Game system, computer program used therein, and control method
The game system addresses the challenge of emotional expression and contextual action alignment by using default actions in specific game situations, enhancing user engagement and gaming experience for users with varying skill levels in motion-based interactions.
Patent Information
- Application Number
- JP2022195675
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-12-07
- Publication Date
- 2025-05-01
- Estimated Expiration
- 2041-06-04
AI Technical Summary
Existing game systems that use motion detection for user interaction struggle to effectively utilize emotional expressions and desired actions, particularly for users who are not skilled in facial or physical movements, and fail to provide actions that are contextually appropriate in virtual game scenarios.
A game system connected to a detection device and a display device, which includes an action specifying means for identifying preset default actions for specific game situations and an action control means to execute these default actions instead of motion actions in corresponding situations, thereby enhancing emotional expression and contextual action alignment.
The system improves user engagement by allowing users to express emotions effectively, even if they are not skilled in motion-based interactions, and ensures that character actions in the game are contextually appropriate and engaging, thereby enhancing the overall gaming experience.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a game system etc. that is connected to a detection device that detects a user's motion and a display device that displays a game screen including a character that performs motion actions that at least in part correspond to the motion, and provides a game that progresses through the character on the game screen. [Background technology]
[0002] There is a game system that is connected to a detection device that detects a user's motion and a display device that displays a game screen including a character that executes a motion action that includes at least a part of the action according to the motion, and provides a game that progresses through the character on the game screen. For example, a system is known that uses an HMD (head mounted display) equipped with a gyro sensor or the like as a detection device that detects the user's head motion, and a camera that captures the user's nose, mouth, etc., to reflect the head motion and facial motion (facial expression) in an avatar object that imitates the user in a virtual space (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 6266736 Summary of the Invention [Problem to be solved by the invention]
[0004] In the system of Patent Document 1, the user is allowed to move freely, and the free movement is reflected in the avatar object (character). This may improve the reality in the virtual space. However, there are users who are not good at expressing emotions through facial movements or other body movements. In the system of Patent Document 1, such users may not be able to fully utilize the emotional expression through the character's movements.
[0005] Furthermore, there may be cases where the concept of desirable behavior is given to game characters from the viewpoint of presentation or progress. For example, when a question (quiz) is answered correctly in a quiz game, there is a tendency that the character corresponding to the user who answered the question correctly is generally desired to perform a behavior that celebrates the correct answer in a spectacular manner from the viewpoint of presentation or excitement. At the very least, a behavior that celebrates the correct answer is often preferable from the viewpoint of presentation. However, in the system of Patent Document 1, the character does not necessarily perform a behavior that is desirable from the viewpoint of the situation in the virtual space.
[0006] Therefore, an object of the present invention is to provide a game system etc. that can achieve both improved realism and the realization of character movements according to the game situation. [Means for solving the problem]
[0007] The game system of the present invention is connected to a detection device that detects a user's motion and a display device that displays a game screen including a character that performs a motion action that includes at least a part of an action corresponding to the motion, and provides a game that progresses through the character on the game screen.The game system is equipped with an action identification means that identifies a default action that has been preset as an action to be performed in a specific situation when the game play situation corresponds to the specific situation, and an action control means that controls the action of the character so that the default action is performed instead of at least a part of the motion action in the specific situation.
[0008] On the other hand, a computer program according to the present invention is configured to cause a computer connected to the detection device and the display device to function as each of the means of the game system described above.
[0009] In addition, the control method of the present invention causes a computer incorporated in a game system that is connected to a detection device that detects a user's motion and a display device that displays a game screen including a character that performs a motion action that includes at least a part of an action corresponding to the motion, to execute an action identification procedure that identifies a default action that is preset as an action to be performed in a specific situation when the play situation of the game corresponds to the specific situation, and an action control procedure that controls the action of the character so that the default action is performed instead of at least a part of the motion action in the specific situation. [Brief description of the drawings]
[0010] [Figure 1] 1 is a diagram showing a schematic configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a functional block diagram showing the main parts of a control system of the game system. [Diagram 3] FIG. 11 is a diagram illustrating an example of a game screen for a quiz game. [Figure 4] FIG. 4 is an explanatory diagram for explaining the movement of a character. [Diagram 5] FIG. 11 is an explanatory diagram for explaining the relationship between a specific progression and a special action set for that progression. [Figure 6] FIG. 11 is an explanatory diagram for explaining an example of a special operation. [Figure 7] 10A and 10B are explanatory diagrams for explaining the relationship between an operation instruction and an instruction operation. [Figure 8] FIG. 4 is a diagram showing an example of a configuration of action data. [Figure 9] 10 is a flowchart showing an example of a procedure of an operation control process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] An example of a game system according to an embodiment of the present invention will be described below. First, with reference to FIG. 1, the overall configuration of the game system according to an embodiment of the present invention will be described. The game system 1 includes a center server 2 and a plurality of game machines 3 as client devices connectable to the center server 2 via a predetermined network 5. The center server 2 is configured as one logical server device by combining server units 2A, 2B, etc. as a plurality of computer devices. However, the center server 2 may be configured by a single server unit. Alternatively, the center server 2 may be configured logically by using cloud computing.
[0012] As the game machine 3, an appropriate computer device that provides a game may be used. Such a computer device includes, for example, a user terminal device. The user terminal device is a computer device that can be connected to a network and is provided for personal use by a user. For example, such a computer device includes a stationary or notebook type personal computer, a stationary home game machine, or a mobile terminal device such as a mobile phone (including a smartphone), a portable game machine, or a portable tablet terminal device. Although such various computer devices may be appropriately used as the game machine 3, in the example of FIG. 1, a commercial (commercial) game machine is used as the game machine 3. A commercial game machine is an example of a game device, and is a game machine that allows a user to play a game within a range corresponding to a predetermined play fee in exchange for the payment of the play fee. This type of game machine 3 is sometimes called an arcade game machine, and is installed in a predetermined facility such as a store 6 with the main purpose of making a large number of users play the game repeatedly and generating profits.
[0013] The game machine 3 provides a game that progresses through a character that performs actions according to the user's motion (various movements or actions including changes in facial expression). The game machine 3 may provide various games such as action games, role-playing games, simulation games, and music games as appropriate as such games, and provides a quiz game as an example. A quiz game is a type of game in which a user answers questions given and the correctness of the answer is evaluated. The quiz game may be provided as a single-player game in which only one user plays, but as an example, it is provided as a multi-player game in which multiple users play simultaneously. In the case of a multi-player game, the quiz game may be a cooperative game in which multiple users (groups) cooperate with each other, but the following describes a case in which the quiz game is configured as a competitive game in which groups compete for scores.
[0014] The network 5 may be configured appropriately as long as it can connect the game machines 3 to the center server 2. As an example, the network 5 is configured to realize network communication using the TCP / IP protocol. Typically, the network 5 is constructed by connecting the Internet 5A as a WAN to LANs 5B and 5C that connect the center server 2 and the game machines 3 to the Internet 5A, respectively, via a router 5D. Note that a local server may be installed between the game machines 3 and the router 5D of the store 6, and the game machines 3 may be connected to the center server 2 so as to be able to communicate with the center server 2 via the local server. The server units 2A, 2B, etc. of the center server 2 may be connected to each other by a WAN 5A instead of or in addition to the LAN 5C.
