CN107875629B - Game system, processing method, and information storage medium - Google Patents

Game system, processing method, and information storage medium Download PDF

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Publication number
CN107875629B
CN107875629B CN201710909097.1A CN201710909097A CN107875629B CN 107875629 B CN107875629 B CN 107875629B CN 201710909097 A CN201710909097 A CN 201710909097A CN 107875629 B CN107875629 B CN 107875629B
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Prior art keywords
user
game
item
limit
setting
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CN107875629A (en
Inventor
大地宏明
恩田明生
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Bandai Namco Entertainment Inc
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Bandai Namco Entertainment Inc
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/32Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
    • A63F13/323Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections between game devices with different hardware characteristics, e.g. hand-held game devices connectable to game consoles or arcade machines
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions

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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)

Abstract

Provided are a game system, a processing method, an information storage medium, and the like, which can give a user an effective motivation for urging to obtain a prop. The game system includes: a game processing unit that performs game processing for a game played by a user; a store processing unit that performs setting processing of a virtual store in which a user can obtain a property of a game by paying a peer-to-peer fee; a limit setting unit that sets a limit for prop acquisition of a user in a store; a determination unit that determines whether or not a property acquisition satisfying an achievement condition of the restriction setting has been performed; and a privilege processing unit that performs privilege assignment processing for the user when the item satisfying the achievement condition of the restriction setting has been acquired.

Description

Game system, processing method, and information storage medium
Technical Field
The present invention relates to a game system, a processing method, an information storage medium, and the like.
Background
Currently known game systems provide items that can be used in a game for a fee. In this game system, the items of the game are provided to the user by a charging method called item charging. In such a property charge, a property is purchased using virtual money or the like. As a conventional technique of such a game system, for example, a technique disclosed in patent document 1 is known.
Documents of the prior art
Patent document
Patent document 1: japanese patent laid-open publication No. 2015-192751.
Disclosure of Invention
Problems to be solved by the invention
In such a game system, a store for purchasing items appears in the game space. In this case, motivation for urging the user to purchase items in the store that is present is important. By giving such an incentive to the user, the user wants to purchase more items, and the user can be effectively encouraged to obtain the items.
According to several embodiments of the present invention, it is possible to provide a game system, a processing method, an information storage medium, and the like, which can give a user an effective motivation for urging to obtain an item.
Means for solving the problems
One aspect of the present invention relates to a game system including: a game processing unit that performs game processing for playing a game for a game player; a store processing unit that performs a setting process of a virtual store in which the user can obtain a property of a game by paying a peer-to-peer fee; a limit setting unit that sets a limit for prop acquisition of the user in the store; a determination unit that determines whether or not a tool acquisition that satisfies the achievement condition set by the restriction has been performed; and a privilege processing unit configured to perform privilege assignment processing for the user when the item satisfying the achievement condition set by the restriction is acquired. The present invention also relates to a program for causing a computer to function as each of the above-described units, or a computer-readable information storage medium storing the program.
According to one aspect of the present invention, a setting process of a store in which an item of a game can be obtained is performed, and a restriction setting is performed for the item obtaining in the store. When the item satisfying the achievement condition set by the restriction is acquired, the user is given a privilege. In this way, by making a limit setting for the item acquisition in the store, it is possible to apply an incentive to the user to urge the item acquisition. When the item that satisfies the achievement condition set by the restriction is acquired, the privilege is given to the user, and therefore the privilege is given as a further motivation for urging the user to acquire the item. Thus, it is possible to provide a game system or the like capable of giving a user an effective motivation for urging to obtain an item.
In one aspect of the present invention, the game processing unit may generate a predetermined game event by the game processing, and the store processing unit may present the store, in which the item corresponding to the generated game event can be obtained, when the game event is generated.
By causing the aforementioned shop to appear, the user can obtain the item corresponding to the game event that has occurred in the shop, and therefore, an effective incentive to obtain the item can be given to the user.
In one aspect of the present invention, the item corresponding to the game event may be an item set by the user to be more advantageous, or an item that is a synthetic object of items obtained at the game event.
If an item corresponding to a game event can be made available in a store that occurs at the game event, the user can be prompted for an item in the store motivated by the availability of the item.
In one aspect of the present invention, the limit setting unit may limit the number of item acquisitions as the limit setting, and the determination unit may determine that an item acquisition satisfying the achievement condition of the limit setting is performed when an item acquisition up to the limit number of the number limit is performed.
Thus, if the number limit for acquiring props is set as the limit, users can be prompted to acquire props of the limited number reaching the number limit, and the desire of acquiring props of the users is increased.
In one aspect of the present invention, the limit setting unit may set a time limit for item acquisition as the limit setting, and the determination unit may determine that item acquisition satisfying the achievement condition of the limit setting is performed when item acquisition is performed within a limit time of the time limit.
Thus, if the time limit for acquiring the props is set as the limit, the user can be prompted to acquire the props within the limited time, and the desire of acquiring the props of the user is increased.
In one aspect of the present invention, the limit setting unit may perform the limit setting according to a game situation of the user, an item acquisition situation of the user, or a charge situation of the user.
In this way, it is possible to realize appropriate restriction setting according to the game situation of the user, the item acquirement situation of the user, or the charge situation.
In one aspect of the present invention, the limit setting unit may perform, as the limit setting, a number limit or a time limit for item acquisition, and the limit setting unit may perform setting to reduce the number of limits for the number limit or to extend the time limit for a first user in a first game situation or a first user in a first item acquisition situation or a first user in a first fee situation, and may perform setting to increase the number of limits for the number limit or to reduce the time limit for a second user in a second game situation or a second user in a second fee situation.
In this way, it is possible to realize appropriate restriction setting according to the game situation of the first and second users, the item acquisition situation of the user, or the charging situation.
In one aspect of the present invention, the determination unit may determine whether or not the achievement condition of the limit setting is satisfied based on an item acquisition achieved by the user or a group to which the user belongs.
In this way, whether or not the item acquisition satisfying the achievement condition of the restriction setting is performed can be determined by determining the item acquisition status achieved by the user or the group to which the user belongs.
In one aspect of the present invention, the privilege processing unit may perform the following processing as the privilege assignment processing: a process of making it possible to acquire a new item in the store, a probability change process of a drawing process of an item in the store, a process of changing a parameter of an already acquired item of the user, a process of attaching an additional item when an item satisfying the achievement condition has been acquired, a discount process of an item after an item satisfying the achievement condition has been acquired, or a generation process of a drawing event for privilege attachment.
If such privilege assignment processing is performed, the user can be prompted to obtain a prop in motivation of the privilege assignment.
In one aspect of the present invention, the privilege processing unit may change the privilege to be paid to the user according to a game situation of the user, a property acquisition situation of the user, or a charging situation of the user.
In this way, the user can be given privileges reflecting the game situation of the user, the item acquisition situation of the user, or the charging situation.
In one aspect of the present invention, a display processing unit (which may cause a computer to function as a display processing unit) may be included, and the display processing unit may display, to the user, information on the privilege that is granted if the achievement condition of the restriction setting is satisfied, before the achievement condition of the restriction setting is satisfied.
In this way, the user can recognize in advance the privilege given when the achievement condition of the restriction setting is satisfied.
In one aspect of the present invention, the system may further include a display processing unit (or may cause a computer to function as a display processing unit) that displays an instruction indicator for the user to instruct acquisition of the privilege on a screen that notifies completion of acquisition of the item that satisfies the achievement condition set by the restriction.
Thus, the user can smoothly jump to the stage of obtaining the privilege, and the user can be effectively prompted to obtain the privilege.
In one aspect of the present invention, the system may further include a display processing unit (which may cause a computer to function as a display processing unit) configured to display a recommendation of the acquisition of the privilege after the item satisfying the achievement condition set by the restriction setting is acquired.
In this way, by performing the recommendation display for obtaining such privileges, it is possible to effectively promote the user to obtain privileges.
In one aspect of the present invention, the management unit may be configured to manage purchase information of the virtual money purchased by the user in association with user information (or may be configured to cause a computer to function as the management unit), and the store may be a store in which items can be obtained by the user consuming the purchased virtual money.
In this way, the user can be encouraged to consume the virtual money due to the acquisition of the prop in the store.
In one aspect of the present invention, the store processing unit may cause the user to obtain the item by: and purchasing the prop through consumption of the virtual currency, or performing drawing processing of the prop through consumption of the virtual currency.
In this way, the user can obtain the prop by purchasing the prop by paying the virtual money or drawing a lot by paying the virtual money.
Another aspect of the present invention relates to a processing method for performing: a game process that is a process for a user entertainment game; a store process of performing a setting process of a virtual store in which the user can obtain a property of a game by paying a peer-to-peer fee; a limit setting process of performing limit setting for prop obtainment of the user in the shop;
a determination process of determining whether or not the acquisition of a property satisfying the achievement condition set by the restriction has been performed; and privilege processing for giving a privilege to the user when the item satisfying the achievement condition set by the restriction is acquired.
Drawings
Fig. 1 (a) to 1 (E) are explanatory views of configuration examples of the game system according to the present embodiment.
Fig. 2 is a configuration example of the server system according to the present embodiment.
Fig. 3 is a configuration example of the terminal device of the present embodiment.
Fig. 4 is an example of a home screen of the game.
Fig. 5 is an example of a game image.
Fig. 6 (a) and 6 (B) are examples of shop screens.
Fig. 7 (a) and 7 (B) are examples of shop screens for explaining the setting of restrictions on the acquisition of items.
Fig. 8 (a) and 8 (B) are explanatory views of the method according to the present embodiment.
Fig. 9 (a) and 9 (B) are explanatory diagrams of setting of the probability of winning a rare item.
Fig. 10 shows an example of purchase information of virtual money.
Fig. 11 is an explanatory diagram about an appearance method of a store capable of acquiring an item corresponding to a game event.
Fig. 12 is a flowchart showing an example of processing in the present embodiment.
Fig. 13 is a flowchart showing an example of processing in the present embodiment.
Fig. 14 is an explanatory diagram of a method of limit setting according to a game situation.
Fig. 15 is an explanatory diagram of a method of restriction setting corresponding to a property purchase condition (charging condition).
Fig. 16 (a) and 16 (B) are examples of privilege assignment processing.
Fig. 17 (a) and 17 (B) are examples of privilege assignment processing.
Fig. 18 is a flowchart showing a detailed processing example of the present embodiment.
Fig. 19 is an explanatory diagram of a display processing method according to the present embodiment.
Fig. 20 (a) and 20 (B) are explanatory views of the display processing method according to the present embodiment.
Description of the reference numerals
TM 1-TMn, TM terminal device; CH. CS1, CS2 roles; CE 1-CE 3 enemy roles; CHBS monster role;
100. A processing unit; 102. an input processing unit; 110. an arithmetic processing unit;
111. a game processing unit; 112. a shop processing section; 113. a limit setting unit;
114. a determination unit; 115. a privilege processing unit; 116. a management unit; 120. a display processing unit;
130. a sound processing unit; 160. an operation section; 162. a shooting section;
170. a storage unit; 172. a store information storage unit; 173. a property information storage unit;
174. a privilege information storage unit; 180. an information storage medium; 190. a display unit;
192. a sound output unit; 194 An I/F section; 195. a portable information storage medium;
196. a communication unit; 500. a server system; 510. a network;
600. a processing unit; 602. an input processing unit; 610. an arithmetic processing unit;
611. a game processing unit; 612. a shop processing section; 613. a limit setting unit;
614. a determination unit; 615. a privilege processing unit; 616. a management unit; 617. an authentication processing unit;
618. a charging processing unit; 619. a management processing unit; 620. a display processing unit;
630. a sound processing unit; 660. an operation unit; 670. a storage unit;
672. a store information storage unit; 673. a property information storage unit;
674. a privilege information storage unit; 676. a store information storage unit;
678. a user information storage unit; 680. an information storage medium; 696. a communication unit.
