Information processing system, information processing device, and program
The information processing system allows users to choose content receipt and possession across platforms, addressing the inconvenience of independent gameplay by enabling cross-platform content transfer and possession settings.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-09-05
- Publication Date
- 2026-03-26
AI Technical Summary
Users playing the same game title on different platforms face inconvenience as they cannot seamlessly transfer or receive content across platforms, leading to independent gameplay and content possession on each platform.
An information processing system with first and second servers managing games on different platforms, allowing users to choose whether to receive and possess content directly on one platform or as content usable on another platform, through content possession and non-possession settings.
Enhances user convenience by enabling users to decide the platform for receiving and possessing content based on their game situation, thereby improving cross-platform gameplay experience.
Smart Images

Figure JP2025031471_26032026_PF_FP_ABST
Abstract
Description
Information Processing System, Information Processing Apparatus, and Program
[0001] The present invention relates to an information processing system, an information processing apparatus, and a program.
[0002] There is known an information processing system configured to enable a user to play games provided on each of a plurality of platforms (for example, Patent Document 1).
[0003] Japanese Patent Application Laid-Open No. 2019-150645
[0004] Games with the same title may be provided on different platforms. Generally, even if games have the same title, if the platforms are different, they must be played on each platform as independent games.
[0005] For example, when a game with the same title is provided on one platform (for example, the platform of a PC game) and also on another platform (for example, the platform of a mobile game), a user who only plays the game with the same title provided on one platform cannot play the continuation of that game on other platforms, and another user who only plays the game with the same title provided on other platforms cannot play the continuation of that game on one platform. Also, a multi-user who plays not only the game with the same title provided on one platform but also the game with the same title provided on other platforms has to play each game independently on each platform.
[0006] In the case of such a multi-user, when content (for example, an item) is distributed on one platform, it must be received and possessed on that one platform, and when content is also distributed on other platforms, it must be received and possessed on those other platforms.
[0007] However, depending on the game's status on other platforms, even if content is distributed on one platform, users may want to receive it on other platforms as if it were distributed on another platform. In such cases, multi-users cannot receive the content as if it were distributed on another platform, so they had to receive it on the single platform and use it in the game. This sometimes caused inconvenience for multi-users.
[0008] This invention was made in view of these circumstances, and its purpose is to improve the convenience of multiple users who play the same game title on different platforms.
[0009] The main invention of the present invention for solving the above problems is an information processing system configured to allow users to play the same game title provided on different platforms, comprising: a first server that manages a first game of the same title played by a first user on a first platform; and a second server that manages a second game of the same title played by a second user on a second platform, wherein the first server includes: a first server distribution unit that distributes first content usable in the first game to the first user; a first server setting unit that, based on the operation of a multi-user who is both the first and second user, performs a first content possession setting to possess the first content, or a first content non-possession setting to possess the first content as second content usable in the second game instead of possessing the first content; and a first server storage unit that, if the first content possession setting is in place, saves the distributed first content as first content possessed by the multi-user, and if the first content non-possession setting is in place, sets the distributed first content so that the second server can save it as second content possessed by the multi-user, instead of saving it as first content possessed by the multi-user. This is an information processing system equipped with [the specified features]. Other features of the present invention will be made clearer by description in this specification and the accompanying drawings.
[0010] This is a schematic diagram showing the configuration of the information processing system 1 according to this embodiment. This is a configuration diagram showing an example of the information processing system 1 according to this embodiment. This is a hardware configuration diagram showing an example of the computer 50 according to this embodiment. This is a functional block diagram showing an example of the first server 10A according to this embodiment. This is a configuration diagram showing an example of character information according to this embodiment. This is a configuration diagram showing an example of item information according to this embodiment. This is a configuration diagram showing an example of event game information according to this embodiment. This is a configuration diagram showing an example of lottery game information according to this embodiment. This is a configuration diagram showing an example of schedule information according to this embodiment. This is a configuration diagram showing an example of first user information according to this embodiment. This is a configuration diagram showing an example of owned character information according to this embodiment. This is a configuration diagram showing an example of owned item information according to this embodiment. This is a configuration diagram showing an example of multi-user information according to this embodiment. This is a functional block diagram showing an example of second server 10B according to this embodiment. This is a functional block diagram showing an example of client terminal 20 according to this embodiment. This is a flowchart showing an example of operation related to content receiving destination setting performed in the first game of the first platform P1. This is a diagram showing an example of the configuration of the hold box screen 500 in this embodiment. This is a flowchart showing an example of operation related to the distribution of first content in the first game of the first platform P1.
[0011] The following matters become clear from this specification and the accompanying drawings: In other words, an information processing system configured to allow users to play the same game title on different platforms, comprising: a first server that manages a first game of the same title played by a first user on a first platform; and a second server that manages a second game of the same title played by a second user on a second platform, wherein the first server comprises: a first server distribution unit that distributes first content usable in the first game to the first user; a first server setting unit that, based on the operation of a multi-user who is both the first and second user, performs a first content possession setting to possess the first content when the first content is distributed, or a first content non-possession setting to possess the first content as second content usable in the second game instead of possessing the first content; and a first server storage unit that, if the first content possession setting is performed, saves the distributed first content as first content possessed by the multi-user, and if the first content non-possession setting is performed, sets the distributed first content so that the second server can save it as second content possessed by the multi-user, instead of saving it as first content possessed by the multi-user. According to this information processing system, multi-users playing the same game title on both the first and second platforms can choose whether to receive and possess the distributed first content directly on the first platform, or receive and possess it as second content on the second platform, depending on their game status on either platform. In this way, multi-users can determine the platform on which they receive the distributed content, thereby increasing convenience.
[0012] Furthermore, in such an information processing system, the second server may include: a second server distribution unit that distributes second content usable in the second game to a second user; a second server setting unit that, based on the operation of multiple users, sets a second content possession setting to possess the second content when the second content is distributed, or a second content non-possession setting to possess the second content as first content instead of possessing it; and a second server storage unit that, if the second content possession setting is selected, saves the distributed second content as second content possessed by multiple users, and if the second content non-possession setting is selected, sets the first server to save the distributed second content as first content possessed by multiple users, instead of saving it as second content possessed by multiple users. With such an information processing system, multiple users playing the same title game provided on the first platform and the second platform can choose whether to receive and possess the distributed second content as is on the second platform, or receive and possess it as first content on the first platform, according to the game situation on the first platform or the second platform. In this way, multiple users can decide for themselves which platform they will receive the distributed content on, thereby increasing convenience.
[0013] Furthermore, in such an information processing system, if neither the setting for possessing the first content nor the setting for not possessing the first content has been made, the first server storage unit may, after suspending the storage of the distributed first content, then, in response to the operation of the multi-user, configure the system to either save the suspended first content as the first content possessed by the multi-user, or to configure the system so that the second server can save it as the second content possessed by the multi-user without saving it as the first content possessed by the multi-user. With such an information processing system, even if neither the setting for receiving and possessing the distributed first content as is on the first platform nor the setting for receiving and possessing it as second content on the second platform has been made, the storage of the distributed first content will be suspended. Therefore, after the suspension, the multi-user can choose whether to receive and possess the distributed first content as is on the first platform, or to receive and possess it as second content on the second platform, according to the game situation on the first or second platform.
