) 208 is the sum of the number of paid currency and the number of free currency. Additionally, the icon 205 displays the deck name of the deck currently selected by the player and the leader card included in that deck.
[0087] The game execution control unit 61 executes a competitive game between players, and when the outcome of the game is determined, it updates the player information, level, etc. in the player information database D1 with the match result and the experience points, level, rank, etc. that have changed as a result of the match, and enters the date and time of the update in the last update date and time field as the last update date and time.
[0088] When the store tab 202 on the home screen is selected, the store display control unit 62 displays a store screen for trading game elements (game cards, in-game currency, etc.), and displays selectable game elements for trading on the store screen. FIGS. 12 and 13 are diagrams showing examples of the store screen. FIG. 12 is an example of a store screen for purchasing a card pack (a collection of game cards), and FIG. 13 is an example of a store screen for purchasing a starter deck (a collection of game cards), where selectable card packs are displayed. The card pack area displays the name 210 of the card pack and options 211 for purchasing the card pack. Here, "provided" includes both acquiring the card pack by exchanging it for a price and providing (granting) the card pack from the operator without requiring a price.
[0089] Furthermore, some game elements are limited in availability and others are not. Game elements with limited availability include, for example, those with a limited number of game elements provided (granted) or those that can only be provided (granted) for a specific period. The limit on the number of game elements provided (granted) may be, for example, a limit on the number of game elements provided (granted) per player or a limit on the number of game elements that can be provided to all players. Furthermore, both those with unlimited availability and those with limited availability may be displayed individually or in combination. In the example of FIG. 12 , the "XXX Card Pack" and "YYY Card Pack" are unlimited in availability, while the "ZZZ Card Pack" and "SSS Card Pack" are limited in availability. In the example of FIG. 13 , the "AAA Deck," "BBB Deck," "CCC Deck," and "DDD Deck" are all limited in availability. In this way, by providing game elements that are provided (granted) in a specific number or for a specific period, separate from game elements that are normally sold, players' interest in the game elements can be maintained.
[0090] Furthermore, the game elements presented on the store screen include not only currently tradable game elements, but also game elements that were previously available but are no longer tradable. Game elements that are currently tradable include, for example, game elements that are limited in the number of times a game element can be granted per player and that limit has been reached, or game elements that are sold out and have a set number of game elements available to all players. The store presentation control unit 62 presents game elements that are currently unavailable in a format that allows the player to distinguish them from currently available game elements, and prevents the player from selecting the game elements that are currently unavailable. Figure 14 shows an example of a store screen displaying currently available game elements and currently unavailable game elements. 14, the area 220 for the sold-out "AAA Deck" and "CCC Deck" is displayed in black so as to be distinguishable from the area 221 for the available "BBB Deck" and "DDD Deck," and the display of the options 211 for "AAA Deck" and "CCC Deck" has been changed to "SOLD OUT," indicating that they are sold out, and they are presented as unselectable to the player. In this way, by presenting game elements that are currently unavailable as unselectable, the player can learn about game elements that were previously available and will not have to select game elements that are currently unavailable, thereby improving convenience for the player.
[0091] 11 to 14 , the provision of in-game currency is not performed by transitioning to an in-game currency provision screen using a tab, but rather, on any of the screens, namely, the home screen using the home screen tab 200, the deck organization screen using the deck tab 201, and the store screen using the store tab 202, an in-game currency icon 207, an in-game currency balance icon 208 of the player's in-game currency, and an in-game currency provision screen transition button 209 for transitioning to the in-game currency provision screen.
[0092] When either the in-game currency icon 207 or the player's in-game currency balance icon 208 is selected, the store display control unit 62 references the owned currency information field in the player information database D1 and displays a breakdown of the amount of paid and free in-game currency currently owned by the player. FIG. 15 is a diagram showing an example of a display of the breakdown of paid and free in-game currency currently owned. The example in FIG. 15 displays the remaining amount of paid currency among the in-game currency currently owned by the player and the remaining amount of free currency among the in-game currency currently owned by the player. The display also indicates that free currency will be consumed first as payment for purchasing game elements, and that paid currency will be consumed starting with the oldest acquired currency.