Detailed Description
The present embodiment will be described below. The embodiments described below are not unreasonable limitations on the contents of the present invention described in the claims. All of the configurations described in the present embodiment are not necessarily essential components of the present invention.
1. Game system
First, a configuration example of a game system (virtual money handling system) according to the present embodiment will be described with reference to fig. 1 a to 1E.
In fig. 1 a, a server system 500 (processing system) is communicatively connected to terminal devices TM1 to TMn via a network 510. For example, the server system 500 is a host, and the terminal devices TM1 to TMn are clients. Note that, the following description will be given mainly taking as an example a case where the game system and the processing thereof according to the present embodiment are realized by the server system 500, and all or part of the game system and the processing thereof may be realized by the terminal devices TM1 to TMn. Hereinafter, each of the terminal devices TM1 to TMn is appropriately described as a terminal device TM.
The server system 500 may be implemented by, for example, one or more servers (a management server, a game server, a charging server, a service providing server, a content delivery server, an authentication server, a database server, a communication server, or the like). The server system 500 provides various services for operating a social network site or an online game, and can manage data necessary for executing the game, transmit a client program, various data, and the like. Accordingly, for example, in order to utilize SNS (Social Networking Service) or the like, the server system 500 is accessed through the terminal device TM as a user terminal, and a Social game or the like, which is an online game provided by the server system 500, can be executed.
The network 510 (transmission network, communication line) is a communication path using, for example, the internet, a wireless LAN, or the like, and may include a telephone communication network, a wired network, a wireless LAN, or the like, in addition to a dedicated line (dedicated cable) for direct connection, a LAN through ethernet (registered trademark), or the like. In addition, the communication method may be wired/wireless.
The terminal TM (user terminal, player terminal) is, for example, a terminal having a network connection function (internet connection function). As the terminal device TM, various devices such as a portable communication terminal (smartphone, mobile phone) shown in fig. 1 (B), a portable game device shown in fig. 1 (C), a home game device (stationary type) shown in fig. 1 (D), or a business game device shown in fig. 1 (E) can be used, for example. Alternatively, as the terminal device TM, an information processing device such as a Personal Computer (PC) or a tablet computer may be used. Alternatively, as the terminal TM, a wearable device (HMD, wristwatch-type device, or the like) worn on a part such as the head or arm of the user may be used.
Fig. 2 shows an example of the configuration of a server system 500 (game system) according to the present embodiment. The server system 500 includes: processing unit 600, operation unit 660, storage unit 670, and communication unit 696. The configuration of the server system 500 is not limited to fig. 2, and various modifications may be made to omit a part of its constituent elements (each part), add other constituent elements, and the like. The respective processes of the processing unit 600 of the server system 500 may be realized by the processing unit 100 of the terminal device TM in fig. 3, which will be described later, or may be realized by distributed processes of the processing unit 600 of the server system 500 and the processing unit 100 of the terminal device TM.
The processing unit 600 (processor) performs various control processes and management processes necessary for the game process, the game result calculation process, the display process, the audio process, and the server, based on various information, programs, operation information, and the like stored in the storage unit 670 (database).
Each process (each function) of the present embodiment performed by each unit of the processing unit 600 (the processing unit 100) can be realized by a processor (a processor including hardware). For example, each process of the present embodiment can be realized by a processor that operates based on information such as a program and a memory that stores information such as a program. In the case of a processor, for example, the functions of the respective sections may be realized by respective hardware, or the functions of the respective sections may be realized by integrated hardware. For example, the processor includes hardware that may include at least one of a circuit that processes digital signals and a circuit that processes analog signals. For example, the processor may be configured by one or more circuit devices (for example, an IC or the like) or one or more circuit elements (for example, a resistor, a capacitor or the like) mounted on the circuit board. The processor may be, for example, a Central Processing Unit (CPU). However, the processor is not limited to the CPU, and various processors such as a GPU (Graphics Processing Unit) or a DSP (Digital signal processor) may be used. In addition, the processor may be a hardware circuit formed of an ASIC. Also, the processor may include an amplifier circuit, a filter circuit, or the like that processes an analog signal. The memories (storage units 670 and 170) may be semiconductor memories such as SRAM and DRAM, or may be registers. Alternatively, the recording medium may be a magnetic storage device such as a Hard Disk Drive (HDD) or an optical storage device such as an optical disc drive. For example, the memory stores a command that can be read by a computer and executed by the processor, thereby realizing the processing (function) of each section of the processing section 600 (processing section 100). The command may be a command group constituting a program or a command instructing an operation to a hardware circuit of the processor.
The processing unit 600 includes: an input processing unit 602, an arithmetic processing unit 610, and an output processing unit 640. The arithmetic processing unit 610 includes: a game processing unit 611, a store processing unit 612, a restriction setting unit 613, a determination unit 614, a privilege processing unit 615, a management unit 616, a display processing unit 620, and an audio processing unit 630. As described above, each process of the present embodiment executed by each unit described above can be realized by a processor (or a processor and a memory).
The input processing unit 602 performs, as input processing, processing of receiving operation information input through the operation unit 660, processing of reading information from the storage unit 670, and processing of receiving information via the communication unit 696. For example, the input processing unit 602 performs, as input processing, processing for acquiring operation information detected by the operation unit 660, processing for reading information designated by a read command from the storage unit 670, and processing for receiving information from an external device (terminal device, other server system, or the like) of the server system 500 via the network 510. The reception processing here is processing for instructing the communication unit 696 to receive information, or processing for acquiring information received by the communication unit 696 and writing the information in the storage unit 670.
The arithmetic processing unit 610 performs various arithmetic processes. For example, arithmetic processing such as game processing, shop processing, restriction setting processing, judgment processing, privilege processing, management processing, display processing, and sound processing is performed.
The game processing unit 611 (program module for game processing) performs game processing. The game processing is processing for starting a game when a game start condition is satisfied, processing for advancing a game, processing for ending a game when a game end condition is satisfied, or the like. Alternatively, as the game processing, it is possible to perform: in the target space, a target space setting process for setting a plurality of targets, a moving object process for moving (operating) a moving object in the target space, a virtual camera control process for controlling a virtual camera for generating an image visible from a predetermined viewpoint in the target space, a game result calculation process for calculating a game result of a user, and the like are arranged.
The store processing unit 612, the restriction setting unit 613, the determination unit 614, and the privilege processing unit 615 (program modules for store processing, restriction setting processing, determination processing, and privilege processing) perform store processing, restriction setting processing, determination processing, and privilege processing, respectively. Details of the above processing will be described later.
The management unit 616 (program module for managing processing) includes: an authentication processing unit 617, a charging processing unit 618, and a management processing unit 619. The authentication processing unit 617 performs authentication processing of a user. For example, authentication processing of the login user is performed using the terminal device TM. This authentication process is performed based on, for example, a password or account information input by the user. The charging processing unit 618 performs various charging processes (a process of determining charging, a process of creating charging data, a process of storing charging data, and the like). The charging information storage unit 676 of the storage unit 670 stores charging information that is a charging target of the charging process unit 618. The management processing unit 619 performs various kinds of management processing of the server. For example, management processing of various services provided by the server and management processing of various information such as server management information are performed.
For example, the user performs a predetermined procedure to acquire an account in order to utilize the service provided by the server system 500. By entering a password corresponding to the acquired account and logging in, the user can use various services such as: the game of the online game, the online purchase of services, props and the like in the game website, the information exchange between users, and the login of friend users. The management processing unit 619 also performs such processing for managing the account information of the user.
The display processing unit 620 (program module for display processing) performs processing for displaying an image on a display unit such as the terminal TM. For example, image generation data for generating the image is generated. Alternatively, the control may be performed to display an image on a display unit such as the terminal TM. The audio processing unit 630 (program module for audio processing) performs processing for outputting audio from an audio output unit such as the terminal TM. For example, data for sound generation for generating the sound (voice, game sound, and effect sound) is generated. Alternatively, the control may be performed such that the audio is output from an audio output unit of the terminal device TM or the like. Here, the image generation data for generating an image may be image data itself which is data for displaying an image generated by the method of the present embodiment on the terminal device TM or the like, or may be various data (setting data of a display screen, object data, and the like) used by the terminal device TM for generating an image. The same applies to the data for sound generation generated by the sound processing unit 630.
The output processing unit 640 performs output processing of various kinds of information. For example, the output processing unit 640 performs, as output processing, processing for writing information into the storage unit 670 and processing for transmitting information via the communication unit 696. For example, the output processing unit 640 performs the following processing: a process of writing information designated by the write command into the storage unit 670, and a process of transmitting the information to an external device (terminal device, other server system, or the like) of the server system 500 via the network 510. The transmission processing is processing for instructing the communication unit 696 to transmit information, or the like.
The operation unit 660 is used for a system administrator (operator) to input various kinds of information.
The storage unit 670 stores various information. For example, various information is stored in the form of a database. The storage unit 670 functions as an operation area of the processing unit 600, the communication unit 696, and the like. The function of the storage unit 670 may be realized by a semiconductor memory, an HDD, an SDD, an optical disk device, or the like.
The storage section 670 includes: a store information storage 672, a property information storage 673, a privilege information storage 674, a charge information storage 676, and a user information storage 678. The store information storage 672 stores various information about the store. For example, store ID, information of rank or category, list information of props or carousels, and the like are stored as store information. The item information storage 673 stores various information about the item. For example, information such as an item ID and parameters set in the item is stored. The privilege information store 674 stores various information about privileges. For example, information to which the privilege of the user is assigned is stored in the privilege information storage unit 674 in association with the user ID. The charging information storage unit 676 stores information of the charging process performed by the charging processing unit 618. The user information storage 678 stores personal information (name, sex, date of birth, mail address, etc.) of the user as user information. For example, the aforementioned account information of the user is also stored as user information. The charging information stored in the charging information storage unit 676 corresponds to each account information (user ID) of each user.
The information storage medium 680 (a medium readable by a computer) stores programs, data, and the like, and functions thereof can be realized by an optical disk (CD, DVD, BD), an HDD, a semiconductor memory (ROM), and the like.
The communication unit 696 performs communication with the terminal device TM and the like via the wired or wireless network 510, and the function thereof can be realized by hardware such as a communication ASIC or a communication processor, or communication firmware.
Fig. 3 shows an example of the configuration of a terminal TM (user terminal, client device, game device) according to the present embodiment. The configuration of the terminal device TM is not limited to fig. 3, and various modifications may be made such as omitting a part of its constituent elements (each part) or adding another constituent element.
The terminal apparatus TM includes: processing unit 100, operation unit 160, image pickup unit 162, storage unit 170, display unit 190, audio output unit 192, I/F unit 194, and communication unit 196.
The processing unit 100 (processor) performs game processing, game result calculation processing, display processing, audio processing, and the like based on operation information, a program, and the like from the operation unit 160. The processing unit 100 may be implemented by a processor or a processor and a memory as in the processing unit 600 of fig. 2.