[0015] The center server 2 provides various services for the game machine to the game machine 3 or its user. The services for the game machine may include various services necessary for the game machine 3 to provide a quiz game, as appropriate, and include a matching service as an example. The matching service is a service that matches users together when multiple users play a quiz game via the network 5. A group for multiple play may be formed as appropriate, and is formed through such a matching service as an example. In other words, in a quiz game, users using each game machine 3 installed in the same store 6 or different stores 6 are matched as competitors through the matching service.
[0016] The game machine services may also include a distribution service that distributes and updates programs or data for the game machine 3 via the network 5, a service that receives user identification information from the game machine 3 and authenticates the user, and a service that receives play data of the authenticated user from the game machine 3 and stores it, or provides the stored play data to the game machine 3. Furthermore, the game machine services may appropriately include a billing service that collects fees from users, etc.
[0017] Next, the main parts of the control system of the game system 1 will be described with reference to Fig. 2. First, the center server 2 is provided with a control unit 21 and a storage unit 22 as a storage means. The control unit 21 is configured as a computer that combines a CPU, which is an example of a processor that executes various arithmetic processes and operation controls according to a predetermined computer program, with an internal memory and other peripheral devices required for the operation.
[0018] The storage unit 22 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk array. The storage unit 22 may be configured to hold all data on one storage unit, or may be configured to distribute and store data in multiple storage units. The storage unit 22 records a server program PG1 as an example of a computer program that causes the control unit 21 to execute various processes necessary to provide various services to users. The storage unit 22 also records server data SD necessary for providing various services. The server data SD includes various data necessary for providing various services. Such data may include various data for the quiz game as appropriate, and the example of FIG. 2 shows play data PD, question data QD, and action data AD.
[0019] The play data PD is data that describes information about each user's past play results. The play data PD is used, for example, to carry over the previous play results (past results) to the next time or later, or to carry over settings specific to each user. In addition, the quiz game may be configured to rank each user according to their past results, or to form multiple leagues according to the rankings, etc., and in such a case, the play data PD is also used for managing the rankings, leagues, etc.
[0020] The question data QD is data used to manage questions asked in a quiz game and the answers to those questions. Therefore, the question data QD describes various questions in association with the answers corresponding to each question. The question data QD may also include various other information related to the question, such as the genre to which each question belongs and hints.
[0021] The action data AD is data for assisting the action of the character in the quiz game. As described above, in the quiz game, the character executes an action according to the user's motion (hereinafter, sometimes referred to as a motion action), but may also execute an action that is set (specified) in advance (hereinafter, sometimes referred to as a default action). The action data AD is used to realize the default action. Details of the action data AD will be described later.
[0022] In addition, the control unit 21 is provided with various logical devices realized by a combination of the hardware resources of the control unit 21 and the server program PG1 as a software resource. The control unit 21 is appropriately provided with various logical devices, and in the example of FIG. 2, a game machine service management unit 24 is shown. The game machine service management unit 24 is a logical device that executes a process for providing the above-mentioned game machine service. For example, such a process includes a well-known process for realizing the above-mentioned matching service. Note that an input device such as a keyboard, an output device such as a monitor, and the like can be connected to the control unit 21 as necessary. However, illustration of these devices is omitted.
[0023] On the other hand, the game machine 3 is provided with a control unit 31 as a computer and a storage section 32 as a storage means. The control unit 31 is configured as a computer that combines a CPU as an example of a processor that executes various processes according to a predetermined computer program with an internal memory and other peripheral devices required for its operation. The control unit 31 is provided with various logical devices that are realized by combining the hardware resources of the control unit 31 with the game program PG2 as a software resource, and in the example of Fig. 2, a matching section 36, an action determination section 37, a display control section 38, and a progress control section 39 are shown.
[0024] The matching unit 36 is a logical device that executes various processes related to matching through the matching service. For example, the matching unit 36 executes processes such as requesting matching to play a quiz game to the center server 2, acquiring the result of the matching, and identifying multiple users belonging to each group.
[0025] The motion discrimination unit 37 is a logical device that executes various processes for discriminating the motion of a user playing a quiz game. The motion of the user may be appropriately utilized, for example, for inputting an answer in a quiz game (including a case where a motion is requested as an answer) or for various play actions such as requesting a hint, but as an example, it is utilized so as to be reflected in the motion of each character appearing in the quiz game as described above.
[0026] Specifically, the quiz game may be provided as appropriate, for example, by a speaker SP and a microphone MI, which will be described later, so that questions are presented by voice and answers are input, respectively, or, as an example, by a monitor MO and a touch panel TP, which will be described later, so that questions are presented on a game screen and answers are input by touch operation. Similarly, the game screen may be configured as appropriate, and the quiz game may be provided as appropriate through the game screen, for example, the game screen includes a character (sometimes called a user character) as an avatar corresponding to each user, and the quiz game progresses through the user character. The user's actual motion is reflected in the motion of the user character on the game screen. For this reason, the process executed by the motion discrimination unit 37 includes, for example, a process of discriminating the motion of each user and a process of discriminating the motion of the character based on the discrimination result.
[0027] The display control unit 38 is a logical device that executes various processes for controlling the display of a game screen for playing a quiz game. Such processes include, for example, a process of presenting a question on the game screen and a process of presenting the answer. Similarly, the processes executed by the display control unit 38 include a process of displaying a user character reflecting a user's action or a default action on the game screen (causing the user character to perform a motion action or a default action) and arranging the user character at an appropriate position. For example, the display control unit 38 executes a motion control process as one of the processes for causing the user character to perform a default action. The procedure of the motion control process will be described in detail later.
[0028] The progress control unit 39 is a logical device that executes various processes for controlling the progress of the quiz game. The progress control unit 39 can appropriately execute various processes related to the progress of the quiz game, for example, executes processes such as determining whether the answers of each user (user character) are correct or incorrect and tallying up the results.
[0029] The storage unit 32 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk or a semiconductor storage device. Various data are recorded in the storage unit 32 together with the above-mentioned game program PG2, and in the example of FIG. 2, game data GD is shown. The game data GD is data for allowing the user to play the quiz game in accordance with the game program PG2. The game data GD may include various data such as image data for displaying various images for the quiz game and BGM data for playing various BGMs, and in the example of FIG. 2, play data PD, question data QD, and action data AD are shown.
[0030] The game data GD may be stored in the storage unit 32 by any suitable method, for example, it may be pre-installed in the game machine 3, or it may be stored in the storage unit 32 via various recording media. In this way, the game data GD may be stored in the storage unit 32 by any suitable method, but as an example, the play data PD, question data QD, and action data AD are provided from the center server 2 via a distribution service so as to include the necessary parts.