[0014] Furthermore, in such an information processing system, if neither the setting for possessing the second content nor the setting for not possessing the second content has been made, the second server storage unit may, after suspending the storage of the distributed second content, then, in response to the operation of the multi-user, configure the system to either save the suspended second content as second content possessed by the multi-user, or to save it as first content possessed by the multi-user without saving it as second content possessed by the multi-user, so that the first server can save it. With such an information processing system, even if neither the setting for receiving and possessing the distributed second content as is on the second platform nor the setting for receiving and possessing it as first content on the first platform has been made, the storage of the distributed second content will be suspended. Therefore, after the suspension, the multi-user can choose whether to receive and possess the distributed second content as is on the second platform, or to receive and possess it as first content on the first platform, according to the game situation on the first or second platform.
[0015] Furthermore, in such an information processing system, the first content includes a paid first item that can be possessed by purchasing it for a fee and a free first item that can be obtained and possessed for free without purchase, the second content includes a paid second item that can be possessed by purchasing it for a fee and a free second item that can be obtained and possessed for free without purchase, the first server distribution unit distributes the paid first item and the free first item from the free first item to the first user, and the first server setting unit, based on the operation of multiple users, when a free first item is distributed, sets a first content possession setting to possess the free first item, or sets a first content non-possession setting to possess the free second item usable in the second game instead of possessing the free first item, The first server storage unit may be configured such that, if the setting is to possess the first content, it saves the distributed free first item as a free first item possessed by the multi-user, and if the setting is to not possess the first content, it does not save the distributed free first item as a free first item possessed by the multi-user, but rather allows the second server to save it as a free second item possessed by the multi-user. With such an information processing system, multi-users playing the same game title on both the first and second platforms can choose whether to receive the distributed free first item directly on the first platform and increase their possession count, or receive it as a free second item on the second platform and increase their possession count, depending on the game situation on the first or second platform. In this way, multi-users can decide which platform to receive the distributed free items on through their own actions, thereby increasing convenience.
[0016] Furthermore, in such an information processing system, the first content includes a paid first item that can be possessed by purchasing it for a fee and a free first item that can be obtained and possessed for free without purchase, the second content includes a paid second item that can be possessed by purchasing it for a fee and a free second item that can be obtained and possessed for free without purchase, the second server distribution unit distributes the free second item from the paid second item and the free second item to the second user, and the second server distribution unit, based on the operation of multiple users, when a free second item is distributed, sets a second content possession setting to possess the free second item, or a second content non-possession setting to possess the free first item usable in the first game instead of possessing the free second item, The second server storage unit may be configured such that, if the setting is to possess the second content, it saves the distributed free second item as a free second item possessed by the multi-user, and if the setting is to not possess the second content, it does not save the distributed free second item as a free second item possessed by the multi-user, but rather the first server saves it as a free first item possessed by the multi-user. With such an information processing system, multi-users playing the same game title on both the first and second platforms can choose whether to receive the distributed free second item directly on the second platform and increase their possession count, or receive it as a free first item on the first platform and increase their possession count, depending on the game situation on the first or second platform. In this way, multi-users can decide which platform to receive the distributed free items on through their own actions, thereby increasing convenience.
[0017] Furthermore, the information processing device is configured to allow users to play the same game title provided on different platforms, and comprises a first server that manages a first game of the same title played by a first user on a first platform, and a second server that manages a second game of the same title played by a second user on a second platform, wherein the first server includes: a first server distribution unit that distributes first content usable in the first game to the first user; a first server setting unit that, based on the operation of a multi-user who is both the first and second user, performs a first content possession setting to possess the first content when the first content is distributed, or a first content non-possession setting to possess the first content as second content usable in the second game instead of possessing the first content; and a first server storage unit that, if the first content possession setting is performed, saves the distributed first content as first content possessed by the multi-user, and if the first content non-possession setting is performed, sets the distributed first content so that the second server can save it as second content possessed by the multi-user, instead of saving it as first content possessed by the multi-user. Such an information processing device makes it possible to improve the convenience for multiple users who play the same game title on different platforms.
[0018] Furthermore, the present invention relates to an information processing device configured to allow users to play the same game title on different platforms, and includes a first server that manages the first game of the same title played by the first user on the first platform, and a second server that manages the second game of the same title played by the second user on the second platform, and is a program to be executed on such an information processing device, which includes: a first server distribution means that distributes first content usable in the first game to the first user; a first server setting means that, based on the operation of a multi-user who is both the first and second user, performs a first content possession setting to allow the user to possess the first content when the first content is distributed, or a first content non-possession setting to allow the user to possess the first content as second content usable in the second game instead of possessing it; and a first server storage means that, if the first content possession setting is in place, saves the distributed first content as first content possessed by the multi-user, and if the first content non-possession setting is in place, sets the distributed first content so that the second server can save it as second content possessed by the multi-user, instead of saving it as first content possessed by the multi-user. Such programs can enhance the convenience for multi-users who play the same game title on different platforms.
[0019] ===Embodiments=== The following describes in detail an information processing system, information processing device, program, and information processing method according to embodiments of the present invention. The present invention can be broadly applied to information processing systems, information processing devices, programs, and information processing methods configured to enable the play of the same game title provided on different platforms. A platform refers to a mechanism or underlying environment for operating services and systems related to games provided to users.
[0020] <System Configuration> Figure 1 is a schematic diagram showing the configuration of the information processing system 1 according to this embodiment. As shown in Figure 1, the information processing system 1 according to this embodiment is configured to allow the play of games provided on each of the multiple platforms P, and includes a game system built for each platform.
[0021] In this embodiment, the same game title is made playable on different platforms. Because the environment in which the game system operates differs for each platform, even if the game title is the same, users must play each game independently on different platforms.
[0022] In the following section, we will provide a specific explanation using the example of a case where the same game title is offered on two different platforms P1 and P2.
[0023] A game of the same title offered on the first platform P1 will be referred to as "Game 1," and a game of the same title offered on the second platform P2 will be referred to as "Game 2."
[0024] For example, the first platform P1 is assumed to be a PC game platform, and the second platform P2 is assumed to be a mobile game platform. In this case, the first game is assumed to be a PC game, and the second game is assumed to be a mobile game.
[0025] In this embodiment, the first game includes an event game (e.g., a competitive game) and a lottery game, and similarly, the second game in this embodiment also includes an event game (e.g., a competitive game) and a lottery game.
[0026] Furthermore, since the first and second games are games of the same title, it is assumed that the world setting within the event game, the characters appearing in the event game, and the items and characters that can be obtained and used in the event game and lottery game are the same.
[0027] Users who play the first game provided on the first platform P1 will be referred to as "first users," users who play the second game provided on the second platform P2 will be referred to as "second users," and users who are both "first users" and "second users" will be referred to as "multi-users."
[0028] A first user who plays only the first game provided on the first platform P1 cannot continue playing the second game on the second platform P2, and a second user who plays only the second game provided on the second platform P2 cannot continue playing the first game on the first platform P1. A multi-user can play the first game on the first platform P1 independently of the second game, and can also play the second game on the second platform P2 independently of the first game.
[0029] Figure 2 is a configuration diagram showing an example of the information processing system 1 according to this embodiment. As shown in Figure 2, the information processing system 1 according to this embodiment has a first game system 1A for operating a first game provided on a first platform P1 and a second game system 1B for operating a second game provided on a second platform P2, and a server device 10 and a client terminal 20 are connected via a network N.
[0030] The server device 10 includes a first server 10A that manages the first game playable on the first platform P1, and a second server 10B that manages the second game playable on the second platform P2.
[0031] The client terminal 20 includes a first client terminal 20A used by a first user playing the first game on the first platform P1, and a second client terminal 20B used by a second user playing the second game on the second platform P2.
[0032] When a multi-user plays the first game on the first platform P1, they will use the first client terminal 20A to control the game, and when playing the second game on the second platform P2, they will use the second client terminal 20B to control the game.