[0093] In this way, by presenting the in-game currency icon 207, the in-game currency balance icon 208, and the in-game currency provision screen transition button 209 on each screen, the player can know the balance of in-game currency that he or she currently possesses and the breakdown of paid and free in-game currency, and can transition from each screen to the in-game currency provision screen to obtain the in-game currency that he or she needs.
[0094] When the in-game currency provision screen transition button 209 is selected, the store display control unit 62 transitions to an in-game currency provision screen. The store display control unit 62 displays the in-game currencies that are currently available on the in-game currency provision screen.
[0095] FIG. 16 is a diagram showing an example of an in-game currency provision screen. In the example of FIG. 16, a first paid currency pack 231 and a second paid currency pack 232 are presented on the in-game currency provision screen. The first paid currency pack 231 provides 150 currency for 100 yen, while the second paid currency pack 232 provides 100 currency for 100 yen. As such, the first paid currency pack 231 and the second paid currency pack 232 provide different amounts per predetermined price. In other words, the first paid currency pack 231 is a better value. However, the first paid currency pack 231 has a limit on the number of times it can be provided (granted) to one player. In the example of FIG. 16, the first paid currency pack 231 can be provided (granted) to one player three times. On the other hand, there is no limit on the number of times the second paid currency pack 232 can be provided (granted) to one player.
[0096] The store presentation control unit 62 refers to the purchase history information in the player information database D1 of the player, and when the upper limit of the number of first paid currency packs 231 offered (number of granted) has been reached, notifies the player that the upper limit of the number of first paid currency packs 231 offered (number of granted) has been reached and the first paid currency pack 231 is sold out, and presents the first paid currency pack 231 in an unselectable state. Figure 17 is a diagram showing an example of a case where the upper limit of the number of first paid currency packs 231 offered (number of granted) has been reached and the first paid currency pack 231 is sold out.
[0097] As described above, by providing game elements that are provided (granted) in limited quantities or for limited periods of time, separate from the game elements that are normally sold, it is possible to maintain players' interest in the game elements.
[0098] Furthermore, as a method of transitioning to the in-game currency provision screen, the store presentation control unit 62 may notify the user when purchasing a game element such as a game card on a store screen where the user does not have enough in-game currency (the total amount of paid currency and free currency) to cover the cost of the game element, and display a screen that allows transition to the in-game currency provision screen. Figure 18 is a diagram showing an example of a screen that is displayed when there is not enough in-game currency to cover the cost of the game element. In the example of Figure 18, a notification 233 indicating that there is not enough in-game currency to cover the cost of the game element and a button 234 that allows transition to the in-game currency provision screen are displayed.
[0099] 19 is a block diagram showing an example of the functional configuration of the game server 2. The game server 2 includes a processing unit 70, a communication unit 71, and a storage unit 72.
[0100] The processing unit 70 performs overall control of the operation of the game server 2 based on the programs and data stored in the memory unit 72, received information, etc. The functions of the processing unit 70 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, or an IC memory. The processing unit 70 has the functions of a player information management unit 80, a game execution management unit 81, and a store management unit 82.
[0101] The player information management unit 81 manages player information using a user information management database D3. Fig. 20 is a diagram showing an example of the user information management database D3. The user information management database D3 has one record for each player, and the records are the same as those in the user information database D1.
[0102] The player information management unit 81 compares the player ID and the last update date and time of the user information database D1 sent when the player terminal 1 logs in to the game with the player ID and the last update date and time of the user information management database D3, and if they match, sends a message to that effect, but if they do not match, sends the information registered in the user information management database D3, thereby synchronizing the contents of the user information database D1 between the player terminal 1 and the game server 2.