[0031] In addition, the game machine 3 may be appropriately provided with various output devices and input devices necessary for an arcade game machine and connected to the control unit 31, and in the example of FIG. 2, a monitor MO and a speaker SP are connected as output devices. In other words, the output devices provided in the game machine 3 include the monitor MO and the speaker SP. The monitor MO is a display device for displaying a game screen including various images for the quiz game. The monitor MO displays various game screens (images) for providing the quiz game in accordance with an output signal from the control unit 31.
[0032] The speaker SP is an audio output device for reproducing various sounds. The speaker SP may be used as appropriate, for example, for setting questions as described above, but as an example, the speaker SP is used for reproducing various sounds such as background music. Specifically, the speaker SP reproduces various sounds such as background music for the quiz game in accordance with an output signal from the control unit 31.
[0033] On the other hand, as examples of input devices connected to the control unit 31, the example in Fig. 2 shows a camera CA, a touch panel TP, a microphone MI, and a control panel CP. The camera CA is a well-known optical device for photographing a user playing the game machine 3. The camera CA outputs the photographed result to the control unit 31. When the user's actions are reflected in the user character, various detection devices for detecting the user's actions (motion) may be appropriately provided in the game machine 3, and the example in Fig. 2 shows the camera CA as an example of such a detection device.
[0034] The touch panel TP is a well-known input device that outputs a signal corresponding to a user's touch operation (operation of touching with a finger). Various play actions for playing a quiz game may be input to the game machine 3 via an appropriate input device, but in the example of FIG. 2, a touch panel TP is provided for inputting touch operations as play actions. Touch operations are used for various selections in a quiz game, such as selecting the genre of a question or selecting an answer. The touch panel TP outputs a signal corresponding to the position of the touch operation to the control unit 31.
[0035] The microphone MI is a well-known audio device that converts voice into an electrical signal. The microphone MI may be used as appropriate, for example, for inputting answers as described above, but as an example, it is used for inputting voice uttered by a user. For example, in a quiz game, the user may be allowed to talk, and the microphone MI is used for inputting such talk (voice). Specifically, the microphone MI converts the voice uttered by the user into an electrical signal and outputs the signal to the control unit 31.
[0036] The control panel CP is a well-known input device. The control panel CP may be configured as appropriate, and may further include, for example, a monitor and a touch panel, and various operations for assisting the progress of the game may be input through the monitor and the touch panel. As an example, a push button is provided. The push button is a well-known operation unit that is pressed by a user. The push button may be used as appropriate, and as an example, it is used to assist the input of a predetermined action. The control panel CP outputs a signal corresponding to the pressing operation of the push button to the control unit 31. Note that the game machine 3 may be provided with various other input devices and output devices that are provided in commercial game machines. For example, such input devices include a fee collection device for collecting a predetermined fee. However, these are not illustrated.
[0037] Next, a game screen for a quiz game will be described with reference to Fig. 3. Fig. 3 is a diagram showing an example of a game screen 50 for a quiz game. A quiz game may include various game screens for playing, and the example of Fig. 3 shows an answer game screen (hereinafter, sometimes referred to as an answer screen 50) that is displayed when a question is asked and an answer is given in a quiz game as one type of such game screen. As shown in Fig. 3, the answer screen 50 includes a user character 51, an answer seat 52, a question display area 53, and a time limit area 54.
[0038] As described above, the user characters 51 are characters serving as avatars (embodiments) of each user. The answer screen 50 displays the user characters 51 in a number corresponding to the number of users belonging to the group, and in the example of FIG. 3, five user characters 51 corresponding to the five users are displayed. On the answer screen 50, each user character 51 executes various actions such as motion actions or default actions. Therefore, the actions of each user character 51 are shared among the game machines 3 belonging to the group via the center server 2.
[0039] The answer seats 52 are positions where characters who function as answerers in a quiz game should be placed. The answer screen 50 is provided with answer seats 52 in a number corresponding to the number of user characters 51, and in the example of FIG. 3, five answer seats 52 corresponding to the five user characters 51 are provided horizontally at equal intervals. The user characters 51 may be appropriately placed on each answer seat 52, for example, they may be placed according to past achievements such as levels, but as an example, they are placed randomly. Each answer seat 52 is provided with an answer display section 52A in which the answer of each user character 51 (in other words, each user) to the question posed is displayed.
[0040] The question display area 53 is an area where questions to be asked as a quiz are displayed. The quiz game may include an appropriate number of quizzes (questions to be answered) and various question formats for asking the quiz, and the question formats may be appropriately presented to each user, but in the example of FIG. 3, they are presented through the question display area 53. That is, the question display area 53 includes information on the question format in addition to the quiz questions. For example, the quiz game may include various formats such as a buzzer format in which only the user who performs a predetermined touch operation first is given the right to answer, and an all-participation format in which all users are given a predetermined time and the right to answer, and after the predetermined time has passed, the answers of all users and their correct answers are presented. For example, in the buzzer format, information such as a buzzer quiz and information such as all participants in the all-participation format may be presented in the question display area 53, but in the example of FIG. 3, information on the "flip quick writing quiz!" is presented as the question format information. In the "Flip Speed Writing Quiz!", everyone is given the right to answer, but the correct answer is determined on a first-come, first-served basis, and only the user character 51 who presents the correct answer first (the user character 51 in the middle in the example of Figure 3) is judged to have given the correct answer.
[0041] The time limit area 54 is an area showing the remaining time of the answering time (time limit), that is, the remaining time each user can answer. For example, in each question format such as "Flip Quick Writing Quiz!", answers may be allowed without time limit until the correct answer is given, but as an example, a time limit is set and the remaining time of the time limit is displayed through the time limit area 54. Also, the answering right of each user character 51 may be appropriately limited according to the question format, such as only once for each question, but in the example of FIG. 3, no such limit is set and multiple answers by each answerer are allowed within the time limit. In other words, each user can repeatedly submit answers until the correct answer is given.
[0042] Next, the movement of the user character 51 will be described with reference to FIG. 4. FIG. 4 is an explanatory diagram for explaining the movement of the user character 51. As shown in FIG. 4, the movements performed by the user character 51 include the above-mentioned motion movements and default movements. The motion movements and default movements may be appropriately performed according to the play situation, but as an example, the motion movements are performed at any time according to the user's motion during play, while the default movements are performed when the play situation corresponds to a specific situation. In other words, the user character 51 performs the default movements in a specific situation, and performs the motion movements at any time in other situations.
[0043] In addition, various situations in a quiz game may be set as specific situations, and default actions may be executed in appropriate situations, including, for example, command actions and special actions. Command actions are default actions executed based on a user's action instruction. In other words, command actions are actions executed as default actions when a situation occurs in which an action instruction is executed as a specific situation. On the other hand, special actions are default actions executed when the progress of the game corresponds to a specific progress. Command actions and special actions are used as default actions depending on the specific situation (whether a specific progress or an action instruction). As an example, the user character 51 executes these motion actions and default actions appropriately depending on the play situation.