The processing unit 100 includes: an input processing unit 102, an arithmetic processing unit 110, and an output processing unit 140. The arithmetic processing unit 110 includes: a game processing unit 111, a store processing unit 112, a restriction setting unit 113, a determination unit 114, a privilege processing unit 115, a management unit 116, a display processing unit 120, and a sound processing unit 130.
The input processing unit 102 performs the following processing as input processing: a process of receiving operation information input from the operation unit 160, a process of reading information from the storage unit 170, and a process of receiving information via the communication unit 196. For example, the input processing unit 102 performs the following processing as input processing: a process of acquiring operation information detected by the operation unit 160, a process of reading information designated by a read command from the storage unit 170, and a process of receiving information from an external device (a server system, another terminal device, or the like) of the terminal device TM via the network 510. The game processing unit 111 performs the various game processes described above. The store processing unit 112, the restriction setting unit 113, the determination unit 114, the privilege processing unit 115, and the management unit 116 perform store processing, restriction setting processing, determination processing, privilege processing, and management processing, respectively. The display processing unit 120 performs processing for displaying an image on the display unit 190. For example, when an image is generated on the terminal device side, the image is generated by performing rendering processing based on the results of various processing (application processing, game processing) performed by the processing unit 100 and output to the display unit 190. When the server side generates an image, a process of displaying an image based on image information from the server system on the display unit 190 is performed. The audio processing unit 130 performs audio control based on the results of various processes performed by the processing unit 100. Accordingly, BGM, effect sound, voice, or the like is output from the sound output unit 192. Note that the game process, the store process, the restriction setting process, the determination process, the privilege process, the management process, the display process, the audio process, and the like according to the present embodiment may be realized by one of the server system 500 and the terminal TM, or may be realized by distributed processes of the server system 500 and the terminal TM. For example, in the case of an independent game system that does not use a network, each process of the present embodiment is performed by the terminal device TM that is the game system.
The operation unit 160 is used for a user (player) to input various information such as operation information, and its function can be realized by an operation button, a direction instruction key, an analog stick, a joystick, various sensors (an angular velocity sensor, an acceleration sensor, and the like), a microphone, a touch panel type display, and the like.
The imaging unit 162 (camera) can image an object by an optical system including an image sensor such as a CCD or CMOS sensor and a focusing lens.
The storage unit 170 is an operating region of the processing unit 100, the communication unit 196, and the like, and functions thereof may be realized by a semiconductor memory, an HDD, an SDD, an optical disk device, and the like. The storage section 170 includes: a store information storage 172, a property information storage 173, and a privilege information storage 174.
The information storage medium 180 (a medium readable by a computer) stores programs, data, and the like, and functions thereof can be realized by an optical disk, an HDD, a semiconductor memory, and the like. The processing unit 100 performs various processes of the present embodiment based on a program (data) stored in the information storage medium 180. A program (a program for causing a computer to execute processing of each unit) that can cause the computer (a device including an operation unit, a processing unit, a storage unit, an output unit, and an output unit) to function as each unit of the present embodiment is stored in the information storage medium 180.
The display unit 190 outputs the image generated according to the present embodiment, and its function can be realized by an LCD, an organic EL display, a CRT, an HMD, or the like. The sound output unit 192 outputs the sound generated in the present embodiment, and its function can be realized by a speaker, an earphone, or the like.
The I/F unit (interface) 194 performs interface processing with the portable information storage medium 195, and the function thereof can be realized by an ASIC for I/F processing or the like. The portable information storage medium 195 is a storage device that is used by a user to store various information and that holds the information even when power is not supplied. The portable information storage medium 195 may be implemented by an IC card (memory card), a USB memory, a magnetic card, or the like.
The communication unit 196 communicates with an external device such as the server system 500 or a terminal device via the network 510, and the function thereof can be realized by hardware such as a communication ASIC or a communication processor or firmware.
Further, the program (data) for causing the computer to function as each unit of the present embodiment may be transferred from an information storage medium included in the server system (host device) to the information storage medium 180 (or the storage unit 170) via the network and the communication unit 196. The use of an information storage medium by such a server system is also included in the scope of the present invention.
As shown in fig. 2, the server system 500 (or the terminal device TM) as the game system according to the present embodiment includes: a game processing unit 611 (game processing unit 111), a store processing unit 612 (store processing unit 112), a restriction setting unit 613 (restriction setting unit 113), a determination unit 614 (determination unit 114), and a privilege processing unit 615 (privilege processing unit 115). In the following description, a case will be mainly described where the game system of the present embodiment is realized by the server system 500, but the present embodiment is not limited to this, and the game system may be realized by the terminal device TM or may be realized by distributed processing of the server system 500 and the terminal device TM.
The game processing unit 611 (game processing unit 111, the same applies hereinafter) performs game processing for the user (player) to play a game. For example, a process of advancing a game, a process of updating game parameters, a process of calculating a game result, and the like are performed. The game processing is performed based on game parameters and the like.
The store processing unit 612 (store processing unit 112, the same applies below) performs setting processing of a virtual store in which a user can obtain a prop of a game by paying an equal fee. The shop is a virtual shop existing in a game space (cyberspace). The user may obtain the prop by directly purchasing the prop through payment (consumption) of a peer-to-peer fee. Alternatively, a virtual lottery device (e.g., a dial) may be used to perform a lottery process for paying a fee (e.g., consumption) and the like, and a result of the lottery process and a property (e.g., a rare property) may be obtained. For example, the store that can obtain (can obtain) the item is a store that can purchase the item or a store that can obtain the item through a drawing of a virtual drawer. In addition, the setting processing of the shop is processing for making the shop appear or performing various settings regarding the shop.
Here, the peer-to-peer fee paid by the user to obtain the prop is typically, for example, virtual money. However, the equivalent charge for acquiring the property may be a game point to be acquired for playing a game, a property to be exchanged when exchanging the property, cash (money), or the like. The item is a game display item that can be used in a game or the like. For example, various game items such as equipment such as weapons and protective equipment, and items for physical recovery and decoration can be set as the items.
The limit setting unit 613 (limit setting unit 113, the same applies hereinafter) performs limit setting for the item acquisition in the store. For example, a limit is set for the number of items that can be obtained or the time at which the items can be obtained.
The determination unit 614 (determination unit 114, the same applies hereinafter) determines whether or not the item acquisition satisfying the achievement condition of the restriction setting is performed. That is, when the user pays the peer-to-peer fee to obtain the item, the determination unit 614 determines whether or not the item obtainment satisfies the achievement condition of the restriction setting set by the restriction setting unit 613. The information on the achievement condition is stored in the storage unit 670 (storage unit 170, the same applies below).
Then, the privilege processing unit 615 (privilege processing unit 115, the same applies hereinafter) performs privilege assignment processing for the user when the item acquisition satisfying the achievement condition of the restriction setting is performed. That is, when determining unit 614 determines that the item satisfying the achievement condition of the restriction setting is obtained, the privilege is given to the user. The privilege places the user in a position or preferential treatment for the client, for example, in a game or the like. When the privilege is granted to the user, information on the privilege to be granted is stored in the privilege information storage part 674 in association with, for example, a user ID (user information).
The game processing unit 611 generates a predetermined game event by the game processing. When a game event occurs, the store processing unit 612 performs processing to cause a store, which can obtain a property corresponding to the generated game event, to appear.
The process of making the store appear is, for example, a process of forming a state in which the user can recognize at least the props available in the store. For example, a process of displaying (presenting) information on items available in a store to a user. Specifically, it is a process of displaying a screen of the shop.
The prop corresponding to the game event is a prop that makes the user a more favorable setting. For example, in the event of a game being generated, it is a prop that makes the user a more favorable setting. In other words, the item corresponding to the game event is an item that makes it easier to pass through the game event if used in the generated game event. For example, it is an item that makes it easier to pass a game event in the case of being used in a generated game event than in the case of being used in other game events. Alternatively, the item corresponding to the game event is an item that is a composite object of items obtained in the game event.
For example, the game event generated by the game processing unit 611 is an event important to the user during the progress of the game, and is a special event. As such a game event, there is an event that causes a specific character called a monster (Boss) having a very high capability value to appear. When a game event occurs in which a specific character of such an old strange character occurs, the store processing section 612 causes a store that can obtain a prop effective for the specific character to occur. For example, the item that can be obtained in the store that appears is an item that makes the user a more favorable setting in the case where it is used in a game event in which the specific character appears. Or a prop for making it easier to pass through (win out) a game event when the game event occurs in the specific character. Alternatively, the user is set to obtain the prop held by a specific character by winning the specific character. In this case, the item to be a synthetic object of the item held can be obtained in the store where the item appears.
The limit setting unit 613 limits the number of times the prop is obtained (number limit or frequency limit) as a limit setting. For example, a process of limiting the number of items that can be obtained is performed. When the limited number of items that have reached the number limit are obtained, the determination unit 614 determines that the items that satisfy the achievement condition of the limit setting are obtained. When the determination is made, the privilege processing unit 615 performs privilege assignment processing for the user.
The limit setting unit 613 performs time limit for prop acquisition as a limit setting. For example, a process of limiting the available prop time is performed. When the item is acquired within the time limit of the time limit, the determination unit 614 determines that the item satisfying the achievement condition of the limit setting is acquired. When the determination is made, the privilege processing unit 615 performs privilege assignment processing for the user.
The limit setting unit 613 limits both the number and the time as the limit setting. In this case, for example, when the limited number of items that have reached the number limit are acquired within the limited time of the time limit, the determination unit 614 may determine that the items that have satisfied the achievement condition of the limit setting are acquired. However, the limit setting by the limit setting unit 613 may be only one of a number limit and a time limit. That is, only the number or only the time may be limited as the limit setting.
The limit setting unit 613 may set a limit other than the number limit or the time limit. For example, the following restrictions may be made: a limitation on the type of item that can be obtained (purchased), a limitation on the user who is the object of obtaining (purchase object), a limitation on the place of obtaining (purchase place), and the like.
The limit setting unit 613 sets a limit according to the game situation of the user, the item acquisition situation of the user, or the charging situation of the user. The game status of the user is, for example, a progress status of a game in which the user plays a game. Alternatively, the game situation may be a level of game play of the user, a game play time, a number of game plays, or the like. The progress status of the game is determined by, for example, the number of game stages of the user's customs clearance, the achievement status of the scenario, and the like. The item obtaining condition of the user is an item purchasing condition of the user. Or the obtaining condition of the prop realized by the drawing game of the virtual drawing machine. The prop purchase condition is, for example, a prop purchase condition realized by consumption of virtual money, such as a purchase amount (total purchase amount, average purchase amount) for prop purchase, and the like. The charging status of the user is a status of the amount of the equivalent charge paid by the user for the charge of the game item. The amount of the peer-to-peer charge may be the amount of real money or the amount of virtual money.
For example, the limit setting unit 613 performs a time limit or a number limit on the item acquisition. The limit setting unit 613 sets a limit amount for reducing the amount limit or a limit time for extending the time limit for the first user in the first game situation, the first item acquisition situation, or the first fee charging situation. Here, the first game situation of the first user is a situation in which the progress situation of the game is, for example, a situation in the initial stage. The first item acquisition status of the first user is, for example, a status that the purchase amount of the item is small, for example, a status that the item acquisition is small by the virtual drawer. The first charging condition of the first user is, for example, a condition that the amount of the peer-to-peer fee paid by the user for charging is small.
