WO2023112553A1 - プログラム及び情報処理装置 - Google Patents
プログラム及び情報処理装置 Download PDFInfo
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- WO2023112553A1 WO2023112553A1 PCT/JP2022/041623 JP2022041623W WO2023112553A1 WO 2023112553 A1 WO2023112553 A1 WO 2023112553A1 JP 2022041623 W JP2022041623 W JP 2022041623W WO 2023112553 A1 WO2023112553 A1 WO 2023112553A1
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- Prior art keywords
- player
- game
- determination
- privilege
- currency
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/69—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/792—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
Definitions
- the present invention relates to a program and an information processing device.
- Patent Document 1 discloses a technique for providing a player with high-rarity content (privilege) when the number of times a lottery game has been played reaches a predetermined number, that is, when the number of game currency consumption reaches a predetermined number. is disclosed.
- each player is provided with a uniform benefit, regardless of the amount of time it takes for the player's involvement in game currency (amount) to reach a predetermined number.
- a player with a short required period of time is treated uniformly with other players despite contributing to the revitalization of the game. rice field.
- the present invention has been made in view of such problems, and an object of the present invention is to provide a program and an information processing apparatus capable of sufficiently motivating a player who contributes to activation of the game to play the game. to provide.
- a program comprises a computer, a storage means for storing the number of times a player has won game currency, and a If the determination is affirmative, the providing means functions as determining means for determining whether or not the game currency is acquired, and the providing means provides the player with a privilege in the game when the determination is affirmative. The shorter the time required to reach the target, the more advantageous the player is provided with.
- the program according to the second aspect of the present invention comprises a computer, a storage means for storing the number of consumptions of game currency by a player, and a determination for determining whether the number of consumptions of game currency has reached a predetermined number.
- the program according to the third aspect of the present invention comprises a computer, a storage means for storing a purchase amount of game currency purchased by the player, and a determination for determining whether or not the purchase amount of the game currency has reached a predetermined number.
- the game currency includes paid currency that can be obtained through purchase procedures by the player.
- the privilege is to increase the quantity of reward content in the game, and the providing means increases the quantity of the reward content as the duration is shorter. .
- the privilege is to increase the quality of the reward content in the game, and the providing means increases the quality of the reward content as the duration is shorter. .
- the privilege is to relax the restrictions in the game, and the providing means increases the relaxation amount of the restrictions as the required period is shorter.
- the privilege is to increase a parameter of the content associated with the player, and the providing means increases the amount of increase in the parameter as the duration is shorter. do more
- the provision means lengthens the provision period of the privilege as the required period is shorter.
- the information processing apparatus includes storage means for storing the number of game currency acquired by the player, and determination for determining whether or not the number of game currency acquired has reached a predetermined number. means, and providing means for providing a privilege in the game to the player when the determination is affirmative, wherein the providing means provides the amount of game currency required until the number of acquired game currency reaches the predetermined number. The shorter the required period of time is, the more advantageous benefits are provided to the player.
- the information processing apparatus includes storage means for storing the number of consumptions of the game currency by the player, and determining whether or not the number of consumptions of the game currency has reached a predetermined number. determining means; and providing means for providing the player with a privilege in the game when the determination is affirmative, wherein the providing means determines whether or not the consumption of the game currency reaches the predetermined number. The shorter the time required, the more advantageous benefits are provided to the player.
- the information processing apparatus includes storage means for storing a purchase amount of game currency purchased by the player, and determining whether or not the purchase amount of the game currency has reached a predetermined number. determining means; and providing means for providing the player with a privilege in the game when the determination is affirmative, wherein the providing means determines whether the purchase amount of the game currency reaches the predetermined number. The shorter the time required, the more advantageous benefits are provided to the player.
- FIG. 1 It is a block diagram showing an example of the whole composition of a game system concerning a first embodiment. It is a figure which shows roughly an example of the hardware constitutions of a server apparatus.
- 2 is a diagram illustrating an example of a hardware configuration of a smartphone as a terminal device illustrated in FIG. 1;
- FIG. It is a block diagram which shows an example of the functional structure of a server apparatus.
- 5 is a flowchart showing an example (specific example 1) of the flow of processing performed by each functional unit shown in FIG. 4 in the game system according to the first embodiment. It is a figure which shows an example (specific example 1) of the notification screen which concerns on 1st embodiment.
- FIG. 10 is a flowchart showing an example (specific example 2) of the flow of processing performed by each functional means in the game system according to the first embodiment. It is a figure which shows an example (specific example 2) of the notification screen which concerns on 1st embodiment. 10 is a flowchart showing an example (specific example 3) of the flow of processing performed by each functional means in the game system according to the first embodiment. It is a figure which shows an example (specific example 3) of the notification screen which concerns on 1st embodiment.
- FIG. 10 is a flowchart showing an example (specific example 1) of the flow of processing performed by each functional means in the game system according to the second embodiment; FIG. It is a figure which shows an example (specific example 1) of the notification screen which concerns on 2nd embodiment.
- 10 is a flowchart showing an example (specific example 2) of the flow of processing performed by each functional means in the game system according to the second embodiment. It is a figure which shows an example (specific example 2) of the notification screen which concerns on 2nd embodiment. 10 is a flowchart showing an example (specific example 3) of the flow of processing performed by each functional means in the game system according to the second embodiment. It is a figure which shows an example (specific example 3) of the notification screen which concerns on 2nd embodiment.
- FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to the first embodiment.
- the game system 1 includes a server device 10 and one or more terminal devices 12. These server device 10 and terminal device 12 are communicably connected via a communication network NT such as an intranet, the Internet, or a telephone line.
- a communication network NT such as an intranet, the Internet, or a telephone line.
- the server device 10 is an information processing device that provides game execution results obtained by executing the game program 14 or the game program 14 itself to the players of each terminal device 12 via the communication network NT.
- the server device 10 provides the game program 14 itself to the player of the terminal device 12 .
- Each terminal device 12 is an information processing device owned by each player, and is an information processing device that provides a game to each player by executing the game program 14 received from the server device 10 after being installed.
- These terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smart phones, tablets, and personal computers.
- FIG. 2 is a diagram schematically showing an example of the hardware configuration of the server device 10. As shown in FIG.
- the server device 10 includes a control device 20, a communication device 26, and a storage device 28.
- the control device 20 mainly includes a CPU (Central Processing Unit) 22 and a memory 24 .
- CPU Central Processing Unit
- the CPU 22 functions as various functional means by executing a predetermined program stored in the memory 24, the storage device 28, or the like. The details of this functional means will be described later.
- the communication device 26 is configured with a communication interface or the like for communicating with an external device.
- the communication device 26 transmits and receives various information to and from the terminal device 12, for example.
- the storage device 28 is composed of a hard disk or the like.
- the storage device 28 stores various programs and information required for execution of processing in the control device 20, including the game program 14, and information on processing results.
- the server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. Further, the server device 10 may be composed of a single information processing device, or may be composed of a plurality of information processing devices distributed over the communication network NT. Moreover, FIG. 2 only shows a part of the main hardware configuration of the server device 10, and the server device 10 can have other configurations that servers generally have. Further, the hardware configuration of the plurality of terminal devices 12 can also have the same configuration as the server device 10 except that they include operation means, a display device, and a sound output device, for example.