[0103] The game execution management unit 82 executes and manages the matching between players, the execution of the competitive game, and the assignment of various parameters such as experience points based on the results of the competitive game. The game execution management unit 82 also manages various game elements, such as game cards, used in the game using a game element management database D4. FIG. 21 is a diagram showing an example of the game element management database D4. The game element management database D4 contains information similar to that of the game element database D4 stored in each player terminal 1. The game execution management unit 82 updates the game element management database D4 when new game elements are introduced, for example. The contents of the game element database D2 are synchronized between the player terminal 1 and the game server 2 upon logging in to the player terminal 1, for example.
[0104] The store management unit 83 uses a store management database D5 to manage stores that provide game elements. Fig. 22 is a diagram showing an example of the store management database D5. In the example of Fig. 22, each record includes a field for a game element ID that identifies the game element to be provided, a field for the game element, a field for the cost of the game element (in-game currency), a field for the provision limit of the game element, and a field for the stock quantity of the game element.
[0105] The game element ID field contains not only the game element IDs of game cards, in-game currency, etc., but also the identification information of game card packs (including decks), which are collections of multiple game cards, and in-game currency packs, which are collections of in-game currency. In the case of game card packs, even if the identification information is the same, the game cards included may differ. In such cases, a list of game card IDs of game cards linked to the identification information of the game card pack (game cards that may be included in the game card pack) is stored. When providing a game card pack to a player, the store management unit 83 randomly selects game card IDs from the list equal to the number of game card packs, and provides the collection of game cards with the selected game card IDs as a game card pack. The provision restriction field contains the details of the provision restriction on the game element. The provision restriction may, for example, include the number of game elements provided (granted) and the period during which the game elements can be provided. The stock quantity field contains "Yes" if there is no limit on the number of game elements provided, or "Number in stock" if there is a limit on the number of game elements provided to all players.
[0106] Upon receiving a request from the player terminal 1, the store management unit 83 reads out information on the game elements to be provided from the store management database D5 and transmits it as store information.
[0107] The communication unit 71 connects to a communication line N to realize communication.
[0108] A system program and a game program are stored in the storage unit 72. The system program is a program for realizing the basic functions of the game server 2 as a computer. The game program is a program for causing the processing unit 70 to function as a player information management unit 80, a game execution management unit 81, and a store management unit 82.
[0109] Furthermore, the recording unit 72 stores a user information management database D3, a game element management database D4, and a store management database D5.
[0110] <Operation of Each Device> The following describes the operation between the player terminal 1 and the game server 2. Fig. 23 is a sequence diagram for explaining the operation between the player terminal 1 and the game server 2. In the following description, it is assumed that the player has completed the initial setup of the game and has been assigned a player ID.
[0111] When a player starts a game application on the player terminal 1, the game execution control unit 61 transmits the player's player ID and the last update dates and times of the player information database D1 and the game element database D2 to the game server 2 (Step 1).
[0112] The player information management unit 80 of the game server 2 compares the last update date and time of the received player ID with the last update date and time of the player ID in the player information management database D3 (Step 2). If the last update dates match, the player information management unit 80 transmits a message to that effect. On the other hand, if they do not match, the player information management unit 80 transmits each piece of information stored in the record of the player ID in the player information management database D3 (Step 3). This synchronizes the player information between the player terminal 1 and the game server 2. Similarly, the player information management unit 80 compares the last update date and time of the game element database D2 with the last update date and time of the game element management database D4, and if they do not match, transmits each piece of information in the game element management database D4. This synchronizes the game element information between the player terminal 1 and the game server 2. Note that the information transmitted from the game server 2 may be differential information that differs between the player terminal 1 and the game server 2.
[0113] The player information management unit 60 and game execution control unit 61 of the player terminal 1 receive the database notification from the game server 2, and update the player information database D1 and game element database D2 if necessary (Step 4).
[0114] The store presentation control unit 62 of the player terminal 1 displays the home screen shown in FIG. 11 and requests store information from the game server 2 (Step 5).
[0115] Upon receiving the request from the player terminal 1, the store management unit 82 of the game server 2 reads out information on the game elements to be provided from the store management database D5 and transmits it as store information (Step 6).