On the other hand, the limit setting unit 613 sets a limit amount to be increased or a limit time to be shortened for the second user in the second game situation, the second item acquirement situation, or the second fee charging situation. Here, the second game situation of the second user is a situation in which the progress state of the game is, for example, the final stage. The second prop obtaining condition of the second user is, for example, a condition that the purchase amount of the prop is large, for example, a condition that the prop obtained through the virtual drawer is large. The second charging condition of the second user is, for example, a condition that the user pays more amount of the peer-to-peer fee for charging.
Further, the determination unit 614 determines whether or not the achievement condition of the restriction setting is satisfied based on the item acquisition achieved by the user or the group to which the user belongs. For example, when the user does not join the group and plays a game, it is determined whether or not the achievement condition of the restriction setting is satisfied, for example, based on the item acquisition realized by the user. On the other hand, when a user joins a group and plays a game play (team play), it is determined whether or not an achievement condition of the restriction setting is satisfied, for example, based on the item acquisition achieved by the group to which the user belongs. Here, the group is, for example, a team in a battle game, or the like, and the user joins the team to play a game. However, the group is not limited to this team, and may be a group to which a plurality of users belong, for example, when a plurality of users play a game or the like together.
The privilege processor 615 performs the following processing as privilege assigning processing: processing for acquiring a new item in a store, probability change processing for lottery processing for an item in a store, processing for changing a parameter of an item already acquired by a user, processing for giving an additional item when an item satisfying an achievement condition is acquired, discount processing for an item after acquisition of an item satisfying an achievement condition, generation processing for a lottery event for privilege assignment, and the like are enabled.
The process of making it possible to obtain a new item in the store is a process of making an item that is not presented to the user in the store appear in a form that the user can obtain by purchasing or drawing a game, or the like. The process of changing the parameter of the item that the user has acquired is a process of changing the parameter value of the item that the user has acquired. For example, a process of changing the values of parameters for setting various effects of the prop is more advantageous for the user. The processing of giving the additional item when the item satisfying the achievement condition is obtained is, for example, processing of giving the item as a gift to the customer in addition to the obtaining of the item when the item satisfying the achievement condition is obtained. The discount process of the property after the property acquisition satisfying the achievement condition is a process (discount process) of reducing the amount of the peer charge (the amount of the virtual money, etc.) necessary for acquiring the property presented to the user by the store after the achievement condition is satisfied. The process of generating a drawing event for privilege assignment is a process of assigning a privilege to a user in the case where a drawing event is generated and a drawing privilege is drawn by the drawing process of the drawing event.
The privilege processing unit 615 differs the privilege to be paid to the user according to the game situation of the user, the item acquisition situation of the user, or the charging situation of the user. For example, the game status of the user, the item acquisition status of the user, or the charge status of the user is determined, and items to be paid to the user are determined based on the above-mentioned statuses. And, the determined item is paid to the user.
Further, the display processing unit 620 (the display processing unit 120, the same applies to below) performs the following processing: information on the privilege paid in the case where the achievement condition of the restriction setting is achieved is displayed to the user before the achievement condition is satisfied. For example, an instruction is given to display information on privileges on a display unit of the terminal apparatus. For example, what privilege is to be granted is displayed to the user before the achievement condition is satisfied, and the user is notified of the content of the privilege in advance.
Further, the display processing section 620 performs the following processing: in a screen for notifying completion of acquisition of a prop that satisfies an achievement condition set by a restriction, an indication representation for a user to indicate acquisition of a privilege is displayed. For example, an instruction is given to display an instruction display object on a display unit of the terminal device. And, when the user selects the indication representation within the screen notifying completion of prop acquisition, jumping to a screen for acquisition of privilege or the like so that the user can easily acquire privilege.
Further, the display processing unit 620 performs recommendation display of acquisition of a privilege after acquisition of an item satisfying the achievement condition set by the restriction. For example, an instruction to display a recommendation for privilege acquisition is given to a display unit of the terminal device. The privilege acquisition recommendation display is a display process of recommending privilege acquisition to a user.
Further, the management unit 616 (management unit 116, the same applies hereinafter) manages the purchase information of the virtual money purchased by the user in association with the user information. In this case, the store is a store that can obtain the item by the user consuming the purchased virtual money.
For example, a case where the peer-to-peer fee for obtaining the prop is virtual money is taken as an example, and the management unit 616 performs processing for the user to purchase the virtual money. For example, the processing for receiving a purchase request of virtual money from a user or information on the purchase amount of virtual money is performed. The management unit 616 associates and manages the purchase information of the virtual money purchased by the user with the user information. For example, the purchase information is stored in the user information storage 678 in association with the user information. For example, the management unit 616 (game system) performs processing related to purchase of virtual money in cooperation with an external electronic settlement server operated by an electronic settlement transaction party or the like. The virtual money is also called in-game money, which is virtual money that can be used in a game. The electronic settlement server is a process for settling the purchase amount of the virtual money by a credit card, a prepaid card, or the like of the user in response to the inquiry from the management unit 616. For example, the user is caused to purchase virtual money by electronic settlement or the like. When the virtual money is purchased, the user is paid with virtual money (in-game points) corresponding to the amount of money to be credited. Specifically, management unit 616 associates the virtual money purchased by the user with the user ID of the user, and stores the virtual money in user information storage unit 678.
In this case, the store processing unit 612 makes the user obtain the item by: the user is caused to purchase the prop by consumption of the virtual money, or a drawing process of the prop is performed by consumption of the virtual money. For example, the user purchases the prop by paying for the virtual currency or makes a drawing of the virtual drawer by paying for the virtual currency, thereby obtaining the prop.
Note that, although the above description has been given of the case where the server system 500 of fig. 2 performs the game process, the setting process, the restriction setting process, the determination process, the privilege process, the management process, the display process, and the like of the present embodiment, the present embodiment is not limited to this. For example, the terminal TM in fig. 3 may perform all or a part of the game processing, the store processing, the restriction setting processing, the determination processing, the privilege processing, the management processing, the display processing, and the like of the above-described embodiment. In this case, the terminal TM (or a system in which the terminal and the server system cooperate) functions as the game system of the present embodiment.
2. Method of the present embodiment
The method of the present embodiment will be described in detail below. In addition, the following description will be given mainly by taking as an example a case where the method of the present embodiment is applied to a battle game using characters, but the method of the present embodiment can be applied to various games (RPG, action game, racing game, competition game, simulation game, card game, sports game, puzzle game, social game, music game, and the like), and can also be applied to other games.
In the following description, a case where the counter charge paid by the user to obtain the prop is virtual money will be mainly described as an example. In this case, the user obtains the prop by paying the virtual money in the store and purchasing the prop. Alternatively, the property may be obtained by paying out virtual money, or performing a drawing game of a virtual drawer such as a rotary table. However, the payment of the peer-to-peer fee is not limited to the payment of such virtual money.
2.1 description of the Game
First, a game realized by the game system of the present embodiment will be described. Fig. 4 is an example of a home screen (home screen, my home screen) of a game realized by the game system of the present embodiment. Fig. 4 shows various status information such as an image, a rating, a name, and a held point of the virtual money of the character CH (user character). Further, the user selects (touches the screen, the same applies hereinafter) an icon (label) of A1, and jumps to a purchase screen of points as virtual money. And, by selecting icons A2 and A3, jump to the shop screen of the item or the turntable. The screen of the battle game is entered by selecting the icon of A4. Various notifications are displayed in A5. For example, in the case where a shop appears due to the generation of a game event that competes with a stranger character described later, the user can be notified of the appearance of the shop through the notification display of A5. Further, information for notifying the user of the privilege to be granted to the user may be displayed by the notification display of A5. In addition, A6 displays various advertisements. Information about the presence or privileges of the store may also be displayed in the advertisement.
When the user selects the icon of the game play in A4 of fig. 4, the game play can be performed on the game screen shown in fig. 5. In the game of fig. 5, the user's character CH, characters CS1 and CS2 subordinate thereto, and enemy characters CE1, CE2, and CE3 are engaged with each other. The user selects a desired character from CH, CS1, and CS2 by touching with a finger, performs a slide operation or the like to determine an attack target, and attacks the enemy character CE1, CE2, or CE 3. Further, the user can also perform a match by automatic battle by selecting the icon of B1. When the fight by the automatic battle is temporarily stopped, the icon shown in B2 is selected. Each character of CH, CS1, and CS2 has a skill, and when it is desired to initiate the skill, the icon shown in B3 is selected.
The user selects the icon of A1 in the case of purchasing virtual money. Then, a purchase screen of the virtual money is displayed, and the user can purchase the virtual money by paying a desired counter charge through electronic settlement or the like.
The user who purchases the virtual money can purchase the item in the item store by consuming points of the purchased virtual money (by paying for the virtual money). In addition, by consuming the number of purchased virtual money, a virtual drawer, that is, a dial can be drawn, and a rare item can be obtained by drawing.
For example, the user selects the A2 icon of fig. 4 in the case where the user purchases an item of the game in the store. Then, a shop screen of the item shown in fig. 6 (a) is displayed.
On the shop screen in fig. 6 a, as indicated by C1, properties ITA, ITB, and ITC that can be purchased (broadly, available) in the shop are presented in a row. The user selects a desired item from the ITA, ITB, and ITC, and can purchase the item by selecting the purchase icon shown in C2. By this purchase, the number of points of the virtual money corresponding to the purchased icon is consumed. For example, in fig. 6 (a), 100 points of virtual money are consumed due to the purchase of props ITA, ITB, ITC.
In this way, in the present embodiment, a purchase process is performed for the user to purchase the virtual money. For example, in fig. 4, when the user touches the icon of A1 to purchase virtual money, the purchase request is accepted, and the user can purchase virtual money that is virtual money that can be used in the game by electronic settlement or the like. The rate of the virtual money is variously set, and for example, one point of the virtual money may be 1 yen or 10 yen. Either below 1 yen or above 10 yen. Purchase information of the virtual money purchased by the user is stored in the user information storage 678 of fig. 2 in association with the user information. The purchase information includes information such as the purchase amount and purchase date of the virtual money. Then, as shown in fig. 6 (a), a store is prepared in which the user can obtain the item by consuming the purchased virtual money. The shop is a virtual shop (a shop different from a real-world shop) prepared in a game space (cyberspace). For example, when the user selects a desired prop through C1 of fig. 6 (a) and selects an icon for purchase of C2, the user can purchase (broadly obtain) the prop by consuming the reserved virtual money of the user.
Fig. 6 (B) shows an example of a shop screen of the carousel. For example, when the icon of A3 is selected in the home screen of fig. 4, the shop screen of the jog dial shown in (B) of fig. 6 is displayed.
On the shop screen in fig. 6 (B), carousels GAA, GAB, GAC capable of drawing a lottery game in the shop are presented in a row as shown by C3. The user can draw a lottery game of the roulette by selecting a desired roulette from GAA, GAB, and GAC. When such a lottery game is performed, the number of virtual money corresponding to the roulette on which the lottery game is performed is consumed. For example, in fig. 6 (B), the virtual money of 100, 200, and 300 points is consumed by the drawing game of the reels GAA, GAB, and GAC.
2.2 privilege assignment by restriction setting
In the previous game system, no restriction setting is made regarding the acquisition of items in the store. For example, in the shop screen in fig. 6 (a), the user can purchase any number of items by consuming virtual money. That is, no limit is made on the number of purchases of the props. In the shop screen in fig. 6 (B), the user can play a lottery game of the roulette for any number of times by consuming the virtual money. That is, the number of times of drawing games for the roulette is not limited.