- FIG. 3 is a diagram showing an example of the hardware configuration of a smartphone as the terminal device 12 shown in FIG.
- the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, a speaker 42 and.
- the main control unit 30 includes a CPU, memory, and the like.
- the main control unit 30 is connected to a touch panel 32 as a display input device, a camera 34 , a mobile communication unit 36 , a wireless LAN communication unit 38 , a storage unit 40 and a speaker 42 .
- the main control unit 30 has a function of controlling these connection destinations.
- the touch panel 32 has both a display function and an input function, and is composed of a display 32A responsible for the display function and a touch sensor 32B responsible for the input function.
- the display 32A can display game images including operation input images such as button images, cross key images, and joystick images.
- the touch sensor 32B can detect the player's input position with respect to the game image.
- the camera 34 has a function of capturing still images and/or moving images and storing them in the storage unit 40 .
- the mobile communication unit 36 has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.
- the wireless LAN communication unit 38 has a function of connecting to the communication network NT via the antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.
- the storage unit 40 stores various programs and data such as the game program 14 and play data indicating the progress of the game of the game program 14 and player information. Note that the play data may be stored in the server device 10 .
- the speaker 42 has a function of outputting game sounds and the like.
- Games according to the first embodiment include lottery games, quests, purchase games, missions, and the like in which a player can acquire characters, which are examples of content.
- This lottery game is sometimes referred to as Gacha, Fukubiki, Summoning, or the like.
- This quest is sometimes referred to as a battle game, dungeon, search, or the like.
- one or more characters drawn (randomly selected) from a lottery target character group are selected according to a player's execution request (instruction) to execute the lottery game.
- This is a game that provides a player with multiple characters (contents).
- This lottery game is executed based on consumption of game currency owned by the player.
- This game currency includes, for example, paid currency and free currency.
- Paid currency is paid content that can be obtained through purchase procedures (payments) such as money, prepaid cards, credit cards, electronic money, and crypto assets. Examples of paid currency include charged items (paid items), charged coins (paid coins), charged points (paid points), and the like.
- one charged item can be purchased for 100 yen.
- Free currency is free content that can be obtained by playing a game.
- non-chargeable currency include non-chargeable items (free items), non-chargeable coins (free coins), non-chargeable points (free points), and the like.
- the execution of the game includes the player's login to the game, initial clearing of a quest, achievement of a mission, and the like.
- Unpaid currency can be consumed without distinction from paid currency in various games.
- billable items and non-chargeable items can be consumed without discrimination.
- the player may acquire reward content (for example, a character, training items, etc.) as a "bonus" when the player executes the lottery game one or more times.
- the quest according to the first embodiment is a game in which a team formed by one or more characters owned by the player and an enemy character are played against each other based on an execution request (instruction) from the player to execute the quest.
- a player can arbitrarily select one or a plurality of characters from owned characters in an organization menu for organizing characters (player characters) to be used in quests, thereby organizing characters to be used in quests. can.
- This quest is executed based on consumption of the current stamina value associated with the player. This current stamina value is recovered by consuming game currency (paid currency or free currency).
- the player When the player clears the quest, that is, when the hit point of the enemy character (boss character) appearing at the end of the quest is reduced to 0 or less, the player can obtain a clear reward (reward content).
- clear rewards include free currency, gacha tickets, training items, characters, and player experience points.
- This breeding item is, for example, an item for increasing the character experience value of the character.
- the training item has a rarity of 1 to 6, and the higher the rarity of the training item, the more the character experience value can be increased.
- the player can select whether to continue the quest by consuming game currency (paid currency or free currency) or continue items, or to give up on clearing the quest.
- the purchase game according to the first embodiment is a game in which content selected by the player can be acquired based on a purchase request (instruction) from the player to purchase content (for example, a character).
- This purchase is made, for example, based on the consumption of game currency (paid currency or free currency) owned by the player.
- game currency paid currency or free currency
- This purchase game is different from lottery games and quests in that the content desired by the player can be obtained with certainty.
- the player when the player purchases one or a plurality of contents, the player may acquire reward contents (for example, characters, training items, etc.) as "extras.”
- the mission according to the first embodiment is a game that accomplishes the tasks imposed by the game operator.
- This mission includes reaching a certain number of login days, number of friends, player rank, number of clears of specific quests, total consumption of current stamina value, and the like.
- a player who has completed this mission can obtain a mission reward (reward content).
- the mission rewards include characters, training items, and the like.
- FIG. 4 is a block diagram showing an example of the functional configuration of the server device 10. As shown in FIG. 4
- the server device 10 includes storage means 50, determination means 52, provision means 54, and control means 56 as functional configurations.
- the storage means 50 is realized by one or more storage devices 28 .
- Functional means other than the storage means 50 are realized by the control device 20 executing the game program 14 stored in the storage device 28 or the like.
- the storage means 50 is functional means for storing player information 50A, character information 50B, lottery game information 50C, quest information 50D, and the like.
- the player information 50A is stored for each player in association with the player ID of the player.
- the player information 50A includes, for example, the player's name and age, player rank, owned character information, game currency information, stamina information, lottery number information, clear number information, privilege information, and the like.
- the player rank increases when the player acquires player experience points.
- Owned character information includes the ability parameters of each character (eg, level, hit points, attack power, defense power, etc.) in association with the character ID of each character owned by the player.
- Game currency information includes information about the player's involvement in game currency.
- This game currency information includes, for example, acquisition information, consumption information, purchase information, and the like.
- the types of game currency include paid currency that can be obtained by the player through purchase procedures and free currency that can be obtained by executing the game.
- Acquisition information includes the number of acquisitions in which the player has acquired game currency.
- This acquisition information includes, for example, the type of game currency acquired and the number of acquisitions in association with each acquisition time when the player acquired game currency.
- This acquisition time is, for example, a date.
- the acquisition information is associated with the date of the purchase procedure (for example, October 9, 2021), and the billing Added 10 items.
- the acquisition information is associated with the date of the login (for example, October 10, 2021). , 5 non-chargeable items are added.
- the consumption information includes the number of consumptions of game currency by the player.
- This consumption information includes, for example, the type of game currency consumed and the number of consumptions in association with each consumption period when the player consumes the game currency.
- This consumption time is, for example, a date.
- the consumption information is associated with the date of execution of the lottery game (for example, October 14, 2021), 10 billing items are added.
- the consumption information is associated with the date of the continuation (for example, October 16, 2021), One non-charging item is added.
- the free currency when the player owns both paid currency (for example, charged items) and free currency (for example, non-charged items), the free currency is preferentially consumed. Further, in the game according to the first embodiment, when the player consumes the free currency, the free currency is consumed in order from the earliest acquired time. Similarly, in the game according to the first embodiment, when the player consumes the paid currency, the paid currency is consumed in order from the oldest acquired currency.
- paid currency for example, charged items
- free currency for example, non-charged items
- Purchase information includes the purchase amount of game currency purchased by the player.
- This purchase information includes, for example, the purchase amount of the purchased game currency (paid currency) in association with each purchase time when the player purchased the game currency (paid currency).
- This purchase time is, for example, a date.
- the purchase information is associated with the date of the purchase procedure (for example, October 17, 2021). , 2000 yen is added.
- Stamina information includes the current stamina value, stamina upper limit, and stamina recovery amount.