[0044] Next, the special action and the instruction action will be further described with reference to Figs. 5 to 7. Fig. 5 is an explanatory diagram for explaining the relationship between a progress (situation) set as a specific progress in a quiz game and a special action set for that progress. There may be only one type of special action, but the example of Fig. 5 shows a case where multiple types of progress are prepared as special actions. Furthermore, two or more special actions may be set for one specific progress, and a special action to be actually executed according to various conditions such as random may be determined from two or more special actions, but the example of Fig. 5 shows a case where one special action is set for one specific progress. In this case, as shown in Fig. 5, one special action is set for each specific progress that occurs in each game screen in the quiz game, and as a result, multiple special actions corresponding to multiple types of progress are prepared.
[0045] Specifically, the quiz game may include various game screens (in other words, various steps according to the type of game screen) as appropriate, and in the example of FIG. 5, includes a character selection screen, a matching screen, a card selection screen, an answer screen 50, an intermediate result screen, and a final result screen. The character selection screen is a game screen for realizing a character selection opportunity. The character selection opportunity is an opportunity to select a user character 51 for play from among a plurality of characters prepared as candidates for the user character 51. Any appropriate progress that may occur in the character selection opportunity may be set as a specific progress, and in the example of FIG. 5, "registration completed" is set as the specific progress. "Registration completed" is a progress corresponding to the completion of registration (selection completed) in the character selection opportunity. And, in that progress, an action expressing "overjoyment" is set as a special action. In this case, at the time of completion of registration in the character selection opportunity (character selection screen), the user character 51 executes a special action expressing "overjoyment" instead of a motion action.
[0046] The matching screen (not shown) is a game screen displayed in a matching opportunity for realizing matching. Any appropriate progress that may occur in the matching opportunity may be set as the specific progress, but in the example of FIG. 5, "matching completed" is set as the specific progress. "Matching completed" is a progress corresponding to the completion of matching in the matching opportunity. And, in that progress, an action expressing "small joy" is set as a special action. In this case, at the completion of matching in the matching opportunity (matching screen), the user character 51 executes a special action expressing "small joy" instead of a motion action.
[0047] The card selection screen (not shown) is a game screen for realizing a card selection opportunity for selecting a card (a genre of the question range). Any appropriate progress that may occur in the card selection opportunity may be set as the specific progress, but in the example of FIG. 5, "card selection" is set as the specific progress. "Card selection" is a progress corresponding to card selection (genre selection) in the card selection opportunity. And, in that progress, an action expressing "minor joy" is set as a special action. In this case, when a card is selected in the card selection opportunity (card selection screen), the user character 51 executes a special action expressing "minor joy" similar to that at the completion of matching on the matching screen, instead of a motion action.
[0048] The answer screen 50 is as described above, but includes various progressions related to the setting of questions and answers. Any of these progressions may be set as a specific progression, but in the example of Fig. 5, six progressions are set as specific progressions: "answer right acquired", "answer right filled", "answer right restored", "correct answer", "incorrect answer", and "no answer (at end)". "Answer right acquired" corresponds to the case where the answer right is acquired in a question format in which the answer right is set, such as a buzzer, "answer right filled" corresponds to the case where all answering rights are filled (it is determined that the answer right cannot be acquired) in a question format in which the answer right is set, and "answer right restored" corresponds to the case where the filled answering right is restored (an empty answering right appears). Also, "correct", "incorrect", and "no answer (at end)" are progressions corresponding to the case where the answer to the question is correct, incorrect, and no answer (when no answer has been given), respectively. Special actions that express "overjoyed", "sad", "overjoyed", "overjoyed", "sad", and "sad", respectively, are set for these in order. Therefore, on the answer screen 50, the user character 51 executes special actions that express "overjoyed", "sad", "overjoyed", "overjoyed", "sad", and "sad", respectively, when the answer right is acquired, when the answer right is filled up, when the answer right is restored, when the question is answered correctly, when the answer is incorrect, and when no answer is given.
[0049] The intermediate result screen (not shown) and the final result screen (not shown) are game screens for respectively realizing the intermediate result announcement corresponding to the intermediate result announcement when a plurality of questions are given, and the final result announcement corresponding to the final result announcement at the end. Appropriate progress of the intermediate result announcement and the final result announcement may be set as a specific progress, but in the example of FIG. 5, two progresses of "1st place" and "lowest place" are similarly set as specific progress in both cases. "1st place" and "lowest place" are progresses corresponding to 1st place (best) and lowest place, respectively, as the ranking of results in the group, but in the intermediate result announcement, they correspond to the ranking of results at the intermediate time, and in the final result announcement, they correspond to the final ranking of results, respectively. And, in both the intermediate result screen and the final result screen, actions expressing "delight" and "sadness" are set as special actions for those progresses. In this case, when the user character 51 is ranked first (best) and last in the group, on both the intermediate result screen and the final result screen, the user character 51 will perform special actions expressing "delight" and "sadness" respectively instead of motion actions.
[0050] FIG. 6 is an explanatory diagram for explaining an example of a special action. When multiple characters are prepared, the special action may reflect the individuality of each character, or may reflect the characteristics of each appropriate classification, such as male type or female type. The example of FIG. 6 shows an example of a special action expressing "great joy", "slight joy", and "sadness" applied to a female type character. In addition, the example of FIG. 6 also shows the character before changing to a special action such as "great joy" for the convenience of explaining the special action. In the example of FIG. 6, the user character 51 before changing to a special action is shown as a normal user character 51N, the user character 51 expressing "great joy" is shown as a great joy user character 51H, the user character 51 expressing slight joy is shown as a slight joy user character 51S, and the user character 51 expressing "sadness" is shown as a sad user character 51U. In this case, as shown in FIG. 6, the action of the normal user character 51N changes to a special action expressing "great joy", "slight joy", and "sadness" according to a specific progress that occurs in the quiz game.
[0051] Specifically, the normal user character 51N may execute an appropriate action, not limited to a motion action, but in the example of FIG. 6, a motion action is executed. In addition, the motion action may reflect only the motion of an appropriate part of the user, such as only the motion of the hands, only the motion of the legs (when the legs of the normal user character 51N are displayed), only the motion of the head, or only the motion of the facial expression (face), or may reflect the motion of the whole body, but as an example, the motion of the upper body, such as the arms and face (facial expression), is reflected. However, the reflection range may be appropriately limited according to the part displayed in the normal user character 51N. In addition, for example, when the face is hidden and cannot be detected, a predetermined action (facial expression, etc.) may be appropriately reflected for the part where the user's motion cannot be detected. When a part where the motion cannot be detected in advance is expected, such as face detection when a mask is expected to be worn, a predetermined action may be set in advance as the action of that part, and the detection of the motion may be omitted as appropriate. In other words, the motion action may be configured as an appropriate action that includes at least a part of the action according to the user's motion.