[0033] As shown in Figure 2, the first game system 1A includes a first server 10A and one or more first client terminals 20A, and the first server 10A and the first client terminals 20A are connected via a network N.
[0034] The first server 10A manages and controls the first game played by the first user on the first client terminal 20A, and handles in-game billing, etc. The first client terminal 20A is a terminal device such as a PC operated by the first user. The network N is the internet, etc., and includes mobile wireless base stations, etc.
[0035] As shown in Figure 2, the second game system 1B includes a second server 10B and one or more second client terminals 20B, with the second server 10B and the second client terminals 20B connected via a network N.
[0036] The second server 10B manages and controls the second game played by the second user on the second client terminal 20B, and handles in-game billing, etc. The second client terminal 20B is a mobile device such as a smartphone operated by the second user. The network N is the internet, etc., and includes mobile wireless base stations, etc.
[0037] In this embodiment, first content (e.g., items usable in the first game) is distributed periodically or irregularly to a first user playing the first game on the first platform P1. Similarly, second content (e.g., items usable in the second game) is distributed periodically or irregularly to a second user playing the second game on the second platform P2.
[0038] In the case of a multi-user system, if the first content is distributed in the first game on the first platform P1, it must be received and possessed in the first game on the first platform P1. Similarly, if the second content is distributed in the second game on the second platform P2, it must be received and possessed in the second game on the second platform P2.
[0039] For example, depending on the multi-user game situation on the second platform P2, even if the first content is distributed in the first game on the first platform P1, it may be desirable to receive it on the second platform P2 as the second content distributed in the second game on the second platform P2.
[0040] Even in such cases, multi-users could not receive the second content distributed in the second game on the second platform P2; they had to receive and use it directly in the first game on the first platform P1. This sometimes caused inconvenience for multi-users.
[0041] Therefore, depending on the game situation on either the first platform P1 or the second platform P2, multiple users can choose whether to receive the content distributed on one platform directly on that platform or as content for the other platform. As a result, multiple users can decide which platform to receive the distributed content on themselves, thus improving convenience.
[0042] It goes without saying that the information processing system 1 shown in Figure 2 is just one example, and there are various system configurations depending on the application and purpose. For example, the server device 10 in Figure 2 may be configured by distributing it across multiple computers, or it may be configured by integrating what was previously distributed across multiple computers into a single computer.
[0043] <Hardware Configuration> <Server Device and Client Terminal>Figure 3 is a hardware configuration diagram showing an example of the computer 50 according to this embodiment. The server device 10 and the client terminal 20 according to this embodiment are realized by, for example, a computer 50 having the hardware configuration shown in Figure 3. Note that the computer 50 is an example of an information processing device.
[0044] As shown in Figure 3, the computer 50 includes a CPU 51, a RAM 52, a ROM 53, a communication interface 54, an input device 55, a display device 56, an external interface 57, and an HDD 58, etc., and each is interconnected by a bus line B. In the server device 10, the input device 55 and the display device 56 may be connected and used when necessary.
[0045] The CPU 51 is an arithmetic unit that realizes the control and functions of the entire computer by reading programs and data from storage devices such as the ROM 53 and the HDD 58 onto the RAM 52 and executing various processes based on the read programs and data.
[0046] The RAM 52 is an example of a volatile semiconductor memory (storage device) for temporarily holding programs and data, and is also used as a work area when the CPU 51 executes various processes.
[0047] The ROM 53 is an example of a non-volatile semiconductor memory (storage device) that can hold programs and data even when the power is turned off. Programs and data such as BIOS, OS settings, and network settings that are executed when the computer 50 is started are stored in the ROM 53.
[0048] The communication interface 54 is an interface for connecting the computer 50 to the network N. Thereby, the computer 50 can perform data communication via the communication interface 54.
[0049] The input device 55 is a device used by the game operator (administrator) or user to input various data. In this embodiment, the input device 55 is, for example, an operating device such as a touch panel, operation keys or buttons, keyboard or mouse.
[0050] The display device 56 is a device for displaying various information on the screen to the game operator (administrator) or user. In this embodiment, the display device 56 is, for example, a display such as a liquid crystal or organic EL.
[0051] The external interface 57 is an interface for connecting to an external device in a data communication manner. This allows the computer 50 to read and / or write to a recording medium via the external interface 57. The external device is, for example, a recording medium such as a flexible disk, CD, DVD, SD memory card, or USB memory.
[0052] HDD58 is an example of a non-volatile storage device that stores programs and data. The programs and data stored include the OS, which is the basic software that controls the entire computer, and applications that provide various functions on the OS. In this embodiment, the OS and applications that provide various functions on the OS are stored, depending on the platform.
[0053] Alternatively, instead of the HDD58, a drive device that uses flash memory as a storage medium (for example, a solid-state drive: SSD) may be used.
[0054] The server device 10 and client terminal 20 according to this embodiment can perform various processes as described later by executing a program on the computer 50 with the hardware configuration described above.
[0055] <Software Configuration> <Server Device> Figure 4 is a functional block diagram showing an example of the first server 10A according to this embodiment. The first server 10A according to this embodiment is implemented by, for example, the functional blocks shown in Figure 4.
[0056] In this embodiment, the first server 10A implements a first server control unit 100A, a first server storage unit 120A, and a first server communication unit 140A by executing a program.
[0057] The first server control unit 100A has the function of executing various processes in the first server 10A. In this embodiment, the first server control unit 100A includes a first server distribution unit 101A, a first server setting unit 102A, and a first server storage unit 103A.
[0058] The first server distribution unit 101A distributes first content usable in the first game. In this embodiment, the first server distribution unit 101A distributes first content (for example, items usable in the first game, etc.) to the first user periodically or irregularly.
[0059] The first server configuration unit 102A configures settings for receiving the first content, which is distributed periodically or irregularly. In this embodiment, when the first content is distributed based on multi-user operation, the first server configuration unit 102A configures either possession settings (first content possession settings) for possessing the first content, or non-possession settings (first content non-possession settings) for possessing the first content as second content usable in the second game instead of possessing it.
[0060] The first server storage unit 103A stores the first content according to the settings regarding the receipt of the distributed first content. In this embodiment, if the setting is to possess the first content, the first server storage unit 103A stores the distributed first content as the first content possessed by the multi-user. If the setting is not to possess the first content, the first server storage unit 103A does not store the distributed first content as the first content possessed by the multi-user, but is configured to allow the second server to store it as the second content possessed by the multi-user.
[0061] The first server storage unit 120A has the function of storing programs and various information in the first server 10A. In this embodiment, as shown in Figure 4, the first server storage unit 120A includes a first character information storage unit 121A, a first item information storage unit 122A, an event game information storage unit 123A, a lottery game information storage unit 124A, a schedule information storage unit 125A, a first user information storage unit 126A, and a multi-user information storage unit 127A.
[0062] The first character information storage unit 121A is an example of the first content information storage unit and stores first character information (first content information) relating to the first character as an example of the first content. The first character information stored in the first character information storage unit 121A includes various characters used in event games, lottery games, character training, etc. The first character information stored in the first character information storage unit 121A consists of the various data shown below. The second character information stored in the second character information storage unit 121B of the second server, which will be described later, is configured similarly.
[0063] Figure 5 is a diagram showing an example of first character information according to this embodiment. The first character information shown in Figure 5 includes items such as first character ID, name, rarity, ability parameters, level, evolution character, evolution material character, material item, and draw probability.