[0116] The store presentation control unit 62 of the player terminal 1 receives the store information. For game elements in the store information that have a provision restriction, the store presentation control unit 62 compares the provision restriction with the purchase history information in the player information database D1 and determines whether the game element can be provided (given) (Step 7). Then, when the store tab 202 is selected, the store presentation control unit 62 presents game elements that can be provided (given) and game elements that cannot be provided (given) in a distinguishable form, and presents the game elements that can be provided (given) as selectable and the game elements that cannot be provided (given) as unselectable (Step 8).
[0117] FIG. 24 is a diagram illustrating a determination of whether a game element can be provided (given) or cannot be provided (given). FIG. 24 shows received store information and purchase history information in the player information database D1. The store presentation control unit 62 determines whether a game element ID with a provision restriction from the received store information is registered in the purchase history information. In the example of FIG. 24, the "Bargain Item" with game element ID "1001," the "FFF Pack" with game element ID "1002," ..., the "AAA Deck" with game element ID "1010," ..., and the "CCC Deck" with game element ID "1012" are subject to provision restrictions. On the other hand, the purchase history information shows that the "AAA Deck" with game element ID "1010," the "CCC Deck" with game element ID "1012," and the "Bargain Item" with game element ID "1001" have been purchased once.
[0118] On the starter deck screen of the store screen, as shown in FIG. 14, the store presentation control unit 62 presents the area 220 of the sold-out "AAA Deck" and "CCC Deck" in black so that they can be distinguished from the area 221 of the available "BBB Deck" and "DDD Deck", and changes the display of the options 211 for "AAA Deck" and "CCC Deck" to "SOLD OUT", indicating that they are sold out, and presents them so that they cannot be selected by the player.
[0119] Furthermore, the "bargain item" with game element ID "1001" has been purchased only once, which does not reach the upper limit of the limit. Therefore, when the in-game currency offering screen transition button 209, which transitions to the in-game currency offering screen, is selected on each screen, the store presentation control unit 62 presents the paid currency pack 231 and the paid currency pack 232 for the "bargain item" on the in-game currency offering screen, as shown in FIG.
[0120] The store presentation control unit 62 provides the game element by the player's selection of the game element and exchanging it for payment or in-game currency (Step 9). During this transaction, the store presentation control unit 62 references the possessed currency information in the player information database D1 and consumes the currency in the following order: 1. The free currency is consumed in the order of earliest acquisition date. 2. After the number of free currency reaches zero, the paid currency is consumed in the order of earliest acquisition date.
[0121] Then, the store presentation control unit 62 updates the owned game card information, owned currency information, or purchase history information in the player information database D1, and transmits the updated information in the player information database D1 to the game server 2 (Step 10).
[0122] The player information management unit 80 of the game server 2 receives the update information from the player information database D1 and updates the player information of that player (Step 11). The above operation is repeated every time a player makes a selection and purchase.
[0123] An embodiment of the present invention can maintain a player's interest in game elements by providing game elements that are provided (granted) only in specific quantities or for a specific period of time, separate from game elements that are normally sold.
[0124] Furthermore, by presenting currently unavailable game elements in an unselectable manner, the embodiment of the present invention allows the player to know game elements that were previously available, thereby maintaining the player's interest in game elements. Furthermore, since the player cannot select a presented unavailable game element, the player will not make a mistaken selection, improving convenience for the player.
[0125] Furthermore, in this embodiment, each screen is provided with a means (e.g., an icon, a button) for transitioning to an in-game currency provision screen, so that when necessary, it is possible to transition from each screen to an in-game currency provision screen for obtaining in-game currency, thereby improving convenience for players.
[0126] In addition, in this embodiment, each screen is provided with a means (e.g., an icon, a button) that allows the player to know the breakdown of in-game currency, so that the player can know the balance of in-game currency they hold and the breakdown of paid and free currency when necessary, thereby improving convenience for the player.