[0052] The overjoyed user character 51H is displayed as a user character 51 expressing "overjoyment" during a specific progress such as when registration is completed on the character selection screen. The overjoyed user character 51H may execute an appropriate action as a special action expressing overjoyment, and in the example of FIG. 6, the overjoyed user character 51H executes an arm action of raising the right arm and a winking expression (facial action) while smiling. In addition, all of the special actions such as the arm action and the facial action (expression) of the overjoyed user character 51H may be preset as default actions, and the same user character 51H may express overjoyment by the same specific action every time, but as an example, only the facial action (expression) is set as the default action, and the arm action reflects the user's motion. In other words, the overjoyed user character 51H executes a facial action to wink while smiling regardless of the user's actual facial action (expression) during a specific progress such as when registration is completed on the character selection screen, and moves its arms according to the actual arm motion of the user. For this reason, for example, in the progression in which "overjoyed" is set in the example of Figure 5, the overjoyed user character 51H will perform a similar special action to express overjoyment in both cases, but the only thing that is common is the facial expression, and the arm movements may be different.
[0053] Specifically, in the motion operation, the user's motion is determined by extracting bone information (skeletal movement) through structural analysis based on the shooting result of the camera CA, and the bone information is applied to the skeletal movement of the user character 51. In addition, the user's facial movement (expression) is determined by facial analysis that analyzes the expression by analyzing the feature points of the face based on the shooting result of the camera CA, and the expression based on the analysis result is applied to the expression of the user character 51. The motion operation can be realized appropriately, and as an example, it is realized by these structural analysis and facial analysis. And, the arm movement of the overjoyed user character 51H is realized by application of bone information like the motion operation, while the application of the expression based on the facial analysis is omitted to the facial movement. That is, the user's motion based on various analysis results may be reflected in all or part of the motion operation appropriately, and as an example, it is reflected in the arm movement, while the facial movement as a special movement expressing overjoyment is applied to the facial movement instead of the movement according to the motion. For this reason, in the example of FIG. 6, the overjoyed user character 51H executes the arm movement of raising the right arm, which is a movement that reflects the motion of raising the right arm executed by the user. As an example, the overjoyed user character 51H expresses overjoyment by a special action edited to reflect such a user's motion. In this example, the facial action to which the special action is applied, that is, the facial action included in the motion action, functions as a part of the action of the present invention.
[0054] Similarly, the small joy user character 51S and the sad user character 51U are displayed as the user character 51 expressing "small joy" when, for example, matching is completed on the matching screen, and as the user character 51 expressing "sad" when, for example, the answer is incorrect on the answer screen 50. The small joy user character 51S and the sad user character 51U may perform appropriate actions as special actions corresponding to the expressions of small joy and sadness, but as an example, both of them perform actions reflecting the user's motion as arm movements while performing facial actions (expressions) corresponding to small joy and sadness, respectively, as default actions, similar to the overjoyed user character 51H. In other words, both of the small joy user character 51S and the sad user character 51U express "small joy" and "sadness" by special actions edited to reflect default actions in part of the motion actions, similar to the overjoyed user character 51H.
[0055] Specifically, the small joy user character 51S performs an arm movement of clasping both hands together (folding them) and bringing them to the side of the right cheek, and a neck movement of tilting the head to the right, both of which are movements that reflect the same motion of the user. Similarly, the sad user character 51U performs an arm movement of clasping both hands in front of the body, and a neck movement of tilting the face forward, both of which are movements that reflect the same motion of the user. On the other hand, the small joy user character 51S performs a facial movement (expression) corresponding to a smile, and the sad user character 51U performs a facial movement of clenching teeth, both of which are movements that are preset as default movements that express "small joy" and "sadness". For this reason, in the example of FIG. 5, in the progression where "small joy" is set, the small joy user character 51S performs a similar special movement that expresses small joy in both cases, but what is common there is only the facial movement corresponding to a smile, and the arm movements may differ. The same is true for the sad user character 51U. As an example, the user character 51N in normal times executes such a special action (facial expression as a default action) in a specific progression.
[0056] FIG. 7 is an explanatory diagram for explaining the relationship between the operation instructions and the instruction actions. When a plurality of characters are prepared, the instruction actions may reflect the individuality of each character, or may reflect the characteristics of each appropriate classification, but the example of FIG. 7 shows a case where characteristics according to gender (classification) are reflected. In addition, an appropriate number of operation instructions, such as one or more, and corresponding instruction actions may be prepared, but the example of FIG. 7 shows a case where six operation instructions and instruction actions are prepared for each gender. Specifically, as shown in FIG. 7, six instruction actions corresponding to six emotions, "happy", "sad", "surprised", "like", "amazing", and "I see", and six operation instructions corresponding to the six instruction actions are prepared for both the male and female user characters 51.
[0057] The six operation instructions may be appropriately set according to the requirements of the input device or the operation unit provided therein, and in the example of FIG. 7, "A", "B", "C", "D", and "E" are set. These operation instructions may be realized via an appropriate input device, and for example, when a monitor and a touch panel are provided on the control panel CP, they may be realized through a touch operation on touch areas displayed on the monitor that correspond to "A", "B", "C", "D", and "E". In this way, the operation instructions may be appropriately realized, but as an example, six push buttons corresponding to "A", "B", "C", "D", and "E" are provided on the control panel CP, and the operation is realized by pressing the push buttons. In this example, the control panel CP functions as the input device of the present invention.
[0058] In addition, as the six command actions, some or all of the same actions may be prepared for the male and female user characters 51, but in the example of FIG. 6, all different actions are prepared. For example, as a command action corresponding to (expressing) the emotion of "happy", "one-handed fist pump" is prepared for the male type, and "one hand raised" is prepared for the female type. In addition, these command actions also include sounds (vocalizing actions), and the male type utters the sound "Yay!" and the female type utters the sound "Yay!" as a part of the command action. The sounds may differ for each character, but as an example, a uniform sound is prepared for each male type and female type. In this case, by pressing the push button corresponding to "A", the male user character 51 makes a fist pump with one hand and executes the action of uttering "Yay!", and the female user character 51 executes the action of raising one hand and uttering "Yay!", respectively.
[0059] Similarly, the command actions corresponding to the emotions of "sad," "surprise," "like," "amazing," and "I see" for the male type are "put both hands on head toward the sky," "step back in shock," "thumbs up," "light clap," and "bring right fist down onto left palm," and these command actions include the sounds "Ah!", "Eh!?", "Good!", "Oh!", and "I see!", respectively. In this case, by pressing the push buttons corresponding to "B", "C", "D", and "E", respectively, the male user character 51 performs the following actions: placing both hands on his head and looking up to the sky while exclaiming "Ah!", stepping back in shock and exclaiming "Eh!?", giving a thumbs up and exclaiming "Good!", clapping lightly and exclaiming "Wow", and gently shaking his right fist down on the palm of his left hand while exclaiming "I see!".