[0064] The first character ID is information used to uniquely identify the first character usable in the first game. The name is information indicating the character's name.
[0065] Rarity is information indicating the scarcity value (rarity) of the first character. Here, one of several rarity levels is initially set. In this embodiment, it is possible to set five levels of rarity, from "1" to "5". However, the number of rarity levels is not limited to five levels; it may be four levels or less, or six levels or more.
[0066] Ability parameters are information indicating the abilities of the first character. Here, ability values such as attack, defense, and HP are initially set. Level is a parameter indicating the level of development of the first character. Here, an initial value is set. In this embodiment, ability parameters and level are configured to increase from their initial values as the first character is developed.
[0067] An evolved character is information indicating the evolved character that is pre-associated with the pre-evolution character. An evolved character is the first character that can be obtained by performing evolution synthesis on the pre-evolution character. Evolution synthesis will be explained later, but it is one method of developing the first character.
[0068] Evolution material characters are characters used as materials for evolution synthesis, and are material characters that are pre-associated with the pre-evolution character. In this embodiment, one or more material characters are pre-associated with the pre-evolution character. Multiple material characters may be associated with multiple material characters of the same type, multiple material characters of different types, or a combination of these.
[0069] Material items are items used for limit breaking, and are pre-associated with characters. Limit breaking will be explained later, but it is one method of developing the first character.
[0070] The draw probability indicates the likelihood of the first character being selected in the draw game. Here, characters with higher rarity have lower draw probabilities.
[0071] The first item information storage unit 122A is an example of the first content information storage unit and stores first item information (first content information) relating to the first item as an example of the first content. The first item information stored in the first item information storage unit 122A consists of the various data shown below. The second item information stored in the second item information storage unit 122B of the second server, which will be described later, is similarly configured.
[0072] Figure 6 is a diagram showing an example of first item information according to this embodiment. The first item information shown in Figure 6 includes items such as first item ID, name, function / effect, whether or not it is charged, drop rate, etc.
[0073] The Item ID is information used to uniquely identify the Item 1 usable in the first game. The Name is information indicating the item's name. The Function / Effect section contains information about the function and effect of the Item 1.
[0074] The "Paid / Charged" section indicates whether the first item is obtainable through payment or free. The "Drop Rate" section indicates the probability of obtaining the first item within the event game.
[0075] In this embodiment, among the multiple first items set in the first item information, there are gems that are consumed when the first user plays a lottery game or the like. These gems are set to include those that can be obtained for a fee (so-called paid gems) and those that can be obtained for free (so-called free gems).
[0076] Paid gems (first paid item) can be obtained by purchasing them within the game. Free gems (first free item) can be obtained as rewards for clearing the game, and may also be distributed periodically as a daily login bonus, or irregularly as compensation for system failures, maintenance delays, etc.
[0077] The event game information storage unit 123A stores event game information related to event games with a defined playable period. The event game information stored by the event game information storage unit 123A consists of the various data shown below. This explanation focuses on the case where the event game is a competitive game. The event game information stored by the event game information storage unit 123B of the second server, which will be described later, is structured similarly.
[0078] Figure 7 is a diagram showing an example of event game information according to this embodiment. The event game information shown in Figure 7 includes items such as stage ID, name, playable period, difficulty level, enemy characters, obtainable characters, and clear rewards.
[0079] The Stage ID is information used to uniquely identify a game stage included in an event game. The Name is information indicating the name of the game stage. The Playable Period is information indicating the period during which the first user can play the game stage.
[0080] The difficulty level is information indicating the pre-set difficulty level for each game stage. In this case, one of several difficulty levels is pre-set, and the difficulty level of each game stage is configured not to change.
[0081] The enemy character is information that indicates one or more characters that may appear as opponents in a game stage, from among the first characters set in the first character information stored in the first character information storage unit 121A. In this embodiment, the higher the difficulty of the game stage, the higher the various parameters of the enemy character, such as HP (health points) and strength level.
[0082] The obtainable characters are information indicating one or more characters that can be obtained in a game stage from among the first characters set in the first character information stored in the first character information storage unit 121A. Note that the obtainable characters in a game stage and enemy characters may be the same character. In this embodiment, a drop rate is also set in association with the obtainable characters. The drop rate is information indicating the probability of obtaining a character in a game stage.
[0083] The clear reward refers to information about the reward given to the first user who clears a game stage. Here, one or more first items are set as the clear reward. Note that characters or other items may be set as the clear reward in place of or in addition to items.
[0084] The lottery game information storage unit 124A stores lottery game information related to the lottery game. The lottery game information stored by the lottery game information storage unit 124A consists of the various data shown below. The lottery game information stored by the lottery game information storage unit 124B of the second server, which will be described later, is similarly structured.
[0085] Figure 8 is a diagram showing an example of lottery game information according to this embodiment. The lottery game information shown in Figure 8 includes items such as lottery ID, name, playable period, stones consumed, and obtainable characters.
[0086] The lottery ID is information used to uniquely identify the lottery game. The name is information indicating the name of the lottery game. The playable period is information indicating the period during which the first user can play the lottery game.
[0087] "Consumed Gems" indicates the amount of gems consumed when playing a lottery game. In other words, to play a lottery game, a user must consume the amount of gems corresponding to the "Consumed Gems" value. If a user does not have enough gems, they cannot play the game. When playing a lottery game, users can choose to consume only paid gems, only free gems, or a combination of paid and free gems.
[0088] The obtainable characters are information indicating one or more characters that can be obtained as a result of the lottery from among the first characters set in the first character information stored in the first character information storage unit 121A.
[0089] The schedule information storage unit 125A stores schedule information related to the distribution schedule of login bonuses. The schedule information stored by the schedule information storage unit 125A consists of the following types of data. It may also be shared with the schedule information stored by the schedule information storage unit 125B of the second server, which will be described later.
[0090] Figure 9 is a diagram showing an example of schedule information according to this embodiment. The schedule information shown in Figure 9 includes items such as schedule ID, login bonus distribution date, and login bonus distribution details.
[0091] The Schedule ID is information used to uniquely identify a series of dates on which login bonuses are distributed. The Login Bonus Distribution Date is information indicating the day on which the login bonus is distributed. The Login Bonus Distribution Content is information indicating the content of the login bonus to be distributed. In this embodiment, free gems, as an example of first content, are scheduled to be distributed as a login bonus once a day.
[0092] The first user information storage unit 126A stores first user information relating to the first user playing the first game. The first user information stored in the first user information storage unit 126A consists of the various data shown below. The second user information stored in the second user information storage unit 126B of the second server, which will be described later, is similarly structured.
[0093] Figure 10 is a configuration diagram showing an example of first user information according to this embodiment. The first user information shown in Figure 10 includes items such as first user ID, name, multi-user ID, distribution settings, owned character information, owned item information, etc.
[0094] The first user ID is information used to uniquely identify the first user. The name is information indicating the username. The multi-user ID is information used to uniquely identify a multi-user who is both the first user and the second user. In other words, if the first user is a multi-user, the multi-user ID is associated with the first user ID.
[0095] The distribution settings indicate the configuration status regarding the receipt of the first content to be distributed. In this embodiment, the first user, who is a multi-user, can set either "possession setting" (first content possession setting) or "non-possession setting" (first content non-possession setting). If no configuration operation has been performed yet, it will show "no setting".
[0096] The "possession" setting is a pre-setting to receive and possess the first content in the first game when it is distributed. The "non-possession" setting is a pre-setting to receive and possess the first content in the second game when it is distributed, instead of receiving and possessing it in the first game, but instead receiving and possessing it as second content that can be used in the second game.