In contrast, in the present embodiment, the restriction setting is performed for the item acquisition in the store by the user. Specifically, a limit on the number (number limit or number limit) or a time limit (timing limit) for obtaining the prop is set as a limit.
For example, fig. 7 (a) and 7 (B) are examples of shop screens for explaining the setting of restrictions on the acquisition of items. The process of setting the restriction according to the present embodiment is performed in fig. 7 (a) and 7 (B).
For example, in the shop screen of the item in fig. 7 (a), as shown in D1, the remaining numbers of items ITA, ITB, and ITC in the shop are 5, and 10, respectively. This remaining amount corresponds to the stock amount of the items ITA, ITB, ITC in the store. That is, the user cannot purchase the items ITA, ITB, and ITC without limitation in the store, and cannot purchase the items when the remaining number becomes 0.
The remaining time for purchase of the items ITA, ITB, and ITC in the store (e.g., the remaining time from the store appearance timing) is 7 days, 3 days, and 3 days, respectively. The remaining time represents the time at which the props ITA, ITB, ITC can be purchased. That is, if the remaining time set in each item of ITA, ITB, ITC is exceeded, the user cannot purchase the item.
In the shop screen of the carousel in fig. 7 (B), as shown in D2, the remaining number of lottery games for the carousels GAA, GAB, GAC in the shop is 5, 10, 15, respectively. That is, the user cannot play the lottery game of the reels GAA, GAB, and GAC without limitation in the store, and cannot play the lottery game when the remaining number of times becomes 0.
The remaining time of the lottery game of the turntables GAA, GAB, GAC in the store is 10 days, 7 days, and 5 days, respectively. The remaining time indicates the time during which the lottery game of the reels GAA, GAB, and GAC can be performed. That is, if the remaining time set in each of the GAA, GAB, and GAC discs is exceeded, the user cannot play the lottery game of the disc.
As described above, in the present embodiment, the restriction setting is performed for the property acquisition by the purchase of the property or the lottery game of the roulette. For example, a limit on the number of items acquired or a time limit is made.
In fig. 7 (a) and 7 (B), both the number limit and the time limit are set as the limit setting for the prop acquisition, but the limit setting of the present embodiment is not limited to this. For example, the time limit for prop acquisition may not be made, but only the number limit may be made. Alternatively, only time limitation may be performed without the limitation of the number of prop acquisitions. The number of the number limitation may be 1 or 2 or more. Further, the restriction setting may be performed to restrict the types of the props that can be obtained, restrict the users who are the objects to be obtained, or the like.
In the present embodiment, it is determined whether or not the prop acquisition satisfying the achievement condition of the limit setting of the number limit or the time limit is performed. When the limited number of prop acquisitions are performed to achieve the number limit, or when the prop acquisitions are performed within the time limit of the time limit, it is determined that the prop acquisitions satisfying the achievement condition of the limit setting are performed.
For example, fig. 8 (a) and 8 (B) are examples of shop screens for explaining the method of the present embodiment. For example, the user purchases 5 props ITB through E1 of fig. 8 (a). For example, as shown in D3 in fig. 7 (a), the remaining number of props ITB is set to 5, and the remaining time is set to 3 days. In this way, 5 items corresponding to the remaining number are purchased within 3 days of the remaining time set for the item ITB by E1 in fig. 8 (a). That is, within 3 days of the limit time as a time limit, 5 props are purchased as a limited number of the number limit. Accordingly, it is determined that the purchase of the item ITB by the user shown in E1 of fig. 8 a is the purchase of an item (item acquisition in a broad sense) satisfying the achievement condition of the limit setting (within 3 days, the remaining number is 5).
In the present embodiment, when the purchase of the item (item acquisition) satisfying the achievement condition of the restriction setting is performed, the user is given a privilege. Specifically, as shown in E2 of (a) of fig. 8, a special item ITSP appears in the store as an item that the user can purchase. That is, as the privilege assignment process, a process is performed that makes it possible to obtain a new road instrument in the store.
This particular prop ITSP is for example a rare prop. For example, the special item ITSP is an item that sets the user to a favorable situation in a match with an old strange character, which will be described later. For example, the prop ITSP exerts an effect of exerting a large injury to an old monster character or greatly reducing an injury by an attack of an old monster character.
In addition, the user plays the lottery game of the carousel GAA 5 times through E3 of fig. 8 (B). For example, as shown in D4 of fig. 7 (B), the remaining number of lottery games of the reel GAA is set to 5 times, and the remaining time is set to 10 days. In this way, by E3 in fig. 8 (B), within 10 days of the remaining time set for the roulette GAA, 5 drawing games corresponding to the remaining number of times are performed. That is, within 10 days of the limited time as the time limit, 5 lottery games as the limited number of the number limit are performed. Accordingly, the drawing game of the carousel GAA by the user shown in E3 of fig. 8 (B) is judged to be a drawing game of the property (property acquisition in a broad sense) that satisfies the achievement condition of the limit setting (within 10 days, the remaining number of times is 5).
In the present embodiment, when the aforementioned lottery game (item acquisition) satisfying the achievement condition of the restriction setting is performed, privileges are given to the user. Specifically, as shown in E4 in fig. 8 (B), the probability of drawing the rare item of the rotating disc GAC increases. That is, as the privilege assignment process, a probability change process of a tool drawing process in the store is performed. Also, as shown in E5, a special carousel GASP appears in the store as a carousel on which the user can play a lottery game. By means of this special rotating disc GASP, the user can obtain new rare items in the shop. That is, as the privilege assignment process, a process is performed that makes it possible to obtain a new road instrument in the store.
Fig. 9 (a) and 9 (B) are explanatory diagrams of setting of the probability of drawing a rare item in the dial. As shown in fig. 9 (a), the probability of drawing a rare item in the dial GAC is, for example, 2% before the achievement condition of the limit setting is satisfied, and greatly increases from 2% to 10% after the achievement condition of the limit setting is satisfied. That is, in E3 of fig. 8 (B), the achievement condition of the limit setting (within 10 days, the remaining number of times is 5 times) is established for the drawing game of the reel GAA. Accordingly, as shown in E4 of fig. 8 (B) or a (a) of fig. 9, the privilege of giving the user a winning probability of a rare item through the existing dial GAC is significantly increased.
As shown in fig. 9 (B), the special reel GASP newly appearing in E5 in fig. 8 (B) has a very high probability of drawing out the rare item, compared with other ordinary reels GAA, GAB, GAC. Therefore, the user can obtain the rare props with high probability by selecting the special turntable GASP which appears newly in the shop to carry out the drawing game. I.e. paid the privilege that makes the user advantageous in prop acquisition. Further, by performing the drawing game of the special carousel GASP, the user can also obtain special rare items that cannot be obtained by other general carousels GAA, GAB, GAC. For example, a rare item with a very high degree of rareness can be obtained, and processing for obtaining a new item in a store can be performed as privilege assignment processing.
Fig. 10 shows an example of purchase information of virtual money. The purchase information is associated with, for example, a user ID (IDY in fig. 10). In this way, since the purchase information is associated with the user ID, the management section 616 of fig. 2 can manage the purchase information of the virtual money purchased by the user in association with the user information.
As shown in fig. 10, the purchase information may include information of the purchase amount (purchase amount) of the virtual money. The information on the purchase amount is recorded in association with, for example, the purchase date of the virtual money. Also, the purchase information may include information of the amount of consumption (consumption amount) of the virtual money. The information of the consumption amount is recorded in association with the consumption (payment) date of the virtual money. The date of consumption of the virtual money is, for example, the date of purchase of a prop in a store or the date of drawing an game by a virtual drawer (carousel). Also, the purchase information may include information on the balance of the virtual money, the purchase accumulated amount, and the number of purchases. The balance of the virtual currency may be calculated based on the purchase amount, the consumption amount, and the like of the virtual currency. The purchase accumulated amount can be calculated by accumulation processing of the purchase amount of the virtual money or the like. The number of purchases is counted up, for example, each time virtual money is purchased. The frequency of purchase of the virtual money can be determined by the number of purchases. For example, the purchase frequency may be the number of purchases itself or may be determined based on the number of purchases and the purchase amount. For example, the purchase frequency may be set as follows: the frequency is evaluated to be higher as the purchase amount at each purchase is higher, for the same number of purchases. The purchase information is not limited to the example of fig. 10, and various modifications can be made.
According to the method of the present embodiment described above, a game system can be realized as follows: the user's desire to purchase is increased by setting the restriction on the acquisition of the prop, and the user continues to apply further desire to purchase.
That is, in the present embodiment, the limit setting is performed with respect to the number limit or the time limit of the item acquisition as shown in fig. 7 (a) and 7 (B). For example, in the item store of fig. 7 (a), the limit setting of the remaining number or remaining time is performed for items that can be purchased. In the store of the carousel in fig. 7 (B), the limit setting of the remaining number of times or the remaining time of the lottery game is performed for the carousel capable of the lottery game. By setting such a limit, the user's desire to purchase can be expanded, and the desire to purchase can be increased. That is, since the remaining number or the remaining number of times is small, the user actively makes a purchase of a property or a lottery game. Further, if the remaining time is exceeded, the property purchase or the lottery game of the roulette is no longer possible, and therefore, the user is anxious to consume the virtual money and perform the property purchase or the lottery game of the roulette. Thus, the user actively consumes the purchased virtual money, motivated by the acquisition of the props in the stores. For example, a virtual currency is consumed to purchase items at a store or to play a lottery game of the carousel of the store. Thus, the user consumes the reserved virtual currency. The balance of the virtual money described in fig. 10 is set to 0 or close to 0. Therefore, the user who is anxious to purchase the item having a smaller remaining number or remaining number and a shorter remaining time or the lottery game using the roulette immediately purchases the next virtual money. That is, it is possible to prevent a situation in which the virtual money purchased by the user is stored and kept inside. Accordingly, the charging of the user by the purchase of the virtual money is promoted, and the effective charging process can be realized.
In the present embodiment, as described above, restriction setting is performed on prop acquisition to increase the desire to purchase the user, and when prop acquisition satisfying the achievement condition of the restriction setting is performed, privilege is given to the user. Thus, the user can be continuously given a further desire to purchase.
For example, in the present embodiment, when a purchase of an item is made to which the limit setting of the remaining number or the remaining time shown in E1 of (a) of fig. 8 is reached, a new special item ITSP appears in the store as shown in E2 of (a) of fig. 8. By giving the user such privileges to make a particular prop ITSP appear, the user can continue to be offered further purchasing motivation. That is, the user purchases an item that has been set to limit the remaining number or remaining time in order to present a particular item ITSP. That is, the user is motivated to pay such privileges to purchase props and consume more virtual money. When a particular item ITSP desired by the user appears, the user also purchases the particular item ITSP and further consumes the virtual money. The consumption point of the virtual money becomes higher for this particular prop ITSP than for other props. Accordingly, the purchase of the special item ITSP consumes a large amount of virtual money, and thus, the effective consumption process for the user can be realized.