[0060] In addition, the command actions corresponding to the emotions of "sad," "surprise," "love," "amazing," and "I see" are provided for the female type, including "flapping both hands," "holding hands over mouth," "clasping hands next to face," "clap," and "shaking right fist down on left palm," and these command actions include the sounds "Ahh," "Eh!?", "I love it," "Amazing!", and "I see!", respectively. In this case, by pressing the push buttons corresponding to "B", "C", "D", and "E", respectively, the female user character 51 performs the following actions: waving both hands vigorously while saying "Ahh", covering one's mouth and saying "Eh?!" in surprise, clasping both hands and placing them next to one's face while saying "I love it", clapping one's hands while saying "Amazing!", and gently shaking one's right fist down on the palm of the left hand while saying "I see!".
[0061] Each instruction action may be preset as a default action, or may be set so that the same instruction action is executed uniformly every time the same push button is pressed by the same user character 51, but as an example, the user's motion is reflected in part of the action, as in the special action. Specifically, the user's actual facial expression (motion) is reflected in the facial expression of the user character 51 in each instruction action. In other words, the user character 51 executes an emotional expression such as "happy" by an instruction action edited to reflect a default action in part of the motion action, as in the special action, when the push button corresponding to "A" or the like is pressed.
[0062] Next, the action data AD will be described in detail. Fig. 8 is a diagram showing an example of the configuration of the action data AD. As shown in Fig. 8, the action data AD includes an action record ADR for managing default actions for each character. Furthermore, in order to realize such management, the action record ADR includes information on "character", "situation", "default action", and "type". These pieces of information are recorded in the action record ADR so as to be mutually associated.
[0063] The "character" is information indicating each user character 51 when a plurality of user characters 51 are prepared in the quiz game. Appropriate information for identifying each user character 51 may be described in the "character", and as an example, information of a character ID uniquely assigned to each character in order to identify each user character 51 is described. The "situation" is information indicating a specific situation in which a default action should be executed. Various situations may be described in the "situation", and for example, when a situation in which an operation of pressing a push button corresponding to "A" or the like is executed corresponds to a specific situation, information indicating each push button such as "A" is described in the "situation". In addition, when a specific progress in the example of FIG. 5, such as completion of registration on the character selection screen, corresponds to the specific situation, information indicating each progress shown in the example of FIG. 5, such as completion of registration on the character selection screen, is described in the "situation".
[0064] The "default action" is information indicating the content of a default action to be executed in a specific situation. When multiple default actions such as "overjoyed" are prepared as default actions, the information of the "default action" includes information on these default actions. Specifically, information indicating the content of each instruction action in the example of FIG. 7 is described in the "default action", such as the arm action of "one-handed guts" corresponding to the push button "A" in the example of FIG. 7 and the vocal action of "Yes!". In addition, in the example of FIG. 5, information indicating the content of a specific special action corresponding to "overjoyed", such as "overjoyed" or a winking expression (facial action) with a smile, is described in the "default action".
[0065] "Type" is information indicating the type of each default action. For example, information indicating the type of each default action, such as an instruction action or a special action, is described in "Type". Note that the action data AD is not limited to these pieces of information, and may include various pieces of information as appropriate according to the type of default action, etc. Alternatively, a part of the above information may be omitted as appropriate. For example, if only one user character 51 is prepared for the quiz game, the "character" information may be omitted, and if only one type of default information is prepared, the "type" information may be omitted.
[0066] Next, the motion control process will be described with reference to FIG. 9. The motion control process is a process for controlling the motion of the user character 51. The user character 51 may execute various motions without being limited to motion motions, etc., but the example of FIG. 9 shows a case where the user character 51 executes a default motion instead of a motion motion. The default motion may be set in advance and executed instead of the motion motion, but as an example, it is executed so that the user's motion is reflected in a part of it. In other words, a part of the motion motion is changed to a default motion, and the default motion is executed instead of the motion motion in that part. The example of FIG. 9 shows a motion control process in the case where the user's motion is reflected in such a default motion. In this case, the display control unit 38 starts the motion control process of FIG. 9 every time a specific situation is met, such as a case corresponding to each progress in the example of FIG. 5 or a case where a push button corresponding to "A" in the example of FIG. 7 is pressed, and first, the default motion is specified as a target motion to be executed in the current situation (step S101).
[0067] Next, the display control unit 38 determines a default action corresponding to the current situation (specific situation) (step S102). That is, the display control unit 38 determines a default action corresponding to the type of situation that has actually occurred as the current situation from among multiple types of situations prepared as specific situations. Specifically, the display control unit 38 determines the content (type) of the default action corresponding to the current situation while referring to the "situation" and "default action" of the action data AD. For example, if the current situation corresponds to a specific progress such as registration completion on the character selection screen, the display control unit 38 determines a special action set for that specific progress such as overjoyment as the default action corresponding to the current situation. Similarly, for example, if the current situation corresponds to a situation in which a push button corresponding to "A" or the like is pressed, the display control unit 38 determines an instruction action corresponding to the pressed push button such as "A" as the default action corresponding to the current situation.
[0068] Next, the display control unit 38 edits the default action determined in step S102 (step S103). The display control unit 38 may perform an appropriate edit, but as an example, the display control unit 38 performs the edit so as to reflect the user's motion in the default action. Specifically, when the default action determined in step S102 corresponds to a special action, the display control unit 38 determines the motion of the user's arms and other parts other than the facial expression based on the detection result of the camera CA, and performs the edit so as to reflect them in the parts of the default action other than the facial expression of the arms and other parts. Alternatively, when the default action determined in step S102 corresponds to an instruction action, the display control unit 38 determines the motion of the user's facial expression (face) based on the detection result of the camera CA, and performs the edit so as to reflect them in the facial expression of the default action. Note that the edit may be realized appropriately, and although a case where a motion action is reflected in the default action has been described as an example, the present invention is not limited thereto, and for example, the edit may be performed so as to reflect the default action in the motion action.
[0069] Next, the display control unit 38 actually controls the movement of the user character 51 (step S104). Specifically, the display control unit 38 controls the movement (display) of the user character 51 so that the user character 51 actually executes the default movement edited in step S103 instead of the motion movement (when the default movement is reflected in a part of the motion movement, the part of the motion movement is changed to the default movement, and the default movement is executed in the part instead of the motion movement). Then, after this control, the display control unit 38 ends the current movement control process. As a result, the movement of the user character 51 is controlled so that the default movement is executed instead of the motion movement in a specific situation. Specifically, when the current play situation corresponds to a specific progress, the user character 51 is controlled to execute a special movement including a default facial expression and an arm movement corresponding to the user's motion as the default movement. On the other hand, when the current play situation corresponds to a movement instruction, the user character 51 is controlled to execute a special movement including a default arm movement and an arm movement corresponding to the user's motion as the default movement.
[0070] As described above, according to this embodiment, the user character 51 displayed on the game screen such as the answer screen 50 executes a motion action at any time in response to the user's motion, but when the game play situation corresponds to a specific situation, a default action set in advance as an action to be executed by the user character 51 is specified, and the default action is actually executed instead of a part of the motion action. In other words, the motion action and the default action are used depending on whether or not the situation corresponds to a specific situation.