- the current stamina value is a value consumed when executing quests in the game. This current stamina value recovers by a predetermined amount (eg, 1) after a certain period of time (eg, 3 minutes) elapses, and recovers to the stamina upper limit value.
- the stamina upper limit value is the upper limit value at which the current stamina value recovers due to the passage of time or recovery processing.
- the stamina upper limit increases, for example, as the player rank increases.
- the stamina recovery amount includes, for example, the amount (eg, 10) of the current stamina value recovered by recovery processing. This recovery process is executed, for example, by the consumption of game currency (for example, one charged item) by the player. This stamina recovery amount increases by a predetermined amount (for example, 1) when the player rank increases by 1, for example.
- the lottery number information is stored for each lottery game in association with the lottery game ID of the lottery game.
- the lottery number information includes the number of times the player has executed the lottery game and the limit number of times (execution upper limit number of times). This execution count may be initialized, for example, when a certain period of time (eg, one day) elapses.
- the limited number of times includes a negative value (eg, -100) in the case of a lottery game with an unlimited number of executions, for example.
- Clear count information is stored for each quest in association with the quest ID of that quest.
- the number-of-clears information includes the number of times the player has cleared the quest and the limit number of times (clear upper limit number of times). This number of clears may be initialized, for example, when a certain period of time (eg, one day) elapses.
- the limit count includes a negative value (eg, -100) if, for example, the number of clears is unlimited.
- the privilege information includes the privilege class and the privilege provision period.
- the privilege class includes a class (grade) of privilege provided to the player.
- a privilege class contains any numerical value from 0 to 3, for example. In this privilege class, the higher the numerical value, the more advantageous privileges are provided to the player.
- 0 is the initial value for the privilege class. If Privilege Class is 0, the player is not offered any privileges.
- the privilege provision period includes, for example, the period from the privilege provision start date to the provision end date. This benefit provision period is reduced by one unit period every time one unit period (for example, one day) elapses. Note that the privilege providing period is stored when the privilege class is one or more.
- the character information 50B is stored for each character in association with the character ID of the character.
- the character information 50B includes, for example, character names and images, ability parameter information, and rarities. This character information 50B is updated from time to time by game update (version upgrade or update) by the game operator.
- the ability parameter information includes the initial value and maximum value of each ability parameter of the character.
- the rarity includes any number from 1 to 6, for example. This number may be indicated, for example, by the number of stars. A character with a high rarity is set with an ability parameter or the like that is advantageous in a quest, for example.
- the lottery game information 50C is stored for each lottery game in association with the lottery game ID of the lottery game.
- the lottery game information 50C includes lottery game names, prices, lottery target information, and the like.
- the consideration includes the number of game currencies (paid currency or free currency) required to execute one lottery.
- the consideration for the first lottery game is five chargeable items or five non-chargeable items.
- the lottery target information includes the character ID of each character that constitutes the lottery target character group that is the lottery target of the lottery game, and the appearance frequency (weight) associated with the character ID.
- the appearance frequency includes any numerical value from 1 to 10, for example.
- a low numerical value is set for a character with a high rarity
- a high numerical value is set for a character with a low rarity.
- the appearance frequency may be set to different numerical values for characters of the same rarity (for example, rarity 6).
- the lottery probability of one character is a value obtained by dividing the appearance frequency set for the one character by the total value of the appearance frequencies set for each character constituting the lottery target character group. Specifically, when the appearance frequency set for one character is 2 and the total value of the appearance frequencies set for each character constituting the lottery target character group is 400, the lottery for the character is performed. The probability is 2/400 (0.5%).
- the quest information 50D is stored for each quest in association with the quest ID of the quest.
- the quest information 50D includes quest names, consumption stamina values, enemy character information, clear reward information, and the like.
- the consumed stamina value includes the value required to execute the quest.
- the consumed stamina value is consumed from the player's current stamina value.
- Consumption stamina value includes a high value, for example, so that the difficulty of a quest is high.
- Enemy character information includes the character ID and ability parameters of each enemy character that appears in the quest. This enemy character includes a boss character that appears at the end of the quest.
- the clear reward information includes the quantity and drop rate associated with the type of clear reward (reward content). Examples of this type include free currency (for example, non-charging items), gacha tickets, training items, character IDs, and player experience points.
- the quantity is the quantity with which the player obtains the clear reward.
- the drop rate is the probability that the player will obtain the clear reward. In the first embodiment, the higher the difficulty of the quest, the higher the drop rate.
- Some clear rewards (for example, free currency) may be obtained only when the quest is cleared for the first time.
- the determination means 52 is a functional means for determining whether or not the number (money amount) of the player's participation in the game currency has reached a predetermined number. In the first embodiment, the determination means 52 determines whether or not the number of game currency acquired by the player has reached a predetermined number. For example, the determining means 52 refers to the acquisition information of the game currency information in the player information 50A, and determines that the number of game currency acquisitions from a predetermined date in the past to the current date (for example, October 31, 2021) is a predetermined number ( For example, 100) is determined.
- Examples of the past predetermined date include the date the player started the game, the first day of the current year (for example, January 1, 2021), the first day of the current month (for example, October 1, 2021), and one year ago (for example, the year 2020). October 31), one month before (for example, September 30, 2021), one week before (for example, October 24, 2021), and the like.
- the determination means 52 determines whether or not the number of game currency consumptions by the player has reached a predetermined number.
- the determining means 52 refers to the consumption information of the game currency information in the player information 50A and determines whether or not the number of consumptions of game currency from a predetermined date to the present has reached a predetermined number (for example, 100).
- the determination means 52 determines whether or not the amount of game currency purchased by the player has reached a predetermined number.
- the determining means 52 refers to the purchase information of the game currency information in the player information 50A, and determines whether or not the amount of game currency purchased from a predetermined date to the present has reached a predetermined amount (eg, 5000 yen). .
- the providing means 54 is a functional means for providing rewards and benefits (privileges) to the player.
- the provision unit 54 provides the player with a privilege in the game when the determination by the determination unit 52 is affirmative.
- the providing means 54 provides the player with a more advantageous privilege as the required period of time required for the number of acquired game currency to reach a predetermined number is shorter.
- the providing means 54 refers to the acquisition information of the game currency information in the player information 50A, totals the number of acquisitions corresponding to each acquisition period in order of the acquisition period, and the total number of acquisitions is a predetermined number ( For example, specify the acquisition time to reach 100). Subsequently, the providing means 54 calculates the period from the identified acquisition time to the present as the required period.
- the providing means 54 stores any numerical value from 1 to 3 in the privilege class of the privilege information in the player information 50A according to the calculated required period. For example, the providing means 54 stores 3 in the privilege class when the calculated required period is less than 3 days, and stores 2 in the privilege class when the required period is 3 days or more and less than 7 days. , if the required period is 7 days or more, 1 is stored in the privilege class.
- the providing means 54 provides the player with a more advantageous privilege as the required period of time required for the consumption of game currency to reach a predetermined number is shorter.
- the providing means 54 refers to the consumption information of the game currency information in the player information 50A, totals the consumption numbers corresponding to each consumption period in order of the newest consumption period, and the total consumption number is a predetermined number ( For example, identify the time of consumption when 100) is reached. Subsequently, the providing means 54 sets the period from the identified consumption time to the present as the required period. Subsequently, the providing means 54 stores any numerical value from 1 to 3 in the privilege class of the privilege information in the player information 50A according to the calculated required period.