[0127] <First Variation of the Embodiment> The store display control unit 62 may set a daily, monthly, or yearly maximum charge amount, and may notify a user if the total charge exceeds the maximum amount when a game element requiring a charge is transacted. For example, the store display control unit 62 may calculate the monthly total charge based on the purchase history information in the player information database D1, and may notify a user if the total charge exceeds a predetermined amount when a game element is transacted. Figure 25 shows an example of a notification when the total charge exceeds a predetermined amount. This configuration can prevent excessive charges and, in particular, protect those with weak financial resources, such as minors.
[0128] <Second Variation of the Embodiment> The store presentation control unit 62 may set an upper limit on the amount of in-game currency that can be held. For example, when a player purchases new in-game currency on the in-game currency provision screen, the store presentation control unit 62 references the held currency information in the player information database D1, and if the amount of held in-game currency (the total number of paid currency and free currency) exceeds a predetermined number upon purchasing the new in-game currency, presents an in-game currency selection button in a form that can be distinguished from other selection buttons, and when that selection button is selected, notifies the player that the upper limit of the held in-game currency has been exceeded, and prevents the purchase of new in-game currency.
[0129] FIG. 26 is a diagram illustrating a second modification of the embodiment. In the example of FIG. 26, the upper limit of the possessed currency is set to 1,000. When a bargain item is purchased, the total number of possessed currencies becomes 1,050, exceeding the upper limit of 1,000, but when a regular item is purchased, the total number of possessed currencies becomes 1,000, which does not exceed the upper limit of 1,000. Therefore, button 240 for selecting a bargain item is displayed in black to make it unselectable, and button 241 for selecting a regular item is displayed in white to make it selectable. This prevents the player from selecting a bargain item. Furthermore, when the player selects button 240, a message is displayed stating, "The possessed in-game currency exceeds the number that can be additionally purchased. Please consume the in-game currency before purchasing new currency."
[0130] By adopting such a configuration, players will not hold more in-game currency than necessary, and excessive charges can be avoided, which in particular can protect those with weak economic foundations, such as minors.
[0131] Although the present invention has been described above by way of preferred embodiments, the present invention is not necessarily limited to the above-described embodiments, and can be modified and implemented in various ways within the scope of its technical concept.
[0132] Furthermore, some or all of the above-described embodiments may also be described as in the following supplementary notes, but are not limited to the following.
[0133] [Supplementary Note 1] A program that causes a computer to function as provision control means for providing game elements used in in-game transactions in either a first provision amount or a second provision amount that can be exchanged for a predetermined price, wherein the provision control means controls the number of times that the game elements can be provided in the second provision amount to be less than the number of times that the game elements can be provided in the first provision amount.
[0134] [Supplementary Note 2] The program according to Supplementary Note 1, wherein the second amount to be provided is greater than the first amount to be provided.
[0135] [Supplementary Note 3] The program according to Supplementary Note 1 or Supplementary Note 2, wherein the provision control means limits the number of times the game element can be provided using the second provision amount, and does not limit the number of times the game element can be provided using the first provision amount.
[0136] [Appendix 4] The program described in any one of Appendices 1 to 3, wherein the provision control means controls to select either the first provision amount or the second provision amount, on the condition that the number of times the game element is provided at the second provision amount has not reached an upper limit.
[0137] [Appendix 5] The program described in any one of Appendices 1 to 4, wherein the provision control means controls the provision of the game elements in the first provision amount so that they can be provided at all times, and the provision of the game elements in the second provision amount so that they can be provided only during a specific period.
[0138] [Appendix 6] A program described in any of Appendices 1 to 5, wherein the provision control means notifies the player of the price required to provide the game element at the second provision amount, provided that the number of times the game element has been provided at the second provision amount has not reached an upper limit.
[0139] [Supplementary Note 7] The program according to any one of Supplementary Note 1 to Supplementary Note 6, wherein the provision control means notifies the user that the number of times the game element has been provided in the second provision amount has reached an upper limit.
