Game play recording motion image production system

CN114618168BActive Publication Date: 2026-08-28榊原 正啓 +2
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Patent Information

Application Number
CN202111503838.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2021-01-28
Filing Date
2021-12-10
Publication Date
2026-08-28
Estimated Expiration
2041-12-10

AI Technical Summary

Benefits of technology

[0043]通过使用本发明,能够实时地制作不会使观赏者厌倦的玩游戏记录运动图像。

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application provides a game record moving image production system capable of producing a game record moving image that does not bore a viewer in real time. The game record moving image production system includes a first terminal having a first display section; a plurality of second terminals each having a second display section; a storage section storing display data of a virtual space and a virtual image of a character; a virtual image display control section that displays the virtual image in the virtual space in response to an input operation performed by the second terminal; a photographing position setting section that sets a photographing position to an overlooking position or a virtual image capturing position that captures the virtual image of the character in response to a predetermined input operation performed by the first terminal; a virtual space photographing section that generates an image captured by a virtual camera at the photographing position; a first / second screen display control section that displays the image on the first display section and the second display section; and a game record moving image production section that produces a game record moving image by sequentially recording game screens.
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Description

Technical Field

[0001] This invention relates to a system for recording motion images of dramatic role-playing games such as tabletop role-playing games (TRPGs) or action games such as sports games and fighting games. Background Technology

[0002] Tabletop role-playing games (TRPGs) are known in which multiple players enjoy a role-playing game according to a pre-prepared script, with the game master acting as the game master. TRPGs were originally developed as board games, but in recent years, it has become common to implement them by connecting the terminals operated by the players and the game master via a network (e.g., non-patent literature 1).

[0003] Here's a simple explanation of the TRPG process. First, the game administrator (sometimes called the Game Keeper) prepares the TRPG scenario. This scenario is designed to feature multiple characters. Then, multiple players each decide on their role within the scenario. In the case of a long TRPG scenario, the scenario consists of multiple scenes, each forming the basis of the role-playing plot. Unlike typical computer RPG scenarios, which are pre-determined, TRPG scenarios allow the game administrator and players to develop each scene without compromising the overall plot.

[0004] When the game begins, the background image of the initial scene and the virtual avatars of the characters selected by each player are displayed on the screens of the terminals operated by the game administrator and multiple players. The game administrator first explains the outline of the script, and then advances the scenes according to the script. In each scene, players are prompted to perform actions determined by the script for their characters. These actions include, for example, selecting any of the pre-prepared options in each scene; engaging in dialogue or combat with non-player characters (NPCs) provided in the script, who are other than the aforementioned players. Sometimes, the success or failure of these actions is determined, for example, by using the roll of dice. Additionally, players can, regardless of the progress of the script, have their characters interact with other players' characters, or change the expressions and actions of their own character's virtual avatar displayed on the screen. When each scene reaches its designated end, the game administrator switches the background image to proceed to the next scene. The game ends when all scenes have been played.

[0005] As mentioned above, TRPGs offer a degree of freedom in scenario development. Furthermore, since the success or failure of each character's actions depends on the dice roll, even when playing the same scenario, the process and outcome will differ each time. Therefore, on motion capture platforms, people engage in exchanges such as uploading motion captures of themselves playing TRPGs with other players and introducing them to others; or viewing motion captures of other people playing TRPGs.

[0006] In addition, for sports games such as baseball, tennis, and golf, or action games such as fighting games, the following exchanges also take place: skilled players record gameplay footage to showcase their skills, upload it, and introduce it to others; or they watch gameplay footage of other players to improve their skills.

[0007] Existing technical documents

[0008] Non-patent literature

[0009] Non-Patent Document 1: "TRPG Studio", [online], Strike Works, Inc., [Searched November 5, 2020], Internet<URL:https: / / trpg-studio.com / > Summary of the Invention

[0010] The problem the invention aims to solve

[0011] Previously, TRPG gameplay footage consisted simply of combining background images of each scene with the virtual avatars of the characters, resulting in monotonous moving images with little variation except for the expressions and movements of the virtual avatars. Similarly, the gameplay footage of action games, which was originally intended for the player to control the character, also consisted of monotonous moving images with little variation except for the character's actions. The existence of over an hour of continuous gameplay footage led to viewer boredom from watching such unchanging and monotonous motion.

[0012] Regarding TRPG gameplay animations, to avoid viewer boredom, original animated animations created by combining background images or virtual avatars after playing TRPGs are also uploaded. However, there are the following problems: recreating animated animations after playing TRPGs is time-consuming, and the creation of animated animations themselves requires a high level of skill, so only those skilled in this area can produce them.