- the providing means 54 provides the player with a benefit that is more advantageous to the player as the amount of game currency purchased reaches a predetermined number in a shorter period of time.
- the providing means 54 refers to the purchase information of the game currency information in the player information 50A, totals the purchase amounts corresponding to each purchase period in order of the newest purchase period, and adds up the total purchase amount to a predetermined number ( For example, the purchase time to reach 5000 yen) is specified. Subsequently, the providing means 54 calculates the period from the identified purchase time to the present as the required period. Subsequently, the providing means 54 stores any numerical value from 1 to 3 in the privilege class of the privilege information in the player information 50A according to the calculated required period.
- the privilege is to increase the amount of reward content in the game.
- reward content include login bonuses, "extras” in lottery games and purchase games, clear rewards in quests, mission rewards in missions, and the like.
- a login bonus is a reward provided by a player logging into the game.
- a login bonus is provided for a player's login for each unit period (for example, one day).
- the providing means 54 increases the amount of reward content as the duration is shorter. Specifically, when the required period is less than 3 days (when the privilege class is 3), the providing means 54 quadruples the amount of clear rewards for the quest.
- the providing unit 54 triples the amount of clear rewards. Further, for example, when the required period is seven days or longer (when the privilege class is 1), the providing means 54 doubles the amount of clear rewards.
- the providing means 54 increases the quality of the reward content the shorter the duration. Specifically, when the required period is less than 3 days (when the privilege class is 3), the providing means 54 increases the rarity of the mission reward (for example, the character or training item) in the mission by 3. Also, for example, when the required period is 3 days or more and less than 7 days (when the privilege class is 2), the providing means 54 increases the rarity of the mission reward by 2. Also, for example, when the required period is seven days or more (when the privilege class is 1), the providing unit 54 increases the rarity of the mission reward by one.
- the mission reward for example, the character or training item
- the benefit is relaxation of restrictions in the game.
- This restriction can be relaxed by increasing the limit (maximum number of times) set for a specific lottery game (a lottery game with a limited number of executions), or by increasing a specific quest (a quest with a limited number of clears). ), increasing the limited number of purchases of specific content, and increasing the limited number of content owned (possession limit).
- the providing means 54 increases the relaxation amount of the restriction as the duration is shorter. Specifically, when the required period is less than 3 days (when the privilege class is 3), the provision means 54 reduces the number of times limit set for the specific lottery game in the lottery number information of the player information 50A to 3 times. increase.
- the providing means 54 increases the limit number of times set for the specific lottery game in the lottery number information by 2 times.
- the providing means 54 increases the limit number of times set for the specific lottery game in the lottery number information by one.
- the privilege is to raise the parameter of the content associated with the player.
- this content includes content used by the player in a quest, content lent to the player by the game operator, content lent to the player by another player, and the like.
- the providing unit 54 increases the amount of parameter increase as the duration is shorter. Specifically, when the required period is less than 3 days (when the privilege class is 3), the providing means 54 increases the ability parameter (for example, attack power) of the player character used in the quest by 2.5 times. raise. Further, for example, the providing unit 54 doubles the ability parameter of the player character when the required period is 3 days or more and less than 7 days (when the privilege class is 2). Further, for example, when the required period is 7 days or more (when the privilege class is 1), the providing means 54 increases the ability parameter of the player character by 1.5 times.
- the providing means 54 lengthens the privilege providing period as the required period is shorter. For example, when the required period is less than three days, the providing means 54 sets the period for increasing the amount of reward content to three months and stores it in the privilege providing period of the privilege information in the player information 50A. Further, for example, when the required period is 3 days or more and less than 7 days, the providing means 54 sets the period for increasing the amount of reward content to 2 months and stores it in the privilege providing period of the privilege information. Further, for example, when the required period is 7 days or more, the providing means 54 stores the period for increasing the amount of reward content as one month in the privilege provision period of the privilege information.
- the control means 56 is functional means for controlling the entire game.
- the control means 56 updates the game currency information in the player information 50A.
- the control means 56 updates acquisition information, consumption information, and purchase information of game currency information.
- FIG. 5 is a flowchart showing an example (specific example 1) of the flow of processing performed by each functional unit shown in FIG. 4 in the game system according to the first embodiment. Also, the processing of the following steps is started, for example, at the timing when the player acquires game currency. Note that the order and contents of the following steps can be changed as appropriate.
- Step SP10 The control means 56 updates the acquisition information of the game currency information in the player information 50A. For example, the control means 56 adds the type and number of acquired game currency to the acquisition information with the current date (for example, October 31, 2021) as the acquisition time. Then, the process shifts to the process of step SP12.
- Step SP12 The determination means 52 refers to the acquisition information of the game currency information in the player information 50A, and determines that the total number of game currency acquisitions from a predetermined past date (for example, October 1, 2021) to the present date is a predetermined number ( For example, 100) is determined. Then, when the determination is affirmative, the process proceeds to step SP14. On the other hand, if the determination is negative, the process ends the series of processes shown in FIG.
- the providing means 54 calculates the time required for the number of acquired game currency to reach a predetermined number.
- the providing means 54 refers to the acquisition information of the game currency information in the player information 50A, totals the number of acquisitions corresponding to each acquisition period in order of newest acquisition period, and the total number of acquisitions is a predetermined number (eg, 100). Identify the acquisition time (e.g., Oct. 26, 2021) to reach Subsequently, the providing means 54 calculates a period (for example, 5 days) from the identified acquisition time to the present as the required period. Then, the process shifts to the process of step SP16.
- Step SP16 The provision means 54 lengthens the privilege provision period as the required period calculated in step SP14 is shorter. For example, the provision means 54 specifies the provision period as 3 months when the required period is less than 3 days, and specifies the provision period as 2 months when the required period is 3 days or more and less than 7 days. However, if the required period is 7 days or more, the provision period shall be specified as one month. Subsequently, the providing means 54 stores the identified provision period in the privilege provision period of the privilege information in the player information 50A. Then, the process shifts to the process of step SP18.
- Step SP18 The control means 56 initializes acquisition information of game currency information in the player information 50A. For example, the control means 56 deletes the acquisition information of the game currency information. Then, the process shifts to the process of step SP20.
- Step SP20 The providing means 54 starts providing benefits in the game to the player.
- the providing means 54 provides a more advantageous privilege as the required period calculated in step SP14 is shorter.
- the providing means 54 stores 3 in the privilege class of the privilege information in the player information 50A when the required period is less than 3 days, and when the required period is 3 days or more and less than 7 days 2 is stored in the privilege class, and 1 is stored in the privilege class when the required period is 7 days or more.
- the providing means 54 refers to the privilege class and increases the quantity when providing the player with login bonuses, "extras" in lottery games and purchase games, rewards for clearing quests, mission rewards for missions, and the like. It is possible to increase the quality of Then, the process shifts to the process of step SP22.
- Step SP22 The control means 56 causes the touch panel 32 to display a notification screen notifying that the provision of the privilege has started.
- FIG. 6 is a diagram showing an example (specific example 1) of the notification screen 60 according to the first embodiment.
- the notification screen 60 is provided with a privilege information area 62 and a return button 64.
- the privilege information area 62 indicates that the provision of the privilege is started when the number of game currency acquired reaches a predetermined number in a predetermined period. Further, in the privilege information area 62, the details of the privilege to be provided and the provision period of the privilege (for example, the end date of the provision) are displayed.