[0140] [Supplementary Note 8] A provision management device comprising a provision control means for providing game elements to be used in in-game transactions in either a first provision amount or a second provision amount exchangeable for a predetermined price, wherein the provision control means controls the number of times the game elements can be provided in the second provision amount to be less than the number of times the game elements can be provided in the first provision amount.
[0141] [Supplementary Note 9] A program that causes a computer to function as: a presentation control means that selectively presents the provision of game elements in a first provision amount that can be exchanged for a predetermined price, and the provision of game elements in a second provision amount that can be exchanged for the predetermined price; and an assignment control means that assigns the game elements in either the selected first provision amount or the selected second provision amount, wherein the game elements are game elements used in transactions within a game, and the assignment control means controls the number of times the game elements can be assigned in the second provision amount to be less than the number of times the game elements can be assigned in the first provision amount.
[0142] [Supplementary Note 10] The program according to Supplementary Note 9, wherein the second amount to be provided is greater than the first amount to be provided.
[0143] [Supplementary Note 11] The program described in Supplementary Note 9 or Supplementary Note 10, wherein the presentation control means makes it impossible to select provision of the game element in the second provision amount when the number of times the game element has been provided in the second provision amount reaches an upper limit.
[0144] [Appendix 12] A program described in any of Appendices 1 to 11, wherein the presentation control means presents the provision of the game element in either the first provision amount or the second provision amount as a selectable option, provided that the number of times the game element has been provided in the second provision amount has not reached an upper limit.
[0145] [Supplementary Note 13] The program described in any one of Supplementary Note 1 to Supplementary Note 12, wherein the presentation control means presents the game elements in the first provision amount so that they are always selectable, and presents the game elements in the second provision amount so that they are selectable only during a specific period.
[0146] [Appendix 14] A program described in any of Appendices 1 to 13, wherein the presentation control means notifies the player of the price required to provide the game element in the second provision amount, provided that the number of times the game element has been provided in the second provision amount has not reached an upper limit.
[0147] [Supplementary Note 15] The program according to any one of Supplementary Note 1 to Supplementary Note 14, wherein the presentation control means notifies the player that the number of times the game element has been provided in the second provision amount has reached an upper limit.
[0148] [Supplementary Note 16] The program described in any one of Supplementary Note 1 to Supplementary Note 15, wherein the presentation control means presents a first screen including the amount of the game elements possessed and other game elements exchangeable for the game elements, and by selecting the amount of the game elements possessed, closes the first screen and transitions to a second screen presenting the game elements in the first provided amount and the game elements in the second provided amount.
[0149] [Supplementary Note 17] The program according to any one of Supplementary Note 1 to Supplementary Note 16, wherein the other game element that can be exchanged for the game element is a game element that can be used in a fighting game.
[0150] [Appendix 18] The program described in any one of Appendices 1 to 17, wherein the presentation control means transitions to the second screen on the condition that the exchange amount of the game element on the first screen is insufficient to obtain the other selected game element.
[0151] [Supplementary Note 19] A gaming device comprising: a presentation control means for selectively presenting the provision of game elements in a first provision amount exchangeable for a predetermined price, and the provision of game elements in a second provision amount exchangeable for the predetermined price; and an assignment control means for assigning the game elements in either the selected first provision amount or the selected second provision amount, wherein the game elements are game elements used in transactions within a game, and the assignment control means controls the number of times the game elements are assigned in the second provision amount to be less than the number of times the game elements are assigned in the first provision amount.
[0152] 1 Player terminal 2 Game server 21 Leader card 22 Battle card 23 Extra card 51 Display unit 52 Game element reading unit 53 Operation input unit 54 Sound output unit 55 Communication unit 56 Storage unit 57 Processing unit 60 Player information management unit 61 Game execution control unit 62 Store presentation control unit 70 Processing unit 71 Communication unit 72 Storage unit 80 Player information management unit 81 Game execution management unit 82 Store management unit
Claims
1. A program that causes a computer to function as a provision control means that provides game elements used in in-game transactions in either a first provision amount or a second provision amount that can be exchanged for a predetermined price, wherein the provision control means controls the number of times that the game elements can be provided in the second provision amount to be less than the number of times that the game elements can be provided in the first provision amount.