[0097] The owned character information is information about one or more characters currently owned by the first user from among the first characters set in the first character information stored in the first character information storage unit 121A. The owned item information is information about one or more items currently owned by the first user from among the first items set in the first item information stored in the first item information storage unit 122A.
[0098] Figure 11 is a diagram showing an example of owned character information according to this embodiment. The owned character information shown in Figure 11 includes items such as owned character, owned date, ability parameters, level, training status, and number of uses.
[0099] The "Owned Character" field is information that uniquely identifies the first character currently owned by the first user. The "Owned Date" field indicates the date (timing) when the first user acquired the character. The "Level" field indicates the current level of the owned character.
[0100] The training status is flag information indicating whether or not the training of the owned character is complete. In this embodiment, the character is set to be trained when its level reaches a predetermined value. The usage count is information indicating the number of times the first user has used the owned character in the game.
[0101] Figure 12 is a diagram showing an example of possessed item information according to this embodiment. The possessed item information shown in Figure 12 includes items such as possessed item, name, and quantity.
[0102] The "possessed items" information indicates one or more items currently possessed by the first user from among the first items set in the first item information stored in the first item information storage unit 122A. The "name" information indicates the name of the first item currently possessed by the first user. The "quantity" information indicates the quantity of the first item currently possessed by the first user.
[0103] The multi-user information storage unit 127A stores multi-user information relating to the multi-users playing the first and second games. The multi-user information stored by the multi-user information storage unit 127A consists of the following types of data.
[0104] Figure 13 is a diagram showing an example of multi-user information according to this embodiment. The multi-user information shown in Figure 13 includes items such as multi-user ID, first user ID, second user ID, hold box information, and receipt status information.
[0105] The multi-user ID is information used to uniquely identify a multi-user who is both the first and second user. The first user ID is information used to identify the multi-user as the first user (the first user ID linked to the multi-user ID). The second user ID is information used to identify the multi-user as the second user (the second user ID linked to the multi-user ID).
[0106] The pending box information contains information about pending content (content on hold) that has been distributed in the first and second games and whose receipt by multiple users is currently on hold. This information includes details about the pending content, such as the game on the platform from which it was distributed (e.g., the first game), the content of the distribution (e.g., gems (free)), the distribution date, and the receipt deadline. The receipt status information shows the receipt status of the pending content by multiple users.
[0107] The first server communication unit 140A has the function of communicating with the first client terminal 20A via the network N.
[0108] Figure 14 is a functional block diagram showing an example of the second server 10B according to this embodiment. The second server 10B according to this embodiment is implemented, for example, by the functional blocks shown in Figure 14.
[0109] Although the first server 10A and the second server 10B have different configurations, such as different target users for the first and second users, different target games for the first and second games, and different distribution targets for the first and second content, their basic configurations are the same. Therefore, since the functional blocks shown in Figure 14 are almost identical to the functional blocks shown in Figure 4, the explanation of the second server 10B will be omitted as appropriate below.
[0110] In this embodiment, the second server 10B implements a second server control unit 100B, a second server storage unit 120B, and a second server communication unit 140B by executing a program.
[0111] The second server control unit 100B has the function of executing various processes in the second server 10B. In this embodiment, the second server control unit 100B includes a second server distribution unit 101B, a second server setting unit 102B, and a second server storage unit 103B.
[0112] The second server storage unit 120B according to this embodiment has the function of storing programs and various information in the second server 10B.
[0113] The second server storage unit 120B includes a second character information storage unit 121B, a second item information storage unit 122B, an event game information storage unit 123B, a lottery game information storage unit 124B, a schedule information storage unit 125B, a second user information storage unit 126B, and a multi-user information storage unit 127B.
[0114] In this embodiment, the second server 10B has a multi-user information storage unit 127B, similar to the first server 10A, and shares the multi-user information stored in the multi-user information storage unit 127B with the first server 10A.
[0115] The second server communication unit 140B has the function of communicating with the second client terminal 20B via the network N.
[0116] 《Client Terminal》 Figure 15 is a functional block diagram showing an example of a client terminal 20 according to this embodiment. The client terminal 20 according to this embodiment is realized by, for example, the functional blocks shown in Figure 15.
[0117] Although the first client terminal 20A and the second client terminal 20B have different configurations because the target users differ between the first and second users, and the target games differ between the first and second games, their basic configurations are the same. Therefore, in the following explanation, the first client terminal 20A and the second client terminal 20B will not be distinguished, but will be described together as functional blocks of the client terminal 20.
[0118] In this embodiment, the client terminal 20 implements a client control unit 200, a client storage unit 220, a client communication unit 240, an operation input reception unit 250, and a screen display unit 260 by executing a program.
[0119] The client control unit 200 has the function of executing various processes on the client terminal 20. In this embodiment, the client control unit 200 includes at least a game control unit 201, a server access unit 202, and a display control unit 203.
[0120] The game control unit 201 performs control related to the progress of various games. In this embodiment, the game control unit 201 performs control related to event games (versus games), lottery games, character development, etc., based on game operations received from the user by the client terminal 20.
[0121] In this embodiment, the game control unit 201 determines the winner and loser of the battle between the user's character and the enemy character for each game stage. The game control unit 201 also randomly selects a character for the user to possess from among the candidate characters for each random draw game. Furthermore, the game control unit 201 uses the material characters and material items possessed by the user to train the character that the user has selected from their owned characters.
[0122] In this embodiment, character development is carried out, for example, by using material items owned by the user to gradually increase the upper limit of the level set for the character being developed (limit break), by performing synthesis using material characters owned by the user to increase the ability parameters set for the character being developed (enhancement synthesis), or by performing synthesis using material characters owned by the user to evolve the character being developed into an evolved character (evolution synthesis).
[0123] In other words, in limit breaking and enhancement synthesis, which are methods of character development, the user does not possess the material items or material characters (they are made to not possess them), but in return, they can continue to strengthen the character they are developing. Also, in evolution synthesis, which is another method of character development, the user does not possess the material characters (they are made to not possess them), but in return, they can possess the evolved character that has grown.
[0124] The server access unit 202 sends requests for various processes to the server device 10 when access to the server device 10 is required during the process of various processes executed by the game control unit 201 or the display control unit 203, and receives processing results and the like from the server device 10 as a response.
[0125] The display control unit 203 controls the screen display of the client terminal 20 according to the progress of various games. In this embodiment, the display control unit 203 controls the screen display of the client terminal 20 by generating data for various screens according to the progress of event games (versus games) or lottery games controlled by the game control unit 201.
[0126] The client storage unit 220 stores various programs and data necessary for installed applications (such as game apps) and client terminals 20 (for example, character information, item information, event game information, lottery game information, schedule information, individual user information, etc., similar to the server device 10).
[0127] In other words, the client memory unit 220 also functions as a character information memory unit, an item information memory unit, an event game information memory unit, a lottery game information memory unit, a schedule information memory unit, and a user information memory unit for each of these.
[0128] The client communication unit 240 communicates with the server device 10 via a wired or wireless communication network. The operation input reception unit 250 receives operation input from the user operating the client terminal 20. The screen display unit 260 displays information on the client terminal 20 screen according to the control from the display control unit 203.
[0129] As mentioned above, in the information processing system 1 according to this embodiment, game control and display control are performed on the client terminal 20, but these may also be performed on the server device 10. Specifically, at least one of the game control unit and the display control unit may be configured not to be provided in the client control unit 200 of the client terminal 20, while it may be provided in the server control unit 100 of the server device 10.