Similarly, in the present embodiment, when a drawing game of the reel is performed in which the remaining number of times or the remaining time shown in E3 of (B) of fig. 8 is limited, the drawing probability of the conventional reel GAC is increased as shown in E4 of (B) of fig. 8, and the special reel GASP appears as shown in E5. By giving the user the privilege of offering such an existing carousel GAC an increased probability of drawing a hit, and making a particular carousel GASP appear, the user can continue to be offered further desire to purchase. That is, the user plays a lottery game of the carousel in which the remaining number of times or the remaining time is limited and set, with the purpose of improving the probability of winning the game of the conventional carousel GAC and causing the special carousel GASP to appear. That is, the user plays the lottery game of the roulette a plurality of times and consumes more virtual money, with the result that the user is motivated to pay such privileges. In addition, when the probability of winning the middle of the conventional carousel GAC is increased or the carousel GASP is particularly present, the user also plays the lottery game of the above-described carousels GAC and GASP and further consumes the virtual money. For example, the special carousel GASP is expected to consume a higher number of virtual money points or a larger amount of virtual money than other carousels. Thus, an effective consumption process for the user can be realized.
2.3 Generation of Game events
In the present embodiment, a specific game event is generated by the game processing, and in the case where the game event is generated, a store that can obtain an item corresponding to the generated game event is made to appear.
For example, in fig. 11, as such a game event, an event that causes the CHBS of an old strange character to appear is generated. For example, in a network game or the like, a game event that causes such an old strange character CHBS to appear as a daily event is generated. And the user can obtain the valuable prop held by the old strange character CHBS by knocking down the old strange character CHBS. As an example, a user (or a team to which the user belongs) who participates in an old strange character CHBS appearing first among users of the network game representatively acquires a prop held by the old strange character CHBS. Therefore, the online game users are interested in fighting games of fighting the strange character CHBS, and hope to fight the strange character.
At this time, in the present embodiment, as shown in F1 of fig. 11, a strange shop is made to appear. Specifically, as shown in F1, the user is notified that the store for the old monster is open, and when the user who sees the notification selects the icon (label) shown in F2, the user can jump to the store screen of the store for the old monster.
The old monster store is a store that can obtain props that make the user advantageous in the fight against the old monster character CHBS. That is, the shop is prepared as an alternative to the strange shop. For example, in the case where the strange character CHBS is an attribute of a fire (first attribute in a broad sense), a prop of an attribute of water that is highly resistant to the attribute of the fire (second attribute that is dominant to the first attribute in a broad sense) is prepared as an alternative on a strange store, and the user can purchase (can obtain). In addition, when the strange character CHBS is a character having a very strong offensive power, a prop (a protector or the like) capable of significantly improving the defensive power of the characters CH, CS1, and CS2 of the user can be purchased in a strange store. In addition, if the strange character CHBS is a character with a very strong conservation force, a prop (weapon or the like) that can significantly increase the attack force of the characters CH, CS1, CS2 of the user can be purchased in a strange store. Also, in the case where the old monster character CHBS performs a virus attack, a magic attack, or the like, a prop performing a virus treatment or a prop attenuating a magic attack can be purchased in the old monster shop. Further, the purchase of the prop in the store may be a direct purchase of purchasing the prop in the store of the prop by virtual money, or an indirect purchase of obtaining the prop by performing a drawing game of a virtual drawer (carousel) for consuming the virtual money.
When such an old monster store appears, the user consumes virtual money in the old monster store in large quantities in order to knock down the old monster character CHBS, spuriously purchasing props. That is, the user can be given an effective incentive to consume the virtual money, and the consumption of the virtual money can be effectively promoted. Thus, an efficient consumption process can be achieved.
In this case, in the present embodiment, as shown in fig. 7 (a) and 7 (B), an old strange store in which restriction setting is performed for prop acquisition is made to appear. And when the achievement condition of the restriction setting is satisfied, the user is given a privilege. The prop that the user can obtain through this privilege is, for example, a prop that can make the user more favorable (superior) in the fight with the old monster character CHBS. That is, as the special prop ITSP appearing in E2 of fig. 8 (a), for example, a prop capable of falling down the old strange character CHBS for a short time is made to appear. Alternatively, as the special dial GASP appearing in E5 of fig. 8 (B), a dial capable of acquiring a prop (rare prop) that knocks down the old strange character CHBS at one stroke appears.
Thus, if a privilege is granted to make a particular item ITSP or a particular carousel GASP appear, the user is motivated to grant such privilege, consume more virtual money, make a purchase of the item, and the like. That is, the acquisition of the prop that has achieved the restriction setting is actively performed. Accordingly, the virtual money of the user is consumed more, and the consumption process effective for the user can be realized.
In addition, in the present embodiment, in the case where the game event shown in fig. 11 is generated, a shop that can obtain items corresponding to the generated game event is made to appear. For example, a strange store appears as such a store in fig. 11.
As the item corresponding to the game event, which can be obtained in the store in this case, various items can be set. For example, the prop corresponding to the game event is a prop that makes the user a more favorable setting in the case of use in the generated game event. The prop that makes the user a more favorable setting is, for example, a prop that makes it easier for the user to pass a game. In the example of fig. 11, the props of the users are set more advantageously in the fight with the old monster character CHBS. For example, it is more advantageous to set the prop of the user to a prop having an attribute that is superior to the attribute of the old monster character CHBS. In addition, the prop of the user is set more favorably, for example, the prop which improves the defensive force of the characters CH, CS1 and CS2 of the user under the condition that the attacking force of the strange character CHBS is high; under the condition that the CHBS has high conservation, the CHBS is a prop for improving the attacking power of the roles CH, CS1 and CS2 of the user.
In addition, the item corresponding to the game event may be an item that is a synthetic object of the item obtained in the game event. For example, when the old monster character CHBS is knocked down in the fight of fig. 11, the user can obtain the held prop of the old monster character CHBS. And, the prop which is a synthetic object of the held prop of the old monster character CHBS obtained as above is sold in the old monster shop. When a user purchases the prop to synthesize the prop of the strange character CHBS, the stronger prop can be obtained. That is, a special item that makes the game play of the user more advantageous can be obtained.
As the item corresponding to the game event, if the above item can be purchased, the user advantageously advances the game, and a more valuable item is obtained by the item synthesis, and thus, the item purchase in the store is actively performed. Accordingly, the consumption of the virtual money by the user can be promoted, and the effective consumption processing can be realized.
Fig. 12 and 13 are flowcharts showing processing examples according to the present embodiment. In fig. 12, a game process is performed (step S1), and it is determined whether or not a predetermined game event has occurred (step S2). For example, it is determined whether or not a game event such as a match with an old strange character CHBS shown in fig. 11 has occurred. When a game event occurs, a process is performed to make a store for the generated game event appear (step S3). In the example of fig. 11, a process of making a store for an old monster appear is performed. The store appearing in this case is a store in which restriction setting is performed for item acquisition, as shown in fig. 7 (a) and 7 (B).
Next, it is determined whether or not the user (or group) has performed item acquisition (item purchase, drawing game) that satisfies the achievement condition of the restriction setting (step S4). That is, it is determined whether or not a property purchase shown in E1 of fig. 8 (a) or a lottery game shown in E3 of fig. 8 (B) has been performed. When such acquisition of the channel is performed, the privilege assignment process for the user (or group) is performed (step S5). For example, the following privilege assignment processing is performed: the special prop ITSP is made to appear as shown in E2 of (a) of fig. 8, or the probability of the hit of the existing carousel GAC is increased as shown in E4 of (B) of fig. 8, or the special carousel GASP is made to appear as shown in E5.
Fig. 13 is a flowchart for explaining the processing of the present embodiment in more detail. First, it is determined whether or not a property purchase or a lottery game is performed within a limited time (step S11). Taking the item ITB shown in D3 of fig. 7 a as an example, it is determined whether or not the item is purchased within 3 days of the remaining time (e.g., within 3 days after the store appears). Taking the carousel GAA shown in D4 of fig. 7 (B) as an example, it is determined whether or not a lottery game of the carousel is performed within 10 days of the remaining time (for example, within 10 days after the occurrence of a shop).
When a property purchase or a lottery play is performed within the limited time, it is determined whether the property purchase amount or the lottery play number reaches the limited amount (step S12). When the limit number is reached, it is determined that the achievement condition of the limit setting is satisfied (step S13). For example, in E1 in fig. 8 a, since 5 (see also D3) props are purchased as the limited number within 3 days of the remaining time (see D3 in fig. 7 a), it is determined that the achievement condition of the limit setting is satisfied. In E3 in fig. 8B, since the drawing game is performed 5 times (see also D4) as the limited number of times within 10 days of the remaining time (see D4 in fig. 7B), it is judged that the achievement condition of the limit setting is satisfied. Accordingly, the privilege is given to the user as shown by E2 in fig. 8 (a) and E4 and E5 in fig. 8 (B).
In the present embodiment, as shown in step S4 of fig. 12, it is determined whether or not the achievement condition of the restriction setting is satisfied based on the item acquisition realized by the group to which the user belongs. For example, in the battle with the old monster character CHBS of fig. 11, the user sometimes forms a team (group in a broad sense) with other users, and battles with the old monster character CHBS. In this case, it is preferable to determine whether or not the achievement condition of the restriction setting is satisfied based on the acquisition of the prop achieved by the team to which the user belongs. For example, if a plurality of users belonging to a team make a purchase of a property in common, it is possible to easily achieve a purchase of a property that satisfies the achievement condition set by the restriction. In the case of purchasing a prop or the like that satisfies the achievement condition set in the restriction, it is preferable that the privilege by the above-described action is assigned to the team (group) as shown in step S5 of fig. 12. Such as assigning privileges among members of a team. Therefore, the fun of team fighting together can be further improved.
2.4 restriction settings corresponding to Game situations, prop Purchase situations, etc
In the present embodiment, restriction setting is performed in accordance with the game situation, the item acquisition situation (item purchase situation), or the charge situation of the user.
Fig. 14 is an explanatory diagram of a method of setting a restriction according to a game situation. In fig. 14, the horizontal axis represents the game situation, and the vertical axis represents the limit number or the limit time. In the game situation on the horizontal axis in fig. 14, the game progress as the game situation is the first stage as the game situation is closer to the left direction, and the game progress as the game situation is the final stage as the game situation is closer to the right direction. In the case where the game is carried out in the primary stage, since the user's game time and the number of games are small, it is assumed that the user's game level is the primary level. In the case where the game is advanced to the final stage, since the user has a large number of game times and game times, the game level of the user is assumed to be a high level.
In fig. 14, the limit number is set to a small number and the limit time is set to a long time as the game situation is the first stage (first level). The number of restrictions is set to a small number, the restriction time is set to a direction in which the long time is set as a relaxation restriction, and the restriction setting is achieved under a condition that the achievement is easier. Therefore, when the game situation is assumed to be the primary stage and the game level of the user is assumed to be the primary level, it is preferable to set the limit number to a small number and the limit time to a long time. Taking fig. 7 (a) and 7 (B) as an example, the remaining number or the remaining number of times is set to a small number, and the remaining time is set to a long time.
In fig. 14, the limit number is set to be a large number and the limit time is set to be a short time as the game situation is the final stage (high-level). The restriction number is set to be a large number, the restriction time is set to be a short time, and the restriction setting is set in a direction in which strict restriction setting is performed. Therefore, when the game situation is assumed to be the final stage and the game level of the user is assumed to be the high level, it is preferable to set the limit number to a large number and the limit time to a short time. In fig. 7 (a) and 7 (B), for example, the remaining number or the remaining number of times is set to a large number, and the remaining time is set to a short time.
For example, in fig. 14, the game status of the first user US1 is set to the first game status GS1. The first game situation GS1 corresponds to a game situation on the initial stage side of the game progress in fig. 14. The game status of the second user US2 is set to the second game status GS2. In fig. 14, the second game situation GS2 corresponds to the game situation on the final stage side of the game progress.