2. The program according to claim 1, wherein the second provision amount is greater than the first provision amount.
3. A program as described in claim 1 or claim 2, wherein the provision control means limits the number of times the game element can be provided using the second provision amount, and does not limit the number of times the game element can be provided using the first provision amount.
4. The program described in claim 3, wherein the provision control means controls the selection of either the first provision amount or the second provision amount, provided that the number of times the game element is provided at the second provision amount has not reached an upper limit.
5. The program described in claim 4, wherein the provision control means controls the provision of the game elements in the first provision amount so that they can be provided at all times, and the provision of the game elements in the second provision amount so that they can be provided only during a specific period.
6. The program described in claim 4, wherein the provision control means notifies the player of the price required to provide the game element at the second provision amount, provided that the number of times the game element is provided at the second provision amount has not reached an upper limit.
7. The program according to claim 4, wherein the provision control means notifies the player that the number of times the game element has been provided in the second provision amount has reached an upper limit.
8. A provision management device comprising a provision control means for providing game elements to be used in in-game transactions in either a first provision amount or a second provision amount exchangeable for a predetermined price, wherein the provision control means controls the number of times the game elements can be provided in the second provision amount to be less than the number of times the game elements can be provided in the first provision amount.
9. A program that causes a computer to function as: a presentation control means that selectively presents the provision of game elements in a first provision amount exchangeable for a specified price, and the provision of game elements in a second provision amount exchangeable for the specified price; and an assignment control means that assigns the game elements in either the selected first provision amount or the selected second provision amount, wherein the game elements are game elements used in transactions within a game, and the assignment control means controls the number of times the game elements can be assigned in the second provision amount to be less than the number of times the game elements can be assigned in the first provision amount.
10. The program of claim 9, wherein the second provision amount is greater than the first provision amount.
11. A program as described in claim 9 or claim 10, wherein the presentation control means makes it impossible to select provision of the game element in the second provision amount when the number of times the game element is provided in the second provision amount reaches an upper limit.
12. The program described in claim 11, wherein the presentation control means presents the provision of the game element in either the first provision amount or the second provision amount as a selectable option, provided that the number of times the game element has been provided in the second provision amount has not reached an upper limit.
13. The program according to claim 11, wherein the presentation control means presents the game elements in the first provision amount so that they are always selectable, and presents the game elements in the second provision amount so that they are selectable only during a specific period.
14. The program described in claim 11, wherein the presentation control means notifies the player of the price required to provide the game element in the second provision amount, provided that the number of times the game element has been provided in the second provision amount has not reached an upper limit.
15. The program according to claim 11, wherein the presentation control means notifies the player that the number of times the game element has been provided in the second provision amount has reached an upper limit.
16. The program described in claim 11, wherein the presentation control means presents a first screen including the amount of the game elements owned and other game elements exchangeable for the game elements, and by selecting the amount of the game elements owned, closes the first screen and transitions to a second screen presenting the game elements in the first provided amount and the game elements in the second provided amount.
17. The program according to claim 16, wherein the other game elements that can be exchanged for the game elements are game elements that can be used in a fighting game.
18. The program described in claim 16, wherein the presentation control means transitions to the second screen on the condition that the exchange amount of the game element on the first screen is insufficient to obtain the other selected game element.
19. A game device comprising: a presentation control means for selectively presenting the provision of game elements in a first provision amount exchangeable for a predetermined price, and the provision of game elements in a second provision amount exchangeable for the predetermined price; an allocation control means for granting the game elements in either the selected first provision amount or the selected second provision amount, wherein the game elements are game elements used in transactions within a game; and the allocation control means controls the number of times the game elements are granted in the second provision amount to be less than the number of times the game elements are granted in the first provision amount.
Citation Information
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