[0130] Furthermore, the client control unit 200 of the client terminal 20 is a browser type that receives page data written in HTML (Hyper Text Markup Language) or the like, as well as scripts contained within the page data, from the server device 10 and performs processing related to the game. Alternatively, the client control unit 200 of the client terminal 20 is an application type that performs processing related to the game based on the installed application. Figure 15 shows an example of the application type.
[0131] <System Operation> The operation of the information processing system 1 in this embodiment will be described below. First, an example of operation for setting the platform to which content distributed to multiple users will be received will be described when multiple users play the first game on the first platform P1 using the first client terminal 20A. Next, an example of operation when the first content is distributed to multiple users in the first game on the first platform P1 will be described. Note that these operation examples can also be applied by the same procedure when multiple users play the second game on the second platform P2 using the second client terminal 20B, so the explanation for that will be omitted.
[0132] 《Setting the Recipient》 When multiple users play the first game on the first platform P1 using the first client terminal 20A, an example of the operation for setting the platform to which the content distributed to the multiple users will be received will be explained using Figures 16 to 17. Figure 16 is a flowchart showing an example of the operation related to setting the content recipient in the first game on the first platform P1. Figure 17 is a diagram showing an example of the configuration of the hold box screen 500 in this embodiment.
[0133] First, as shown in Figure 16, when a multi-user performs a predetermined operation, the display control unit 203 of the first client terminal 20A receives the multi-user's operation input from the operation input reception unit 250, and displays the hold box screen 500 on the screen display unit 260 by referring to the hold box information set in the multi-user information shown in Figure 13 (step S11).
[0134] As shown in Figure 17, the hold box screen 500 displays a hold content list 501, a receive button 502, a setting operation area 503, a first setting button 504, and a second setting button 505.
[0135] The pending content list 501 lists the pending content (distributed content on hold) that was distributed in the first and second games, according to the pending box information of the multi-user, and whose receipt by that multi-user is pending. A receive button 502 is also placed corresponding to each pending content.
[0136] In the hold box screen 500 of this embodiment, when a multi-user selects the receive button 502, they can receive the "gem (free)" (hold content) corresponding to that receive button 502 within the first game on the first platform P1. Once the "gem (free)" (hold content) is received, the receipt status information set in the multi-user information shown in Figure 13 is updated to "received".
[0137] Furthermore, if the "Gems (Free)" (Pending Content) received by the multi-user via the receive button 502 is the same "Gems (Free)" (First Content) distributed in the first game on the first platform P1, it will be added as owned content (First Content) to the owned item information set in the first user information of that multi-user. Similarly, if the "Gems (Free)" (Second Content) distributed in the second game on the second platform P2, it will also be added as owned content (First Content) to the owned item information set in the first user information of that multi-user.
[0138] The settings operation area 503 is an operation area for multiple users to perform settings operations related to receiving the first content distributed in the first game on the first platform P1, and is equipped with a first setting button 504 and a second setting button 505.
[0139] When a multi-user selects the first setting button 504, they can pre-configure the system to receive the first content distributed in the first game on the first platform P1 as the first content they possess in that game. Alternatively, when they select the second setting button 505, they can pre-configure the system to receive the first content distributed in the first game on the first platform P1 as the second content distributed in the second game on the second platform P2, instead of receiving it as the first content.
[0140] Next, returning to Figure 16, the first server setting unit 102A of the first server 10A receives multi-user operation information from the first client terminal 20A via the network and determines whether or not the multi-user has performed a setting operation by selecting the first setting button 504 on the hold box screen 500 shown in Figure 17 (step S12).
[0141] Next, the first server setting unit 102A of the first server 10A determines that a setting operation has been performed by multiple users to select the first setting button 504 (step S12: YES), and if the first content is distributed in the first game on the first platform P1, it performs a possession setting to receive the first content in that first game and possess it as the first content (step S13).
[0142] In other words, the first server setting unit 102A of the first server 10A updates and registers the "possession setting" to the distribution setting set in the first user information shown in Figure 10, thereby performing a preliminary setting for when the first content is distributed to multiple users in the first game on the first platform P1, so that the first content can be received and possessed in the first game.
[0143] In response, if the first server setting unit 102A of the first server 10A determines that there is no setting operation by the multi-user to select the first setting button 504 (step S12: NO), it determines whether the multi-user has performed a setting operation to select the second setting button 505 on the hold box screen 500 shown in Figure 17 (step S14).
[0144] Next, when the first server setting unit 102A of the first server 10A determines that a setting operation has been performed by a multi-user to select the second setting button 505 (step S14: YES), if the first content is distributed in the first game on the first platform P1, it sets a non-possession setting so that instead of receiving it in the first game, it will be received and possessed in the second game on the second platform P2 as second content distributed in that second game (step S15).
[0145] In other words, the first server setting unit 102A of the first server 10A updates the distribution settings set in the first user information shown in Figure 10 with a "non-possession setting," thereby pre-configuring that when the first content is distributed to multiple users in the first game on the first platform P1, the first content will not be received in the first game, but will instead be received and possessed in the second game on the second platform P2 as second content distributed in the second game.
[0146] For example, if the distribution setting in the first user information of a multi-user is set to "possession setting," then if "Gems (Free)" (First Content) is distributed to the multi-user in the first game on the first platform P1, the multi-user will be able to receive and possess those "Gems (Free)" (First Content) in the first game without having to perform any receiving operation. In other words, "Gems (Free)" (First Content) can be automatically added as possessed content (First Content) to the possessed item information set in the first user information of the multi-user.
[0147] In contrast, if the distribution setting in the first user information of a multi-user is set to "not owned," then if "Gems (Free)" (First Content) are distributed to the multi-user in the first game on the first platform P1, the multi-user will not receive those "Gems (Free)" (First Content) in the first game. Instead, they will receive and own them in the second game on the second platform P2 as "Gems (Free)" (Second Content) distributed in that second game. In other words, the same "Gems (Free)" (Second Content) that were distributed in the first game will be automatically added as owned content (Second Content) to the owned item information set in the second user information of the multi-user.
[0148] As described above, according to the information processing system 1 of this embodiment, multi-users who play the same game title provided on the first platform P1 and the second platform P2 can choose whether to receive and possess the first content distributed on the first platform P1 as is on the first platform P1 (first content possession setting), or to receive and possess it as second content on the second platform P2 (first content non-possession setting), depending on the game status on the first platform P1 or the second platform P2.
[0149] Similarly, this multi-user can choose whether to receive and possess the second content distributed on the second platform P2 directly on the second platform P2 (second content possession setting), or to receive and possess it as first content on the first platform P1 (second content non-possession setting), depending on the game status on the first platform P1 or the second platform P2.
[0150] 《Distribution of the First Content》 An example of the operation when distributing the first content to multiple users in the first game on the first platform P1 will be explained using Figure 18. Figure 18 is a flowchart showing an example of the operation regarding the distribution of the first content in the first game on the first platform P1.
[0151] The first server distribution unit 101A of the first server 10A distributes the first content, which can be used in the first game on the first platform P1, to the multi-user, who is also the first user (step S31).
[0152] In this embodiment, the first server distribution unit 101A periodically distributes "gems (free)" (first content), which can be used in the first game on the first platform P1, as a daily login bonus, according to the schedule information shown in Figure 9. It is also possible to distribute "gems (free)" (first content) irregularly in response to apologies for system failures, maintenance delays, etc. In this embodiment, there are both paid and free "gems," but only the free ones are distributed.