- the return button 64 is a button for returning to the main menu screen of the game.
- step SP12 the determining means 52 determines whether or not the number of acquired game currency has reached the predetermined number. It may be determined whether or not the
- FIG. 7 is a flowchart showing an example (specific example 2) of the flow of processing performed by each functional means in the game system according to the first embodiment. Also, the processing of the following steps is started, for example, at the timing when the player consumes the game currency. Note that the order and contents of the following steps can be changed as appropriate.
- Step SP30 The control means 56 updates the consumption information of the game currency information in the player information 50A. For example, the control means 56 adds the type and the number of consumed game currency to the consumption information with the current date (for example, October 31, 2021) as the consumption time. Then, the process shifts to the process of step SP32.
- Step SP32 The determination means 52 refers to the consumption information of the game currency information in the player information 50A, and determines that the total number of game currency consumptions from a predetermined past date (for example, October 1, 2021) to the present date is a predetermined number ( For example, 100) is determined. Then, when the determination is affirmative, the process proceeds to step SP34. On the other hand, if the determination is negative, the process ends the series of processes shown in FIG.
- Step SP34 The providing means 54 calculates the time required for the consumption of game currency to reach a predetermined number.
- the providing means 54 refers to the consumption information of the game currency information in the player information 50A, totals the consumption numbers corresponding to each consumption period in order of the newest consumption period, and the total consumption number is a predetermined number (for example, 100). Identify the consumption time (for example, October 29, 2021) when the Subsequently, the providing unit 54 calculates a period (for example, two days) from the identified consumption time to the present as the required period. Then, the process shifts to the process of step SP36.
- Step SP36 Since the processing of step SP36 is the same as the processing of step SP16, the description thereof is omitted. Then, the process shifts to the process of step SP38.
- Step SP38 The control means 56 initializes the consumption information of the game currency information in the player information 50A. For example, the control means 56 deletes the consumption information of the game currency information. Then, the process shifts to the process of step SP40.
- Step SP40 Since the processing of step SP40 is the same as the processing of step SP20, the description thereof is omitted. Then, the process shifts to the process of step SP42.
- Step SP42 The control means 56 causes the touch panel 32 to display a notification screen notifying that the provision of the privilege has started.
- FIG. 8 is a diagram showing an example (specific example 2) of the notification screen 70 according to the first embodiment.
- the notification screen 70 is provided with a privilege information area 72 and a return button 74.
- the privilege information area 72 indicates that the provision of a privilege is started when the consumption of game currency reaches a predetermined number in a predetermined period.
- the determining means 52 determines whether or not the number of acquired game currency has reached the predetermined number. It may be determined whether or not the
- FIG. 9 is a flowchart showing an example (specific example 3) of the flow of processing performed by each functional means in the game system according to the first embodiment. Also, the processing of the following steps is started, for example, at the timing when the player purchases game currency (paid currency). Note that the order and contents of the following steps can be changed as appropriate.
- Step SP50 The control means 56 updates the purchase information of the game currency information in the player information 50A. For example, the control means 56 adds the purchase amount of the purchased game currency (paid currency) to the purchase information with the current date (for example, October 31, 2021) as the purchase time. Then, the process shifts to the process of step SP52.
- the control means 56 adds the purchase amount of the purchased game currency (paid currency) to the purchase information with the current date (for example, October 31, 2021) as the purchase time. Then, the process shifts to the process of step SP52.
- the determination means 52 refers to the purchase information of the game currency information in the player information 50A, and determines that the total purchase amount of the game currency from a predetermined date in the past (for example, October 1, 2021) to the current date is a predetermined number ( For example, 5000 yen) is determined. Then, when the determination is affirmative, the process proceeds to step SP54. On the other hand, if the determination is negative, the process ends the series of processes shown in FIG.
- Step SP54 The providing means 54 calculates the time required for the purchase amount of game currency to reach a predetermined number.
- the providing means 54 refers to the purchase information of the game currency information in the player information 50A, totals the purchase amounts corresponding to each purchase period in order of the newest purchase period, and adds up the total purchase amount to a predetermined number (for example, 5000 yen). ) is reached (for example, October 1, 2021).
- the providing means 54 calculates a period from the identified purchase time to the present (for example, 30 days) as a required period. Then, the process shifts to the process of step SP56.
- Step SP56 Since the processing of step SP56 is the same as the processing of step SP16, the description thereof is omitted. Then, the process shifts to the process of step SP58.
- Step SP58 The control means 56 initializes the purchase information of the game currency information in the player information 50A. For example, the control means 56 deletes the purchase information of the game currency information. Then, the process shifts to the process of step SP60.
- Step SP60 Since the processing of step SP60 is the same as the processing of step SP20, description thereof is omitted. Then, the process shifts to the process of step SP62.
- Step SP62 The control means 56 causes the touch panel 32 to display a notification screen notifying that the provision of the privilege has started.
- FIG. 10 is a diagram showing an example (specific example 3) of the notification screen 80 according to the first embodiment.
- the notification screen 80 is provided with a privilege information area 82 and a return button 84.
- the privilege information area 82 indicates that the provision of the privilege is started when the purchase amount of the game currency reaches a predetermined number in a predetermined period.
- the computer comprises the storage means 50 for storing the number of game currency acquired by the player, the determination means 52 for determining whether or not the number of game currency acquired has reached a predetermined number, and the If the result is affirmative, the providing means 54 functions as providing means 54 for providing benefits in the game to the player. Offer favorable perks.
- the computer comprises storage means 50 for storing the number of consumptions of game currency by the player, determination means 52 for determining whether or not the number of consumptions of game currency has reached a predetermined number, and If the result is affirmative, the providing means 54 functions as providing means 54 for providing benefits in the game to the player. Offer favorable perks.
- the computer comprises storage means 50 for storing the purchase amount of game currency purchased by the player, determination means 52 for determining whether or not the purchase amount of game currency has reached a predetermined number, and If the result is affirmative, the providing means 54 functions as providing means 54 for providing benefits in the game to the player. Offer favorable perks.
- game currency includes paid currency that can be acquired through purchase procedures by the player.
- the privilege is to increase the amount of reward content in the game
- the providing means 54 increases the amount of reward content as the required period is shorter.
- the shorter the required period the greater the amount of reward content provided, so it is possible to sufficiently motivate the player who contributes to the revitalization of the game to play the game.
- the privilege is to improve the quality of the reward content in the game, and the providing means 54 increases the quality of the reward content as the required period is shorter.
- the shorter the required period the higher the quality of the reward content provided, so it is possible to sufficiently motivate the player who contributes to the revitalization of the game to play the game.
- the privilege is to relax the restrictions in the game
- the provision means 54 increases the amount of relaxation of the restrictions as the required period is shorter.
- the privilege is to increase the parameter of the content associated with the player, and the providing means 54 increases the amount of increase in the parameter as the required period is shorter.
- the shorter the duration the higher the parameter of the content associated with the player, so that the player who contributes to the revitalization of the game can be sufficiently motivated to play the game.
- the providing means 54 lengthens the privilege providing period as the required period is shorter.
- the shorter the required period the longer the privilege provision period. Therefore, it is possible to sufficiently motivate the player who contributes to the revitalization of the game to play the game.