[0071] Specifically, the user character 51 executes a default action expressing great joy when the game situation corresponds to a specific progress such as when the quiz is answered correctly, and executes a default action expressing "happy" or the like when the game situation corresponds to a situation where an operation of pressing a push button corresponding to "A" or the like is executed, instead of a motion action. In other words, the motion action and the default action are used depending on whether or not the game situation corresponds to a specific progress, and the multiple default actions are further used depending on the type of the specific situation such as whether or not the game situation corresponds to a specific progress or whether or not an action instruction is executed. Therefore, even if a user is not good at expressing emotions through motion, the user character 51 can express emotions regardless of the user's motion by the default action set for the specific progress. Furthermore, even in situations other than the specific progress, the user character 51 can express emotions regardless of the user's motion by the default action corresponding to each push button through the operation of pressing a push button corresponding to "A" or the like. As a result, while improving reality by the motion action, the default action can lead the user character 51 to an action according to the game situation. As a result, it is possible to achieve both improved realism and the realization of movements of the user character 51 according to the game situation.
[0072] In particular, a specific progression may require a movement that is more suitable for that progression, and by using a movement that is favorable for that specific progression as a default movement, the movement of the user character 51 can be guided to a movement that is more suitable for the progression of the game. As a result, it is possible to improve the presentation or excitement of the game, and ultimately to increase the interest of the game.
[0073] In addition, when the user's motion is reflected in a part of the user character 51 as a default action, in other words, when a part of the motion action is changed to a default action, the reality of the default action in a specific situation can be improved. For example, when a special action including a preset facial action is executed while reflecting the user's arm action in a specific progression, it is possible to realize a favorable emotional expression such as great joy through the facial expression while linking with the user's real action through the arm action. This can further improve the compatibility between the improvement of reality and the realization of an action suitable for the situation.
[0074] In the above embodiment, the display control unit 38 of the game machine 3 functions as the action identification means, action control means, and action determination means of the present invention by executing the procedure of Fig. 9. Specifically, the display control unit 38 functions as the action identification means by executing step S101 in Fig. 9, as the action control means by executing step S104, and as the action determination means by executing step S102.
[0075] The present invention is not limited to the above-mentioned embodiment, and may be embodied in an appropriate modified or altered form. For example, in the above-mentioned embodiment, the motion action is reflected in the default action. However, the present invention is not limited to such an embodiment. For example, when the default action includes a special action and an instruction action, and a specific progress and an action instruction overlap, the instruction action may be reflected in the special action, or the special action may be reflected in the instruction action. Specifically, when a specific progress and an action instruction overlap, an action edited so that a facial action as a special action and an arm action as an instruction action are combined may be executed as the default action. When such editing is executed, it is executed in step S103 of the process of FIG. 9 as an example. When such processing is executed, the display control unit 38 of the game machine 3 executes step S103 of the process of FIG. 9 to function as the action editing means of the present invention.
[0076] In the above embodiment, the user's motion is reflected so as to change a part of the default action. However, the present invention is not limited to such an embodiment. For example, the user's motion may be reflected so as to change the degree or form of the action in the default action. Specifically, when a facial action corresponding to a smiling expression is applied as the default action, the movement of the corners of the mouth in the user's motion may be reflected in the smile. Alternatively, when the user is also performing a motion corresponding to a smile, the smile as the default action may be changed to a facial action corresponding to a big laugh. A similar edit may occur between the instruction action and the special action. Specifically, for example, when the push button corresponding to "A" is operated in a specific progression corresponding to a big joy, an action that occurs as "Yes!" may be added to the action of the overjoyed user character 51H.
[0077] In the above embodiment, the operation of pressing a push button is exemplified as the operation instruction. However, the operation instruction is not limited to this embodiment. For example, the operation instruction may be realized by voice input through the microphone MI. Specifically, for example, when the voice "Thank you" is input, the user character 51 may execute the action of bowing as a default action. That is, the voice input of "Thank you" may be used as the operation instruction. Similarly, a default action such as a fist pump or a hand waving action may be set for a voice input (operation instruction) such as "I did it" or "Goodbye". In this way, various specific words may be set as the operation instruction, and the default action corresponding to the operation instruction may be executed instead of the motion action. In addition, such an operation instruction by voice input may be executed regardless of the motion action. That is, such an operation instruction by voice input may be applied to a character that does not execute a motion action (a character automatically controlled by a computer).
[0078] In addition, a morphing technique may be applied to the default motion including the motion instruction by voice input. Morphing is an interpolation technique that gradually changes the motion before the change to the motion after the change in order to eliminate the unnaturalness of the motion before and after the change. In this case, when there is a large deviation between the motion before and after the change, the application of the default motion may be omitted. In this case, an exception may be set appropriately between the default motions such as the motion instructed by the push button, the motion instructed by voice input, or the special motion. Therefore, for example, the special motion may be executed regardless of the deviation between the motion before and after the change. The deviation between the motion before and after the change may be determined appropriately, for example, based on the position of a specific part (which may be the whole body) between the motion before and after the change. Specifically, for example, when the position of a specific part between the motion before and after the change is farther apart than a predetermined distance, it may be determined that the deviation is large.
[0079] In the above embodiment, the process of FIG. 9 is executed by the game machine 3. As a result, the game machine 3 alone functions as the game system of the present invention. However, the present invention is not limited to this embodiment. For example, the center server 2 may execute all or part of the role of the game machine 3 (for example, the process of FIG. 9). Therefore, for example, when the center server 2 executes all of the process of FIG. 9, the center server 2 alone (including the case where it is realized by a combination of multiple server devices) may function as the game system of the present invention. Alternatively, conversely, the game machine 3 may execute all or part of the role of the center server 2. In this case, the center server 2 may be omitted.
[0080] Various aspects of the present invention derived from the above-mentioned embodiments and modifications will be described below. In the following description, to facilitate understanding of each aspect of the present invention, corresponding components shown in the accompanying drawings are written in parentheses, but the present invention is not limited to the illustrated forms.
[0081] The game system of the present invention is a game system (3) that is connected to a detection device (CA) that detects a user's motion and a display device (MO) that displays a game screen (50) including a character (51) that performs a motion action that includes at least a part of an action corresponding to the motion, and provides a game that progresses through the character on the game screen, and is equipped with an action identification means (38) that identifies a default action that has been set in advance as an action to be performed in a specific situation when the play situation of the game corresponds to the specific situation, and an action control means (38) that controls the action of the character so that the default action is performed instead of at least a part of the motion action in the specific situation.
[0082] According to the present invention, a character on a game screen executes a motion action according to a user's motion, but when the game play situation corresponds to a specific situation, a preset default action is specified as an action to be executed by the character, and the default action is executed instead of at least a part of the motion action. This allows the motion action to improve reality, while the default action can lead the character's action to an action according to the game situation. As a result, it is possible to achieve both improvement of reality and realization of the character's action according to the game situation.