[0153] Next, when "gems (free)" (first content) are distributed to multiple users as a login bonus in the first game on the first platform P1, the first server storage unit 103A of the first server 10A refers to the distribution setting set in the first user information shown in Figure 10 and determines whether the distribution setting for that multi-user is "possessed" (step S32).
[0154] Next, the first server storage unit 103A of the first server 10A determines that the distribution setting for the multi-user is "possession setting" (step S32: YES), and receives the distributed "gems (free)" (first content) in the first game on the first platform P1 and saves it as first content owned by the multi-user (step S33).
[0155] Specifically, in this embodiment, the first server storage unit 103A refers to the first user information shown in Figure 10 to identify the item information owned by that multi-user, receives the distributed "gems (free)" (first content) in the first game on the first platform P1, and adds it as owned content (first content) to the identified item information owned by the multi-user shown in Figure 12.
[0156] Next, if the first server storage unit 103A of the first server 10A determines that the distribution setting for that multi-user is not a "possession setting" (step S32: NO), it refers to the distribution setting set in the first user information shown in Figure 10 and determines whether or not the distribution setting for that multi-user is a "non-possession setting" (step S34).
[0157] Next, the first server storage unit 103A of the first server 10A determines that the distribution setting for that multi-user is "not owned" (step S34: YES), and instead of receiving the distributed "gems (free)" (first content) in the first game on the first platform P1 and saving it as first content owned by that multi-user, it sets it to receive the "gems (free)" (second content) distributed in the second game on the second platform P2 and save it in the second game so that the second server 10B can save it as second content owned by that multi-user (step S35).
[0158] Specifically, in this embodiment, the first server storage unit 103A sets it up so that a multi-user, who is both the first and second user, has been given a "free gem" (the same second content as the first content) in the second game on the second platform P2, and requests the second server storage unit 103B of the second server 10B to receive that same "free gem" (second content) in the second game on the second platform P2 and save it as second content owned by that multi-user.
[0159] Then, the second server storage unit 103B of the second server 10B, based on the storage request from the first server storage unit 103A, refers to the second user information, which has a similar configuration to the first user information shown in Figure 10, to identify the item information of the multi-user who is also the second user, and adds the same "gem (free)" (second content) that was distributed and set to be used as owned content (second content) to the item information of the identified multi-user.
[0160] Next, if the first server storage unit 103A of the first server 10A determines that the distribution setting for that multi-user is not "not owned" (step S34: NO), it suspends receiving and saving the distributed "gems (free)" (first content) in the first game on the first platform P1, because the distribution setting for that multi-user is "not set," and adds it to the hold box as the multi-user's held content (step S36).
[0161] Specifically, in this embodiment, the first server storage unit 103A refers to the multi-user information shown in Figure 13 to identify the hold box information of that multi-user, and then adds the "gems (free)" (first content) distributed as a login bonus in the first game of the first platform P1 as hold content to the identified multi-user's hold box information. At the same time, it updates the receipt status information to "holding" in association with the added hold content.
[0162] In this embodiment, the first server storage unit 103A requests the second server storage unit 103B of the second server 10B to update the multi-user information stored in the multi-user information storage unit 127B of the second server 10B in the same manner as the multi-user information stored in the multi-user information storage unit 127B of the second server 10B is updated.
[0163] As described above, according to the information processing system 1 of this embodiment, multi-users who play the same game title provided on the first platform P1 and the second platform P2 can, by pre-setting a "possession setting" (first content possession setting) to receive and possess the first content distributed on the first platform P1 directly on the first platform P1, when the first content ("gems (free)") is actually distributed in the first game on the first platform P1, the multi-users can automatically receive, possess, and save the first content ("gems (free)") directly in the first game without performing any receiving operation. Furthermore, by pre-setting a "non-possession setting" (non-possession setting for first content) so that the first content distributed on the first platform P1 is received and possessed as second content on the second platform P2, when the first content ("Gems (Free)") is actually distributed in the first game on the first platform P1, the multi-user will not receive the first content ("Gems (Free)") in the first game. Instead, without any receiving operation, the multi-user will automatically receive, possess, and save the second content ("Gems (Free)") distributed in the second game on the second platform P2 as said second content in that second game.
[0164] Similarly, by pre-configuring the "possession settings" (second content possession settings) to receive and possess the second content distributed on the second platform P2 directly on the second platform P2, when the second content ("gems (free)") is actually distributed in the second game on the second platform P2, the multi-user will be able to automatically receive, possess, and save the second content ("gems (free)") in the second game without having to perform any receiving operation. Furthermore, by pre-setting a "non-possession setting" (second content non-possession setting) so that the second content distributed on the second platform P2 is received and possessed on the first platform P1 as the first content, when the second content ("Gems (Free)") is actually distributed in the second game on the second platform P2, the multi-user will not receive the second content ("Gems (Free)") in the second game, but instead will automatically receive, possess, and save it in the first game on the first platform P1 as the first content ("Gems (Free)") distributed in the first game without any receiving operation by the multi-user.
[0165] Furthermore, if this multi-user does not set either the "Owned" or "Not Owned" setting for either the first or second game, they can add the first content ("Gems (Free)") distributed on the first platform P1 to their hold box, suspending its receipt in the first game on the first platform P1, and add the second content ("Gems (Free)") distributed on the second platform P2 to their hold box, suspending its receipt in the second game on the second platform P2. After this suspension, the multi-user can then display the hold box screen 500 in the first game on the first platform P1 or the second game on the second platform P2 and perform the receipt operation to receive and save the suspended first content ("Gems (Free)") and second content ("Gems (Free)") in the first game on the first platform P1 or the second game on the second platform P2.
[0166] ===Other Embodiments=== The embodiments described above are for the purpose of facilitating understanding of the present invention and are not intended to limit the interpretation of the present invention. The present invention can be modified and improved without departing from its spirit, and equivalents thereof are also included in the present invention. In particular, embodiments described below are also included in the present invention. That is, the present invention can also be constructed by appropriately combining the embodiments described above and the embodiments described below.
[0167] Furthermore, it is possible to construct various inventions by appropriately combining the multiple inventive features disclosed in the above-described embodiments. For example, an invention may be constructed by deleting some of the inventive features disclosed in the above-described embodiments, or an invention may be constructed by appropriately combining the inventive features disclosed in the above-described embodiments with the inventive features disclosed in the embodiments described below.
[0168] Furthermore, while the claims of this application describe the present invention using claims that selectively reference two or more other claims (referred to as "multi-claims"), the invention is not limited thereto. For example, the present invention also includes claims that describe the invention using multi-claims that reference at least one of the multi-claims described in the claims of this application (referred to as "multi-multi-claims").
[0169] <Hold Box> In the above-described embodiment, when distributing the first content ("Gems (Free)") to multiple users in the first game on the first platform P1, if the distribution setting for the multi-user in the first user information is neither "Owned" nor "Not Owned" (i.e., "No Setting"), the distribution of the first content ("Gems (Free)") to be distributed is put on hold in the first game on the first platform P1 and added to the hold box as held content for that multi-user. However, the present invention is not limited to this.
[0170] For example, when distributing the first content ("Gems (Free)") to multiple users in the first game on the first platform P1, if the distribution setting for multiple users in the first user information is set to "None," it is possible to save the distributed first content ("Gems (Free)") as first content owned by the multi-user in the first game on the first platform P1, without adding it to the hold box.
[0171] Similarly, when distributing the second content ("Gems (Free)") to multiple users in the second game on the second platform P2, if the distribution setting for the multi-user in the second user information is set to "None," it is possible to save the distributed second content ("Gems (Free)") as second content owned by the multi-user after they receive it in the second game on the second platform P2, without adding it to the hold box.