- the privilege class of the privilege information in the player information 50A is 0 or 1
- the determination means 52 makes the first determination and the second determination
- the provision means 54 makes the first determination or the second determination. is different from the first embodiment in that a privilege is provided when is affirmed.
- the configuration and functions of the game system according to the second embodiment, which are not described below, are the same as those of the game system according to the first embodiment.
- the determination means 52 performs a first determination to determine whether or not the number of acquired game currency has reached the first predetermined number during the first predetermined period, and a A second determination is made to determine whether the number has reached a second predetermined number.
- the first predetermined period include the most recent 24 hours (from 24 hours before the determination to the time of determination), the most recent one week (from 7 days before the time of determination to the time of determination), and the beginning of the current month (for example, October 2021). 1st to October 10th).
- the second predetermined period is longer than the first predetermined period.
- the second predetermined period for example, the most recent one week, the most recent month (from 30 days before the determination to the time of determination), the most recent one year (from 365 days before the time of determination to the time of determination), the current month (for example, 2021 from October 1 to October 31, 2009), and from the day the player starts playing the game to the time of determination.
- the first predetermined number is 100, for example.
- the second predetermined number is greater than the first predetermined number, eg, 200. It should be noted that the first predetermined number is a number set for extracting players with a very high acquisition frequency of game currency, so it can be changed according to the first predetermined period.
- the second predetermined number is a number set to extract players who have obtained game currency more frequently than usual, so it can be changed according to the second predetermined period.
- the determination means 52 refers to the acquisition information of the game currency information in the player information 50A, and determines whether or not the acquired number of game currencies has reached a first predetermined number (eg 100) or a second predetermined number (eg 200). determine whether
- the determination means 52 performs a first determination to determine whether or not the consumption of game currency has reached the first predetermined number in the first predetermined period, and A second determination is made to determine whether or not the consumption number of has reached a second predetermined number.
- This first predetermined number is 100, for example.
- the second predetermined number is greater than the first predetermined number, eg, 200.
- the first predetermined number is a number set for extracting players who consume game currency very frequently, so it can be changed according to the first predetermined period.
- the second predetermined number is a number set to extract players who consume game currency more frequently than usual, so it can be changed according to the second predetermined period.
- the determining means 52 refers to the consumption information of the game currency information in the player information 50A, and determines whether or not the number of game currency consumption has reached a first predetermined number (eg 100) or a second predetermined number (eg 200). determine whether
- the determination means 52 performs a first determination for determining whether or not the purchase amount of game currency has reached the first predetermined number during the first predetermined period, and A second determination is made to determine whether or not the purchase amount of has reached a second predetermined number.
- This first predetermined number is, for example, 2500 yen.
- the second predetermined number is larger than the first predetermined number, and is, for example, 5000 yen.
- the first predetermined number is a number set for extracting players who frequently purchase game currency, so it can be changed according to the first predetermined period.
- the second predetermined number is a number set for extracting players who purchase game currency more frequently than usual, so it can be changed according to the second predetermined period.
- the determination means 52 refers to the purchase information of the game currency information in the player information 50A, and determines whether the purchase amount of the game currency has reached a first predetermined number (eg, 2500 yen) or a second predetermined number (eg, 5000 yen). Determine whether or not
- the providing means 54 provides the player with benefits in the game when the first determination or the second determination is affirmative. For example, when the first determination or the second determination is affirmative, the providing means 54 stores 1 in the privilege class of the privilege information in the player information 50A. Specific examples of benefits and specific examples of the benefits provided by the providing unit 54 will be described below.
- the privilege is to increase the quantity of reward content in the game.
- the providing unit 54 makes the quantity of reward content the same when the first determination is affirmative and when the second determination is affirmative. Specifically, when the first determination or the second determination is affirmative, the providing means 54 triples the amount of clear rewards for the quest. That is, when the privilege class of the privilege information in the player information 50A is 1, the providing means 54 triples the amount of the clear reward.
- the privilege is to increase the quality of reward contents in the game.
- the providing means 54 makes the quality of reward content the same when the first determination is affirmative and when the second determination is affirmative. Specifically, when the first determination or the second determination is affirmative, the providing means 54 increases the rarity of the mission reward (for example, the character or training item) in the mission by two. That is, when the privilege class of the privilege information in the player information 50A is 1, the providing means 54 increases the rarity of the mission reward by two.
- the mission reward for example, the character or training item
- the benefit is relaxation of restrictions in the game.
- the providing unit 54 sets the same amount of relaxation of restrictions when the first determination is affirmative and when the second determination is affirmative. Specifically, when the first determination or the second determination is affirmative, the providing means 54 increases the limit number of times (clear upper limit number of times) set for the specific quest in the clear number information of the player information 50A by two times. . That is, when the privilege class of the privilege information in the player information 50A is 1, the providing means 54 increases the limited number of times set for the specific quest by two.
- the privilege is to raise the parameter of the content associated with the player.
- the providing unit 54 sets the amount of increase in the parameter to be the same when the first determination is affirmative and when the second determination is affirmative.
- the providing means 54 doubles the ability parameter (for example, hit points) of the player character when the first determination or the second determination is affirmative. That is, when the privilege class of the privilege information in the player information 50A is 1, the providing means 54 doubles the ability parameter of the player character.
- the providing means 54 makes the privilege providing period the same when the first determination is affirmative and when the second determination is affirmative. For example, when the first determination is affirmative or the second determination is affirmative, the providing means 54 sets the period for increasing the amount of reward content to two months, and provides the privilege information of the privilege information in the player information 50A. Store in a period.
- the providing means 54 makes the benefit provision period longer than when the second determination is affirmative. For example, when the first determination is affirmative, the providing means 54 sets the period for improving the quality of the reward content to three months, and stores it in the privilege providing period of the privilege information in the player information 50A. On the other hand, when the second determination is affirmative, the providing means 54 sets the period for improving the quality of the reward content to two months and stores it in the privilege providing period of the privilege information.
- the providing means 54 shortens the privilege provision period compared to when the second determination is affirmative. For example, when the first determination is affirmative, the provision means 54 sets the period during which the restrictions in the game are relaxed to two months, and stores the period in the privilege provision period of the privilege information in the player information 50A. On the other hand, when the second determination is affirmative, the provision unit 54 sets the period during which the restrictions in the game are relaxed to three months, and stores the period in the privilege provision period of the privilege information.
- FIG. 11 is a flowchart showing an example (specific example 1) of the flow of processing performed by each functional means in the game system according to the second embodiment. Also, the processing of the following steps is started, for example, at the timing when the player acquires game currency. Note that the order and contents of the following steps can be changed as appropriate.
- Step SP70 Since the process of step SP70 is the same as the process of step SP10, the description thereof is omitted. Then, the process shifts to the process of step SP72.
- the determining means 52 refers to the acquisition information of the game currency information in the player information 50A, and determines whether the total number of game currency acquisitions during a first predetermined period (eg, the most recent one week) has reached a first predetermined number (eg, 100). A first determination is made to determine whether or not. And when the said 1st determination is affirmatively determined, a process transfers to the process of step SP76. On the other hand, if the first determination is negative, the process proceeds to step SP74.
- a first predetermined period eg, the most recent one week
- the determining means 52 refers to the acquisition information of the game currency information in the player information 50A, and the total number of game currency acquisitions in the second predetermined period (for example, the most recent one month) reaches the second predetermined number (for example, 200).