In this case, in fig. 14, the limit number of the reduction number limit or the limit time of the extension time limit is set for the first user in the first game situation GS1. That is, the limit number is set to a small number LN1, and the limit time is set to LT1 for a long time.
On the other hand, the second user US2 in the second game situation GS2 is set to increase the number of restrictions or to shorten the restriction time. That is, the limit number is set to a large number of LNs 2, and the limit time is set to LT2 for a short time. For example, the limit number LN2 of the second users US2 (advanced level) is set to a number greater than the limit number LN1 of the first users US1 (primary level). And, the limit time LT2 of the second user US2 (advanced level) is set to a time shorter than the limit time LT1 of the first user US1 (primary level).
As shown in fig. 14, when the number of restrictions and the time of the item acquisition are set according to the game situation, the number of restrictions and the time of the restrictions can be set appropriately according to the game situation or the game level of the user. For example, in the game situation of the first stage, since the number of restrictions is reduced and the restriction time is lengthened, the user can easily achieve the restriction setting for the item acquisition, and can easily obtain the privilege paid by the achievement of the restriction setting.
On the other hand, in the game situation at the final stage, since the number of restrictions increases and the restriction time becomes short, it becomes difficult for the user to achieve the restriction setting for the property acquisition and also difficult to obtain the privilege given by the achievement of the restriction setting. Further, in the case where the user has successfully acquired the privilege by satisfying such strict achievement condition, for example, the user is given a more valuable item as the privilege. For example, in the battle with the strange character CHBS of fig. 11, a prop that is set to be very advantageous to the user is given. As described above, the game system can be appropriately adjusted. That is, by using the method of fig. 14, it is possible to perform appropriate restriction setting according to the game situation and the like.
Fig. 15 is an explanatory diagram of a method of setting the limit corresponding to the item purchase condition (item acquisition condition in a broad sense, the same applies hereinafter). In fig. 15, the horizontal axis represents the item purchase condition, and the vertical axis represents the limit amount or the limit time. The item purchase condition is, for example, a purchase amount of the item (a consumption amount of virtual money due to purchase of the item). For example, in the item purchase situation on the horizontal axis in fig. 15, the purchase amount of the item decreases toward the left direction, and the purchase amount of the item increases toward the right direction. In fig. 15, the horizontal axis represents the item purchase status, and the horizontal axis represents the charge status of the user. The charging status of the user is, for example, an amount of money that the user pays as a peer-to-peer fee for charging.
In fig. 15, the smaller the prop purchase amount (amount paid as the peer-to-peer charge) of the user, the smaller the limit amount and the longer the limit time. The number of restrictions is set to a small number, and the restriction time is set to a direction in which the long time is set as the relaxation restriction. For example, for a user who has a small purchase amount of the prop, it is preferable to set the limit number to a small number and the limit time to a long time. In the example shown in fig. 7 (a) and 7 (B), the remaining number or the remaining number of times is set to a small number, and the remaining time is set to a long time. In this case, the user can easily purchase the prop that satisfies the achievement condition of the restriction setting, and thus, the user can be given an effective incentive to purchase the prop with a small purchase amount of the prop. Accordingly, the user who has a small purchase amount of the prop can be promoted to purchase the prop by consuming the virtual money.
In fig. 15, the limit number is set to be large and the limit time is set to be short as the item purchase amount of the user increases. The limit number is set to be a large number, and the limit time is set to be a direction in which a short time is set to be a strict limit. For example, for a user who purchases a prop in a large amount, it is preferable to set the limit number to a large number and the limit time to a short time. In the example shown in fig. 7 (a) and 7 (B), the remaining number or the remaining number is set to a large number, and the remaining time is set to a short time. For example, a user who has a large amount of property purchase (a user who has a large amount of payment for a charged equivalent fee) is interested in obtaining a game or a property, and even if a strict setting is set for a restriction, it is expected that the user will purchase a property that satisfies an achievement condition of the restriction setting. Therefore, even if a user who purchases a large amount of money for such a property purchases the property, the user can further consume the virtual money. Then, if the item satisfying the achievement condition of the restriction setting is purchased, the user is given the privilege shown by E2 in fig. 8 (a) or E4 and E5 in fig. 8 (B). Also, the user can get over the old strange character CHBS of fig. 11 in a very short time or can obtain a prop of one hit by being given such a privilege. Accordingly, it is possible to realize effective charging processing for such a user who can continue to apply the desire to purchase the item.
For example, in fig. 15, the item purchase condition of the first user US1 is made the first item purchase condition BS1. The first track has a purchase status BS1, which is a purchase status with a small purchase amount in fig. 15. And, the prop purchase condition of the second user US2 is made to be the second prop purchase condition BS2. The second prop purchase status BS2 is a purchase status with a large purchase amount in fig. 15.
In this case, in the present embodiment, the limit number of the reduction limit or the limit time of the extension time limit is set for the first user US1 having the first item purchase situation BS1. That is, the limit number is set to a small number of LM1, and the limit time is set to LP1 for a long time.
On the other hand, for the second user US2 of the second item purchase condition BS2, the setting is performed to increase the limit number or shorten the limit time. That is, the limit number is set to a large number of LM2, and the limit time is set to a short LP2. For example, the limit number LM2 of the second user US2 is set to a number greater than the limit number LM1 of the first user US 1. Also, the limit time LP2 of the second user US2 is set to a time shorter than the limit time LP1 of the first user US 1.
As shown in fig. 15, if the limit amount and the limit time for the item acquisition are set according to the item purchase condition (or the charge condition), the limit amount and the limit time can be set appropriately according to the item purchase condition (the charge condition) of the user. For example, for a user with a small item purchase amount (payment amount for charging), the limit amount is reduced and the limit time is increased, so that the user can easily achieve the limit setting for item acquisition, and the item paid for by the achievement of the limit setting can be easily acquired.
On the other hand, for a user with a large prop purchase amount (payment amount to be charged), since the number of restrictions becomes large and the restriction time becomes short, it becomes difficult for the user to achieve the restriction setting for prop acquisition and it also becomes difficult to obtain the privilege to be paid by the achievement of the restriction setting. However, in the case where the user has successfully gained privileges by satisfying such strict achievement conditions, the user is given a more valuable item as a privileged item. For example, in the battle with the strange character CHBS of fig. 11, a prop that is set to be very advantageous to the user is given. As described above, the game system can be appropriately adjusted. That is, by adopting the method of fig. 15, it is possible to perform appropriate restriction setting according to the item purchase situation and the like.
2.5 privilege assignment handling
In the present embodiment, when a tool purchase satisfying the achievement condition set for the restriction is performed, a process of giving a privilege to the user is performed. Here, the details of the privilege assignment process will be described. In the following, for the sake of simplicity of description, the purchase of the item satisfying the achievement condition of the restriction setting is appropriately and simply described as the achievement of the restriction setting.
For example, the privilege assignment processing in the present embodiment includes the following processing: a process for making it possible to obtain a new item in a store, and a probability change process for a process for drawing items in a store.
As described above, in E2 of fig. 8 (a), due to the achievement of the limit setting, a new item ITSP appears in the store, where the new item can be obtained. In addition, in E5 of fig. 8 (B), a new carousel GASP appears in the store due to the restriction setting being achieved, and a new rare item can be obtained by performing a drawing game of the carousel GASP.
In fig. 8 (B), in E4, the limit setting is achieved, and the hit probability of the rare item of the dial GAC is changed. Specifically, as shown in fig. 9 (a), when the achievement condition for the limit setting is satisfied, the probability of the centering of the turntable GAC is significantly increased as compared to before the achievement condition is satisfied. That is, the probability change process of the item drawing process in the store is performed.
In the present embodiment, the privilege assignment process may change a parameter of an item acquired by the user. For example, fig. 16 (a) is a list of items (held items) that have been obtained by the user. The prop is, for example, a prop obtained by a user buying in a store or checking in a lottery game of a roulette. Alternatively, the above-described item is an item obtained by knocking down a character in a game event, or an item obtained by picking up in a map of a game, or the like. In the present embodiment, the privilege assigning process may be a process of changing a parameter of an acquired item. For example, a process of changing the parameter of the prop to a favorable setting is performed. Here, the parameter of the property is a parameter indicating the ability (attack force, guard force, or the like), attribute, state, or the like of the property. The processing of changing the setting of the parameter of the item to be favorable is, for example, changing the parameter so as to be more favorable in the game or changing the parameter so as to allow the user to obtain various benefits in the game.
For example, when the item used by the user at the game event of fig. 11 is an item of a weapon, a parameter change process is performed to increase the attack ability of the item of the weapon. Further, when the prop used by the user at the game event is a prop of a protector, a parameter change process is performed to increase the holding capability of the prop of the protector. When the item used by the user at the game event is an item for restoring a state value such as a physical strength value of the character of the user, a parameter change process is performed to increase a restoring force of the state value by the restored item.
In the present embodiment, the privilege assignment process may be a process of assigning an additional item when an item satisfying an achievement condition is obtained. For example, as described above, in E1 in fig. 8 (a), the privilege satisfying the achievement condition of the restriction setting is given by purchasing props ITB of which the remaining number is 5 in the remaining time. At this time, as shown in fig. 16 (B), in addition to the 5 items ITB, additional items ITPLS are paid to the client. Thus, a game or the like is advantageously propelled in such a way that the user can obtain not only 5 items ITB but also additional items ITPLS.
In the present embodiment, the privilege assigning process may be a process of discounting the item after the item satisfying the achievement condition is obtained. For example, in E1 of (a) of fig. 8, after purchase (acquisition) of the item ITB satisfying the achievement condition of the limit setting is made, in H1 of (a) of fig. 17, the item ITB appears again in the store. Then, discount processing (discount processing) is performed on the property ITB. That is, in E1 of fig. 8 (a), the purchase of prop ITB requires consumption of 100 points of virtual money. In contrast, in H1 in fig. 17 (a), for example, a 20% discount is made, and the property ITB can be purchased by consuming 80 points of virtual money. In this way, in H1 of fig. 17 (a), discount processing is performed on the item after the item satisfying the achievement condition is purchased. In fig. 17 (a), a discount process may be performed on the props ITA and ITC instead of the props ITB.
In the present embodiment, the privilege assignment process may be a process of generating a drawing event for privilege assignment. For example, in fig. 17 (B), when a prop meeting the achievement condition is obtained, a drawing event is generated. In this drawing event, the rare item is drawn in a predetermined profile, and the drawn rare item is paid to the user. The drawing event is realized by a virtual drawing machine such as a rotary disc.
In this embodiment, the privileges paid to the user may be different depending on the game situation of the user as described in fig. 14, the item purchase situation (item acquisition situation) of the user as described in fig. 15, or the charging situation of the user. That is, the privilege to be paid when the item satisfying the achievement condition of the restriction setting is obtained can be made different depending on the game situation, the item purchase situation, or the charge situation of the user. The privilege paid may be different depending on at least two or more of the game situation of the user, the item purchase situation, or the charge situation.
For example, in the case where the game situation of the user is the final stage, the user is given more favorable privileges. For example, in fig. 11, a user is paid with a privilege in a game situation in which the old monster character CHBS can be knocked down in a short time or one click as the final stage. On the other hand, as a privilege in the game situation of the preliminary stage, a prop that is not so strong is paid to the user.