[0172] <Platform> In the embodiments described above, the present invention was explained using the example of a case where the same game title is provided on the first platform P1 and the second platform P2, respectively, among a plurality of platforms P. However, the present invention is not limited to these two platforms and can be applied to three or more platforms. For example, it can be applied when the same game title is provided on the first platform P1, the second platform P2, and the third platform P3, respectively, among a plurality of platforms P.
[0173] <Content> In the embodiments described above, characters and items were used as examples of content, but the present invention is not limited to these. For example, the content may be various types of data such as cards, figures, avatars, images, music, scenarios, quests, or programs such as applications.
[0174] 1 Information Processing System 10 Server Device 10A First Server 10B Second Server 20 Client Terminal 20A First Client Terminal 20B Second Client Terminal 50 Computer 51 CPU 52 RAM 53 ROM 54 Communication Interface 55 Input Device 56 Display Device 57 External Interface 58 HDD 100A First Server Control Unit 101A First Server Distribution Unit 102A First Server Setting Unit 103A First Server Storage Unit 120A First Server Storage Unit 121A First Character Information Storage Unit 122A First Item Information Storage Unit 123A Event Game Information Storage Unit 124A Lottery Game Information Storage Unit 125A Schedule Information Storage Unit 126A First User Information Storage Unit 127A Multi-User Information Storage Unit 140A First Server Communication Unit 100B Second Server Control Unit 101B Second Server Distribution Unit 102B Second Server Setting Unit 103B Second Server Storage Unit 120B Second Server Storage Unit 121B Second Character Information Storage Unit 122B Second Item Information Storage Unit 123B Event Game Information Storage Unit 124B Lottery Game Information Storage Unit 125B Schedule Information Storage Unit 126B Second User Information Storage Unit 127B Multi-User Information Storage Unit 140B Second Server Communication Unit 200 Client Control Unit 201 Game Control Unit 202 Server Access Unit 203 Display Control Unit 220 Client Storage Unit 240 Client Communication Unit 250 Operation Input Reception Unit 260 Screen Display Unit 500 Hold Box Screen 501 Hold Content List 502 Receive Button 503 Setting Operation Area 504 First Setting Button 505 Second Setting Button B Bus Line N Network
Claims
1. An information processing system configured to allow users to play the same game title on different platforms, comprising: a first server that manages a first game of the same title played by a first user on a first platform; and a second server that manages a second game of the same title played by a second user on a second platform, wherein the first server comprises: a first server distribution unit that distributes first content usable in the first game to the first user; a first server setting unit that, based on the operation of a multi-user who is both the first and second user, performs a first content possession setting to possess the first content when the first content is distributed, or a first content non-possession setting to possess the first content as second content usable in the second game instead of possessing it; and a first server storage unit that, if the first content possession setting is performed, saves the distributed first content as first content possessed by the multi-user, and if the first content non-possession setting is performed, sets the distributed first content so that the second server can save it as second content possessed by the multi-user, instead of saving it as first content possessed by the multi-user.
2. The information processing system according to claim 1, comprising: a second server distribution unit that distributes second content usable in the second game to a second user; a second server setting unit that, based on the operation of multiple users, sets a second content possession setting to possess the second content, or a second content non-possession setting to possess the second content as first content instead of possessing it; and a second server storage unit that, if the second content possession setting is enabled, saves the distributed second content as second content possessed by multiple users, or, if the second content non-possession setting is enabled, sets the first server to save the distributed second content as first content possessed by multiple users, instead of saving it as second content possessed by multiple users.
3. The information processing system according to claim 1 or 2, wherein if neither the setting for possessing the first content nor the setting for not possessing the first content has been made, the first server storage unit suspends the storage of the distributed first content, and then, in response to the operation of the multi-user, sets the suspended first content to be stored as first content possessed by the multi-user, or, without storing it as first content possessed by the multi-user, allows the second server to store it as second content possessed by the multi-user.
4. The information processing system according to claim 2, wherein, if neither the setting for possessing the second content nor the setting for not possessing the second content has been made, the second server storage unit suspends the storage of the distributed second content, and then, in response to the operation of the multi-user, sets the suspended second content to be stored as second content possessed by the multi-user, or, without storing it as second content possessed by the multi-user, allows the first server to store it as first content possessed by the multi-user.
5. The first content includes a paid first item that can be acquired by purchasing it for a fee, and a free first item that can be obtained and acquired for free without purchase; the second content includes a paid second item that can be acquired by purchasing it for a fee, and a free second item that can be obtained and acquired for free without purchase; the first server distribution unit distributes the paid first item and the free first item to the first user; the first server configuration unit, based on the operation of multiple users, when a free first item is distributed, sets the first content ownership setting to acquire the free first item, or sets the first content non-ownership setting to acquire the free first item as a free second item usable in the second game instead of acquiring the free first item; The information processing system according to claim 1 or 2, wherein the first server storage unit, if set to possess the first content, stores the distributed free first item as a free first item possessed by multiple users, and if set not to possess the first content, does not store the distributed free first item as a free first item possessed by multiple users, but is configured so that the second server can store it as a free second item possessed by multiple users.
6. The first content includes paid first items that can be acquired by purchasing them for a fee, and free first items that can be obtained and acquired for free without purchase. The second content includes paid second items that can be acquired by purchasing them for a fee, and free second items that can be obtained and acquired for free without purchase. The second server distribution unit distributes the free second items among the paid second items to the second user. Based on the operation of the multi-user, if a free second item is distributed, the second server distribution unit sets the second content ownership setting to acquire the free second item, or sets the second content non-ownership setting to acquire the free second item as a free first item usable in the first game. The information processing system according to claim 2, wherein the second server storage unit, if set to possess second content, stores the distributed free second item as a free second item possessed by multiple users, and if set not to possess second content, does not store the distributed free second item as a free second item possessed by multiple users, but is configured so that the first server can store it as a free first item possessed by multiple users.
7. An information processing device configured to allow users to play the same game title on different platforms, comprising: a first server that manages a first game of the same title played by a first user on a first platform; and a second server that manages a second game of the same title played by a second user on a second platform, wherein the first server comprises: a first server distribution unit that distributes first content usable in the first game to the first user; a first server setting unit that, based on the operation of a multi-user who is both the first and second user, performs a first content possession setting to possess the first content, or a first content non-possession setting to possess the first content as second content usable in the second game instead of possessing the first content; and a first server storage unit that, if the first content possession setting is performed, saves the distributed first content as first content possessed by the multi-user, and if the first content non-possession setting is performed, sets the distributed first content so that the second server can save it as second content possessed by the multi-user, instead of saving it as first content possessed by the multi-user.
8. Information processing device configured to allow users to play the same game title provided on different platforms, comprising: a first server managing a first game of the same title played by a first user on a first platform; and a second server managing a second game of the same title played by a second user on a second platform, the program to cause the first server to function as: a first server distribution means for distributing first content usable in the first game to a first user; a first server setting means for performing a first content possession setting to possess the first content, or a first content non-possession setting to possess the first content as second content usable in the second game, based on the operation of a multi-user who is both a first and second user; a first server storage means for saving the distributed first content as first content owned by the multi-user if the first content possession setting is selected, or for saving the distributed first content as second content owned by the multi-user if the first content non-possession setting is selected.
Citation Information
Patent Citations
Systems and methods for interactive gameplay
JP2015524677A
A method for implementing a computer game
JP2016501043A
Information processor and program
JP2019071942A
Information processing system, terminal device, program, and information processing method
JP2020157086A
Program, information processing device, and computer system
JP2023098985A