- a second determination is made to determine whether or not the And when the said 2nd determination is affirmative determination, a process transfers to the process of step SP76. On the other hand, when the second determination is negative, the process ends the series of processes shown in FIG.
- Step SP76 If the first determination is affirmative in step SP72, the providing means 54 specifies the privilege providing period as three months. On the other hand, when the second determination is affirmative in step SP74, the providing means 54 specifies the privilege providing period as two months. Subsequently, the providing means 54 stores the identified provision period in the privilege provision period of the privilege information in the player information 50A. Then, the process shifts to the process of step SP78.
- Step SP78 Since the process of step SP78 is the same as the process of step SP18, the description thereof is omitted. Then, the process shifts to the process of step SP80.
- Step SP80 The providing means 54 starts providing benefits in the game to the player.
- the providing means 54 stores 1 in the privilege class of the privilege information in the player information 50A. That is, the providing means 54 makes the contents of the privilege the same when the first determination is affirmative and when the second determination is affirmative.
- the providing means 54 can refer to the privilege class to increase the limited number of times set for a specific lottery game or quest, or to increase the parameter of the content associated with the player. .
- the process shifts to the process of step SP82.
- Step SP82 The control means 56 causes the touch panel 32 to display a notification screen notifying that the provision of the privilege has started.
- FIG. 12 is a diagram showing an example (specific example 1) of the notification screen 90 according to the second embodiment.
- the notification screen 90 is provided with a privilege information area 92 and a return button 94.
- the privilege information area 92 when the number of acquired game currency reaches the first predetermined number in the first predetermined period, or when the number of acquired game currency reaches the second predetermined number in the second predetermined period, It indicates that the provision of benefits has started.
- FIG. 13 is a flowchart showing an example (Specific Example 2) of the flow of processing performed by each functional means in the game system according to the second embodiment. Also, the processing of the following steps is started, for example, at the timing when the player consumes the game currency. Note that the order and contents of the following steps can be changed as appropriate.
- Step SP90 Since the processing of step SP90 is the same as the processing of step SP30, description thereof will be omitted. Then, the process shifts to the process of step SP92.
- Step SP92 The determination means 52 refers to the consumption information of the game currency information in the player information 50A, and the total consumption of the game currency in the first predetermined period (for example, the most recent one week) has reached the first predetermined number (for example, 100). A first determination is made to determine whether or not. And when the said 1st determination is affirmative determination, a process transfers to the process of step SP96. On the other hand, if the first determination is negative, the process proceeds to step SP94.
- the first predetermined period for example, the most recent one week
- Step SP94 The determination means 52 refers to the consumption information of the game currency information in the player information 50A, and the total consumption of the game currency in the second predetermined period (for example, the most recent month) reaches the second predetermined number (for example, 200).
- a second determination is made to determine whether or not the And when the said 2nd determination is affirmative determination, a process transfers to the process of step SP96. On the other hand, when the second determination is negative, the process ends the series of processes shown in FIG.
- Step SP96 If the first determination is affirmative in step SP92, the providing means 54 specifies the privilege providing period as two months. On the other hand, when the second determination is affirmative in step SP94, the providing means 54 specifies the privilege providing period as three months. Subsequently, the providing means 54 stores the identified provision period in the privilege provision period of the privilege information in the player information 50A. Then, the process moves to the process of step SP98.
- Step SP98 Since the processing of step SP98 is the same as the processing of step SP38, description thereof is omitted. Then, the process shifts to the process of step SP100.
- Step SP100 Since the process of step SP100 is the same as the process of step SP80, description thereof will be omitted. Then, the process shifts to the process of step SP102.
- Step SP102 The control means 56 causes the touch panel 32 to display a notification screen notifying that the provision of the privilege has started.
- FIG. 14 is a diagram showing an example (specific example 2) of the notification screen 100 according to the second embodiment.
- the notification screen 100 is provided with a privilege information area 102 and a return button 104.
- the privilege information area 102 when the consumption of game currency reaches the first predetermined number in the first predetermined period, or when the consumption of game currency reaches the second predetermined number in the second predetermined period, It indicates that the provision of benefits has started.
- FIG. 15 is a flowchart showing an example (specific example 3) of the flow of processing performed by each functional means in the game system according to the second embodiment. Also, the processing of the following steps is started, for example, at the timing when the player purchases game currency. Note that the order and contents of the following steps can be changed as appropriate.
- Step SP110 Since the process of step SP110 is the same as the process of step SP50, description thereof is omitted. Then, the process shifts to the process of step SP112.
- the determining means 52 refers to the purchase information of the game currency information in the player information 50A, and the total purchase amount of the game currency in the first predetermined period (for example, the most recent one week) reaches the first predetermined number (for example, 2500 yen).
- a first determination is made to determine whether or not the And when the said 1st determination is affirmative determination, a process transfers to the process of step SP116. On the other hand, when the first determination is negative, the process proceeds to step SP114.
- the determining means 52 refers to the purchase information of the game currency information in the player information 50A, and the total purchase amount of the game currency in the second predetermined period (for example, the most recent month) reaches the second predetermined number (for example, 5000 yen). A second determination is made to determine whether or not it has reached. And when the said 2nd determination is affirmatively determined, a process transfers to the process of step SP116. On the other hand, if the second determination is negative, the process ends the series of processes shown in FIG.
- Step SP116 The provision means 54 specifies the privilege provision period as three months in both cases when the first determination is affirmative in step SP112 and when the second determination is affirmative in step SP114. Subsequently, the providing means 54 stores the identified provision period in the privilege provision period of the privilege information in the player information 50A. Then, the process shifts to the process of step SP118.
- Step SP118 Since the processing of step SP118 is the same as the processing of step SP58, description thereof is omitted. Then, the process shifts to the process of step SP120.
- Step SP120 Since the process of step SP120 is the same as the process of step SP80, the description thereof is omitted. Then, the process shifts to the process of step SP122.
- Step SP122 The control means 56 causes the touch panel 32 to display a notification screen notifying that the provision of the privilege has started.
- FIG. 16 is a diagram showing an example (specific example 3) of the notification screen 110 according to the second embodiment.
- the notification screen 110 is provided with a privilege information area 112 and a return button 114.
- the privilege information area 112 when the purchase amount of the game currency reaches the first predetermined number in the first predetermined period, or when the purchase amount of the game currency reaches the second predetermined number in the second predetermined period, It indicates that the provision of benefits has started.
- the computer comprises the storage means 50 for storing the number of game currency acquired by the player, and determining whether or not the number of game currency acquired reaches the first predetermined number in the first predetermined period. and a second determination to determine whether or not the number of acquired game currency has reached a second predetermined number, which is greater than the first predetermined number, during a second predetermined period longer than the first predetermined period.
- the judging means 52 functions as a providing means 54 for providing benefits in the game to the player when the first judgment or the second judgment is affirmative.
- the player whose number of game currency acquisition reaches the first predetermined number in the first predetermined period is larger than the first predetermined number in the second predetermined period longer than the first predetermined period. Even if the second predetermined number is not reached, the benefit can be provided. Therefore, it is possible to sufficiently motivate a player who has obtained a large number of game currency during the first predetermined period (short period), that is, a player who contributes to activation of the game.