In addition, in the case where the prop purchase amount as the prop purchase condition of the user is more increased, or in the case where the payment amount for the peer charge as the charged condition is more increased, the privilege of the user is set more favorably. For example, for a user who has a large amount of prop purchase, a prop that can knock down the old strange character CHBS in a short time or one click is paid as a privilege. Thus, a user who prefers a large payment amount can pay a more favorable (dominant) item as a privilege.
Fig. 18 is a flowchart illustrating a process of paying for privileges corresponding to a game situation, an item purchase situation, or a charge situation of a user.
First, an appearance process of the store in which restriction setting is performed for item acquisition is performed (step S21). For example, the stores described in fig. 7 (a) and 7 (B) appear. Next, it is determined whether or not the user (or group) has made a property acquisition (property purchase, drawing game) that satisfies the achievement condition of the restriction setting (step S22). For example, it is determined whether or not a prop purchase shown in E1 of fig. 8 (a) or a lottery game shown in E3 of fig. 8 (B) has been performed. That is, when the item acquisition satisfying the achievement condition of the restriction setting is performed, information on the game situation of the user (or the group), the item purchase situation (item acquisition situation), or the charge situation may be acquired (step S23). And, the privilege of payment is decided based on the game situation, item purchase situation or charge situation of the user (or group) (step S24). Then, a process of giving the determined privilege to the user is performed (step S25).
2.6 display processing
Next, various display processing methods according to the present embodiment will be described with reference to fig. 19 to 20 (B).
For example, in fig. 19, a preview display of the privilege shown in H2 is performed on the shop screen. For example, in H2, advance notice display is performed to notify the user of: privilege BX can be obtained by purchasing 5 props ITB. Then, display processing is performed to display information on the privilege BX given when the achievement condition of the restriction setting is satisfied to the user before the achievement condition is satisfied.
If the notice display shown in H2 of fig. 19 is performed, the user can confirm in advance the contents of the privilege BX that can be obtained by the user before purchasing the item satisfying the achievement condition set by the restriction. Therefore, for example, when the privilege BX displayed in advance by H2 is a privilege desired by the user, the advance display of the privilege BX becomes an incentive, and the user makes a purchase of a property that satisfies the achievement condition set by the restriction. That is, 5 props ITB are purchased within 3 days of the remaining time. Accordingly, it is possible to give an incentive to the user to be effective by making a purchase of a prop satisfying the achievement condition set by the restriction.
In the notice display of H2 in fig. 19, for example, various information such as the name of the privilege BX and the effect of the privilege BX are preferably displayed. In fig. 19, it is preferable that similar notice display is performed also on the privileges of other items ITA and ITC. Note that, such privilege notice display may be performed on the home screen in fig. 4. The advance notice display is performed, for example, by a notice display shown in A5 of fig. 4.
In addition, for example, in fig. 19, for example, the user may change the display state of each item ITB purchased in the information display area of the item ITB or the area of the advance notice display of H2. For example, a process of changing the display state by changing the color, the brightness, the translucency, or the like is performed. For example, the color, the brightness, the translucency, or the like is changed as the remaining number is smaller. For example, the following display state change processing is performed: performing normal display when the remaining number is large; when the remaining number is reduced, the display is changed into silver; display of change to gold when the remaining number becomes 1, and the like.
Fig. 20 (a) is an example of a purchase screen of the prop. In G1 of fig. 20 (a), the user designates, for example, that the number of purchases is 5, and selects the icon for purchase of G2, thereby making it possible to purchase 5 items ITB. As described in E1 of fig. 8 (a), the user is given a privilege by purchasing the props ITB of which the remaining number is 5 in the remaining time and satisfying the achievement condition of the restriction setting.
Fig. 20 (B) is an example of a purchase completion screen. By selecting the purchase icon of G2 in fig. 20 (a), the user jumps to the purchase completion screen in fig. 20 (B). In this purchase completion screen, the user is notified of the completion of the purchase as indicated by G3.
In the present embodiment, as shown in G5, the purchase completion screen in fig. 20 (B) displays the introduction of the appearing privilege BX and the purchase (acquisition) of the recommended privilege BX. Further, as shown in G4, an instruction display (icon or the like) for the user to instruct to obtain the granted privilege BX is displayed. By selecting the instruction display of G4, the user can immediately obtain the paid privilege BF without returning to the home screen shown in fig. 4. Specifically, for example, a jump is made to a purchase screen of a privileged BF.
In this way, in fig. 20 (B), as indicated by G3, in the notification screen in which the acquisition of the item satisfying the achievement condition of the restriction setting is completed, as indicated by G4, an instruction indicator for the user to instruct the acquisition privilege BF is displayed.
In this way, the user can jump to the purchase screen of the privileged BF by selecting only the instruction display object of G4 (clicking once) without returning to the home screen. Accordingly, it is possible to smoothly jump to a purchase screen of the privileged BF, and the user can be effectively prompted to purchase the privileged BF. Accordingly, consumption of virtual money by purchase of the privileged BF can be promoted, and effective charging processing can be realized.
As shown in G5 of fig. 20 (B), in the present embodiment, after the acquisition of the item satisfying the achievement condition of the restriction setting, the display recommending the purchase (acquisition) of the privilege BF is performed. By performing the recommendation display of the purchase of the privileged BF shown in G5, the user can be promoted to purchase the privileged BF. Accordingly, consumption of virtual money by purchase of the privileged BF can be promoted, and effective charging processing can be realized.
In addition, when the method described in fig. 18 is adopted in which the privilege to be paid is different depending on the game situation, item purchase situation, or charge situation of the user, the content of the privilege recommended and displayed in G5 in fig. 20 (B) also changes.
Although the present embodiment has been described in detail as described above, it is needless to say that a person skilled in the art can easily understand that various modifications can be made without substantially departing from the novel matters and effects of the present invention. Therefore, all of these modifications are included in the scope of the present invention. For example, a term (purchase, item purchase, team, etc.) described in a different term (acquisition, item acquisition, group, etc.) that is at least once synonymous or broader in the specification or the drawings can be replaced with the different term anywhere in the specification or the drawings. Note that the game process, the store process, the restriction setting process, the determination process, the privilege process, the display process, and the like are not limited to those described in the present embodiment, and methods equivalent thereto are also included in the scope of the present invention.

Claims (16)

1. A gaming system, comprising:
a game processing unit that performs game processing for a game played by a user;
A store processing unit that performs setting processing of a virtual store in which the user can obtain a prop of a game by consuming purchased virtual money;
a restriction setting unit that performs restriction setting for item acquisition by the user in the store based on consumption of the virtual money, sets a remaining number of items or a remaining time of item acquisition, and restricts item acquisition exceeding the remaining number or item acquisition exceeding the remaining time;
a determination unit that determines whether or not a property acquisition satisfying the achievement condition of the restriction setting has been performed; and
and a privilege processing unit configured to perform, when the item satisfying the achievement condition set by the restriction is acquired, a process of paying out a privilege that can be acquired by further consuming the virtual money for the user.
2. The gaming system of claim 1,
the privilege processing section performs, as a payout process of privileges that can be obtained by further consuming the virtual money, a process of enabling the user to obtain, in the store, an item that makes the user more advantageous or preferred in a game than an item that can be obtained in the store before by consuming the virtual money,
And setting the remaining number of the props or the remaining time for obtaining the props for the user to obtain more beneficial or better favored props in the game.
3. The game system according to claim 1 or 2,
the game processing unit generates a predetermined game event by the game processing,
the store processing unit, when the game event is generated, causes the store, which can obtain the item corresponding to the generated game event, to appear.
4. The gaming system of claim 3,
the item corresponding to the game event is an item that makes the user a more favorable setting, or an item that is a synthetic object of items obtained in the game event.
5. The game system according to claim 1 or 2,
the limit setting section that performs a limit on the number of items to be obtained as the limit setting,
the determination unit determines that the item satisfying the achievement condition of the limit setting has been obtained when the limited number of items that reach the number limit have been obtained.
6. The gaming system of claim 1 or 2,
the limit setting unit sets a time limit for the item acquisition as the limit,
the determination unit determines that the item acquisition satisfying the achievement condition set by the restriction is performed when the item acquisition is performed within the restriction time of the time restriction.
7. The game system according to claim 1 or 2,
the limit setting unit sets the limit according to a game situation of the user, an item acquisition situation of the user, or a charge situation of the user.
8. The gaming system of claim 7,
the limit setting unit performs a limit on the number of times the prop is obtained or a time limit as the limit setting,
the limit setting section sets a limit of the load,
setting of reducing the limit amount of the amount limit or extending the limit time of the time limit is made for a first user of a first game situation or a first track obtainment situation or a first fee charging situation,
and setting the limiting quantity of the quantity limit to be increased or the limiting time of the time limit to be shortened for a second user of a second game situation or a second item obtaining situation or a second charging situation.
9. The game system according to claim 1 or 2,
the determination unit determines whether or not the achievement condition of the limit setting is satisfied based on an item acquisition achieved by the user or a group to which the user belongs.
10. The game system according to claim 1 or 2,
the privilege processing unit changes the privilege to be paid to the user in accordance with a game situation of the user, an item acquisition situation of the user, or a charging situation of the user.
11. The game system according to claim 1 or 2,
the game system includes a display processing portion that displays, to the user, information on the privilege paid if the achievement condition of the restriction setting is satisfied, before the achievement condition of the restriction setting is satisfied.
12. The game system according to claim 1 or 2,
the game system includes a display processing unit that displays an instruction indicator for the user to instruct acquisition of the privilege, in a screen that notifies that acquisition of the item satisfying the achievement condition set by the restriction is completed.
13. The game system according to claim 1 or 2,
the game system includes a display processing unit that performs a recommended display of the acquisition of the privilege after the acquisition of the item satisfying the achievement condition set by the restriction.
14. The game system according to claim 1 or 2,
the game system includes a management section that manages purchase information of virtual money purchased by the user in association with user information,
the store is a store that can obtain items by the user consuming the purchased virtual money.
15. A processing method characterized by performing the following processing:
a game process that is a process for a user entertainment game;
a store process of performing a setting process of a virtual store in which the user can obtain a property of the game by consuming the purchased virtual money;
a restriction setting process of performing restriction setting for item acquisition based on consumption of the virtual money by the user in the store, setting a remaining number of items or a remaining time of item acquisition, and restricting item acquisition exceeding the remaining number of items or item acquisition exceeding the remaining time;
A determination process of determining whether or not the acquisition of a property satisfying the achievement condition set by the restriction has been performed; and
and privilege processing for, when the item satisfying the achievement condition set by the restriction has been acquired, performing, for the user, payment processing of a privilege that can be acquired by further consuming the virtual money.
16. An information storage medium readable by a computer, wherein a program for causing the computer to function as:
a game processing unit that performs game processing for a game played by a user;
a store processing unit that performs setting processing of a virtual store in which the user can obtain a prop of a game by consuming purchased virtual money;
a restriction setting unit that performs restriction setting for item acquisition by the user in the store based on consumption of the virtual money, sets a remaining number of items or a remaining time of item acquisition, and restricts item acquisition exceeding the remaining number or item acquisition exceeding the remaining time;
a determination unit that determines whether or not a tool acquisition that satisfies the achievement condition set by the restriction has been performed; and
and a privilege processing unit configured to perform, when the item satisfying the achievement condition set by the restriction setting is acquired, a process of paying out a privilege that can be acquired by further consuming the virtual money for the user.
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