[0083] As the specific situation, various situations occurring in the game may be appropriately used. For example, a situation in which a specific instruction is executed by a user, or a specific progress (development) in the game, etc. may be used as the specific situation. Specifically, for example, in one aspect of the game system of the present invention, the motion control means may use a specific progress in the game as the specific situation, and control the motion of the character so as to execute the default motion set for the specific progress in the specific progress. In this case, by using a motion that is preferable for the specific progress as the default motion set for that progress, the motion of the character can be led to a motion more suitable for the progress of the game. As a result, it is possible to improve the presentation of the game, and thus to improve the interest.
[0084] As the specific situation, one situation may be used, or multiple situations may be used. Similarly, as the default action, one type of action may be prepared, or multiple types of actions may be prepared. In other words, an appropriate number of specific situations and an appropriate number of default actions (including a case where multiple default actions that are specified as one according to a condition such as randomness are set for one situation) may be prepared. For example, as one aspect of the game system of the present invention, when the specific progression includes multiple types of progression, an action determination means (38) may be provided that determines a default action corresponding to a type of progression that has occurred as the specific progression among the multiple types of progression based on action data (AD) that associates the multiple types of progression with multiple default actions that respectively correspond to the multiple types of progression, and the action control means may control the action of the character so as to execute a default action corresponding to the type of progression that has occurred as the specific progression in the specific progression.
[0085] In the case where a plurality of situations are used as the specific situation, the plurality of situations may be the same or different. For example, the plurality of situations may include a situation related to the progress of the game and a situation based on a user's instruction (various operations, etc.). In other words, the plurality of situations may include situations with different occurrence conditions as an example of different situations. Specifically, in one aspect of the game system of the present invention, when an input device (CP) for inputting an action instruction by the user is connected, the specific situation includes both a specific progress in the game and a situation in which the action instruction is executed, the default action includes a special action as an action preset in the specific progress and an instruction action as an action preset in the action instruction, and the action control means may control the action of the character so as to execute the instruction action in the situation in which the action instruction is executed and the special action in the specific progress as the default action instead of the motion action.
[0086] The default action may be executed in place of at least a part of the motion action as appropriate. Specifically, the default action may be applied to a part of the motion action, and the default action may be executed in place of the motion action in that part. That is, a part of the motion action may be changed to the default action. In addition, a motion reflecting the motion of all parts of the user may be executed as the motion action, or a motion reflecting the user's motion in an appropriate part, such as only the upper body part, only the arm part, only the head part, or only the face part, may be executed. In this case, the part of the motion action other than the motion reflecting the motion may be appropriately realized by computer control (predetermined action set in advance). For example, as the motion action, a combination of a motion in which the motion of the upper body excluding the face of the user is reflected in the upper body excluding the face of the character, and a predetermined facial action may be executed. Then, the default action may be applied to an appropriate upper body action including a facial action in the motion action. That is, the default action may be changed to a default action in the motion action, or a motion that does not reflect the motion (predetermined action) may be changed to the default action. Alternatively, the default action may be executed to replace the entire motion action as an action completely different from the motion action. Similarly, when the default action includes a special action and an instruction action, and the execution of a specific progress and an action instruction overlap, the special action and the instruction action may be executed as appropriate instead of all or part of the motion action. For example, different parts of the motion action may be changed to a special action and an instruction action, respectively. Alternatively, all or the same part of the motion action may be changed to either a special action or an instruction action. In this case, an appropriate priority, such as a special action priority, may be set between the special action and the instruction action. Alternatively, the instruction action may be reflected in the special action. Alternatively, the special action may be reflected in the instruction action, conversely.
[0087] Specifically, for example, one aspect of the game system of the present invention may include an action editing means (38) that edits the special action into an edited action that reflects the action instruction when the action instruction is executed in the specific progression, and the action control means controls the action of the character so as to execute the edited action as the special action in the specific progression.
[0088] As long as the game progresses through a character, various games such as action games, role-playing games, and simulation games may be provided as appropriate. The specific situation may be set appropriately according to the game. For example, in one aspect of the game system of the present invention, a quiz game including a question to be answered by the user may be provided as the game, and at least one of the following may be used as the specific situation in the quiz game: the user answers the question correctly, or the user answers the question incorrectly.
[0089] On the other hand, the computer program of the present invention is configured to cause a computer (31) connected to the detection device and the display device to function as each of the means of the game system described above.
[0090] The control method of the present invention causes a computer (31) incorporated in a game system (3) that is connected to a detection device (CA) that detects a user's motion and a display device (MO) that displays a game screen (50) including a character (51) that executes a motion action that includes at least a part of an action according to the motion, and that provides a game that progresses through the character on the game screen, to execute an action specification procedure for specifying a default action that is preset as an action to be executed in a specific situation when a play situation of the game corresponds to the specific situation, and an action control procedure for controlling the action of the character so that the default action is executed in place of at least a part of the motion action in the specific situation. The game system of the present invention can be realized by executing the computer program or control method of the present invention. [Explanation of symbols]
[0091] 1. Game System 2. Central server 3. Game consoles (game systems) 31 Control unit (computer) 38 Display control unit (action identification means, action control means, action discrimination means, action editing means) 50 Answer screen (game screen) 51 User Character (Character) AD Operational Data CA Camera (detection device) CP Control Panel (input device) MO monitor (display device) PG2 Game Program (Computer Program)
Claims
1. A game system is connected to a detection device that detects a user's motion and a display device that displays a game screen including a character that executes a motion action that at least partly includes an action corresponding to the motion, and provides a game that progresses through the character on the game screen, an action specification means for specifying a default action that is set in advance as an action to be executed in a specific situation when the game play situation corresponds to the specific situation; a motion control means for controlling a motion of the character so as to execute the default motion in place of at least a part of the motion actions in the specific situation; Equipped with the motion control means omits execution of the predetermined motion to be executed when there is a large deviation between a position of the specific part in the motion and a position of the specific part in the predetermined motion to be executed in the specific situation; Game system.
2. A computer that is connected to a detection device that detects a user's motion and a display device that displays a game screen including a character that executes a motion action that at least partly includes an action corresponding to the motion, and that is incorporated into a game system that provides a game that progresses through the character on the game screen, An action specification means for specifying a default action that is set in advance as an action to be executed in a specific situation when the game play situation corresponds to the specific situation; and a control unit for controlling the character's action so as to execute the default action instead of at least a part of the motion action in the specific situation; the motion control means omits execution of the predetermined motion to be executed when there is a large deviation between a position of the specific part in the motion and a position of the specific part in the predetermined motion to be executed in the specific situation; Computer program.
3. A computer is connected to a detection device that detects a user's motion and a display device that displays a game screen including a character that performs a motion action that at least partly includes an action corresponding to the motion, and is incorporated into a game system that provides a game that progresses through the character on the game screen, the computer comprising: An action specification step of specifying a preset default action as an action to be executed in a specific situation when the game play situation corresponds to the specific situation; and executing a motion control procedure for controlling a motion of the character so as to execute the default motion instead of at least a part of the motion actions in the specific situation; The motion control procedure includes omitting execution of the predetermined motion to be executed when a deviation between a position of a specific part in the motion and a position of the specific part in the predetermined motion to be executed is large in the specific situation. Control methods.
Citation Information
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