- the computer comprises a storage means 50 for storing the number of consumptions of game currency by the player, and determining whether or not the number of consumptions of game currency has reached the first predetermined number in the first predetermined period. and a second determination to determine whether or not the consumption of game currency has reached a second predetermined number, which is greater than the first predetermined number, during a second predetermined period longer than the first predetermined period.
- the judging means 52 functions as a providing means 54 for providing benefits in the game to the player when the first judgment or the second judgment is affirmative.
- a player whose consumption amount of game currency reaches the first predetermined number in the first predetermined period is greater than the first predetermined number in the second predetermined period longer than the first predetermined period. Even if the second predetermined number is not reached, the benefit can be provided. Therefore, it is possible to sufficiently motivate a player who consumes a large amount of game currency during the first predetermined period (short period), that is, a player who contributes to activation of the game.
- the computer comprises a storage means 50 for storing the purchase amount of game currency purchased by the player, and determining whether or not the purchase amount of game currency has reached the first predetermined number in the first predetermined period. and a second determination of whether or not the purchase amount of game currency has reached a second predetermined number, which is greater than the first predetermined number, during a second predetermined period longer than the first predetermined period.
- the judging means 52 functions as a providing means 54 for providing benefits in the game to the player when the first judgment or the second judgment is affirmative.
- the player whose purchase amount of the game currency reaches the first predetermined number in the first predetermined period is larger than the first predetermined number in the second predetermined period longer than the first predetermined period. Even if the second predetermined number is not reached, the benefit can be provided. Therefore, it is possible to sufficiently motivate a player who has purchased a large amount of game currency during the first predetermined period (short period), ie, a player who contributes to the activation of the game, to play the game.
- the game currency includes paid currency that can be obtained through purchase procedures by the player.
- the privilege is to increase the amount of reward content in the game
- the providing means 54 provides the reward content when the first determination is affirmative and when the second determination is affirmative.
- the quantity of reward content is the same.
- the privilege is to improve the quality of the reward content in the game
- the providing means 54 is provided when the first determination is affirmative and when the second determination is affirmative. , the quality of the reward content should be the same.
- the privilege is to relax the restrictions in the game, and the providing means 54 determines whether the first determination is affirmative or the second determination is affirmative.
- the relaxation amount of is assumed to be the same.
- the privilege is to increase the parameter of the content associated with the player, and the providing means 54 is provided when the first determination is affirmative and when the second determination is affirmative.
- the amount of parameter increase is the same between the two cases.
- the providing means 54 makes the privilege providing period the same when the first determination is affirmative and when the second determination is affirmative.
- the provision means 54 makes the privilege provision period longer when the first determination is affirmed than when the second determination is affirmed.
- the benefit provision period is longer than when the second determination is affirmative. It is possible to sufficiently give motivation to play the game to the player who is playing the game.
- the provision means 54 shortens the privilege provision period when the first determination is affirmative than when the second determination is affirmative.
- the provision period is based on the number (amount) of players involved in the game currency, so fairness among players can be ensured.
- the case where the quantity of reward content is increased, the quality of the reward content is increased, etc., is explained. Appearance can be changed gorgeously, the player's current stamina value recovery amount (recovery amount due to passage of time or recovery processing) can be increased, special contents (such as characters) can be provided to the player, special lotteries can be held for the player. For example, the right to execute games or quests may be provided.
- the provision means 54 explained the case where the shorter the required period, the longer the privilege provision period.
- the provision period may be the same regardless of the required period.
- each functional means performs processing at the timing when the player is involved in the game currency has been described, but the timing is determined in advance (for example, midnight every day, 12:00 a.m. every Sunday, 12:00 a.m. on the first day of every month, etc.).
- the determination means 52 determines whether or not the number of game currency acquired from a predetermined date in the past to the current date has reached a predetermined number. It may be determined whether or not the number of acquisitions or the like has reached a predetermined number after a certain period of time (for example, one week) from today.
- the determination means 52 performs the second determination immediately after performing the first determination.
- the timing of performing the first determination and the second determination may be different.
- the determination means 52 may perform the first determination after a first predetermined period of time (for example, the 10th day of each month) and the second determination after a second predetermined period of time (for example, at the end of each month).
- the content is mainly characters
- it may be various items such as weapons and armor, cards, avatars, coins, points, and the like.
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Business, Economics & Management (AREA)
- Computer Security & Cryptography (AREA)
- General Business, Economics & Management (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
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| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| US18/743,556 US20240335756A1 (en) | 2021-12-14 | 2024-06-14 | Recording medium and information processing device |
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2021-202165 | 2021-12-14 | ||
| JP2021202165A JP7160172B1 (ja) | 2021-12-14 | 2021-12-14 | プログラム及び情報処理装置 |
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| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| US18/743,556 Continuation US20240335756A1 (en) | 2021-12-14 | 2024-06-14 | Recording medium and information processing device |
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| Publication Number | Publication Date |
|---|---|
| WO2023112553A1 true WO2023112553A1 (ja) | 2023-06-22 |
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| Application Number | Title | Priority Date | Filing Date |
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| PCT/JP2022/041623 Ceased WO2023112553A1 (ja) | 2021-12-14 | 2022-11-08 | プログラム及び情報処理装置 |
Country Status (3)
| Country | Link |
|---|---|
| US (1) | US20240335756A1 (enExample) |
| JP (2) | JP7160172B1 (enExample) |
| WO (1) | WO2023112553A1 (enExample) |
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| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP7160172B1 (ja) * | 2021-12-14 | 2022-10-25 | 株式会社セガ | プログラム及び情報処理装置 |
| JP7147951B1 (ja) * | 2021-12-14 | 2022-10-05 | 株式会社セガ | プログラム及び情報処理装置 |
Citations (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2002035423A (ja) * | 2000-07-28 | 2002-02-05 | Konami Co Ltd | ゲームシステム、ゲーム提供方法及び情報記憶媒体 |
| JP2018158015A (ja) * | 2017-03-23 | 2018-10-11 | 株式会社京楽産業ホールディングス | 株取引ゲームプログラム、株取引ゲーム処理方法、および株取引ゲームシステム |
Family Cites Families (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP7160172B1 (ja) * | 2021-12-14 | 2022-10-25 | 株式会社セガ | プログラム及び情報処理装置 |
-
2021
- 2021-12-14 JP JP2021202165A patent/JP7160172B1/ja active Active
-
2022
- 2022-09-13 JP JP2022145693A patent/JP2023088262A/ja active Pending
- 2022-11-08 WO PCT/JP2022/041623 patent/WO2023112553A1/ja not_active Ceased
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2024
- 2024-06-14 US US18/743,556 patent/US20240335756A1/en active Pending
Patent Citations (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2002035423A (ja) * | 2000-07-28 | 2002-02-05 | Konami Co Ltd | ゲームシステム、ゲーム提供方法及び情報記憶媒体 |
| JP2018158015A (ja) * | 2017-03-23 | 2018-10-11 | 株式会社京楽産業ホールディングス | 株取引ゲームプログラム、株取引ゲーム処理方法、および株取引ゲームシステム |
Also Published As
| Publication number | Publication date |
|---|---|
| US20240335756A1 (en) | 2024-10-10 |
| JP2023088262A (ja) | 2023-06-26 |
| JP2023087724A (ja) | 2023-06-26 |
| JP7160172B1 (ja) | 2022-10-25 |
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