[0013] Here, we take the game motion graphics of TRPG or the game motion graphics of action games as examples to illustrate the problems of the prior art, but the same problems exist in various other game motion graphics as well.

[0014] The problem to be solved by the present invention is to provide a technology that can generate real-time video recordings of game motion without boring the viewer.

[0015] Solution for solving the problem

[0016] The present invention, completed to solve the above-mentioned problems, is a system for generating motion images of a game played by one or more players in their respective roles, comprising:

[0017] The first terminal has a first display unit;

[0018] One or more second terminals, each second terminal having a second display unit, capable of connecting to the first terminal via a network;

[0019] The storage unit stores display data of the virtual space used to play the game and display data of the virtual image of the character.

[0020] The virtual avatar display control unit, in response to a predetermined input operation performed using any of the plurality of second terminals, reads display data of the virtual avatar of the player's character corresponding to that terminal from the storage unit and displays the virtual avatar in the virtual space;

[0021] The camera position setting unit, in response to a predetermined input operation performed using the first terminal, sets the camera position as either an overview position overlooking the entire virtual space or a virtual image capture position capturing any virtual image of one or more characters configured in the virtual space from a predetermined perspective.

[0022] A virtual space photography unit that generates images of the virtual space captured by a virtual camera at the photography location;

[0023] The first screen display control unit displays the image obtained by the virtual space camera unit as a photographic screen on the first display unit;

[0024] The second screen display control unit displays the photographic image or a pre-determined game screen for operating the character on the second display unit; and

[0025] The game recording motion image production unit sequentially records the photographed images and produces game recording motion images.

[0026] The first terminal mentioned above is a terminal used by someone who creates motion graphics for dramatic role-playing games (TRPGs) or action games (e.g., a game administrator creating motion graphics for dramatic role-playing games or a motion graphics creator creating motion graphics for action games). The second terminal mentioned above is a terminal used by a player enjoying a role-playing experience in a dramatic role-playing game or by a player controlling a character in an action game.

[0027] In the aforementioned system, the storage unit, virtual avatar display control unit, camera position setting unit, virtual space camera unit, first screen display control unit, second screen display control unit, and game recording motion image generation unit can, for example, be configured in a server device capable of communicating with the first terminal and one or more second terminals via a network. In this case, the system according to the present invention has a structure comprising a server device, a first terminal, and multiple second terminals. Alternatively, some or all of the above components can be configured in the first terminal. If all components are configured in the first terminal, the system according to the present invention can be composed solely of the first terminal and multiple second terminals.

[0028] Traditional TRPG game screens display a two-dimensional virtual space, while the virtual space in this invention can be either a two-dimensional virtual space or a three-dimensional virtual space.

[0029] In this invention, for example in the case of a TRPG, the game administrator progresses the scenario via a first terminal. The player uses their second terminal to perform prescribed input operations, causing the virtual avatar of their character (player character) to move within the virtual space. Furthermore, the game administrator can switch the camera position in the virtual space by performing prescribed input operations on the first terminal. Thus, depending on the role-playing situation, the game administrator displays any of the following images as the game screen on the first display unit of the first terminal and the second display unit of the second terminal: an image obtained from an overhead view of the virtual space during role-playing; and an image capturing the virtual avatar of any one or more characters from a predetermined perspective. This game screen is sequentially recorded by a game recording motion image production unit, which then produces game recording motion images. Furthermore, the aforementioned characters may also include non-player characters who move through prescribed input operations performed by the game administrator using the first terminal. In other words, the virtual avatar capture position can include not only the position capturing the player character but also the position capturing non-player characters.

[0030] In this invention, game recording motion images are recorded with varied display methods, such as displaying an image that captures only the virtual image of a character when the game administrator wants to focus on a character who plays an important role in the progress of the script, and displaying an image that overlooks the entire virtual space at other times, so as not to bore the viewer. In addition, such game recording motion images can be created in real time during role-playing.

[0031] Furthermore, in this invention, in the case of an action-based game (e.g., a baseball game), players use their own second terminal to control a virtual character avatar while viewing a game screen from a pre-set perspective within the game software, based on a script pre-defined in the game software. In the case of a multiplayer game, the game screen for controlling the virtual character avatar is displayed on the second display unit of each player's second terminal. That is, the second display unit displays a different game screen for each player. Moreover, the aforementioned game screen can be used as one of the images obtained by capturing the virtual space from a pre-determined perspective using a virtual camera at the capture position of any virtual character avatar positioned within the virtual space. This reduces the number of virtual cameras required for capturing the image, thereby reducing the load on the system.

[0032] The motion graphics creator (GM) who creates a recording of the player's gameplay confirms the player's gameplay status via a first terminal and switches the camera position in the virtual space by performing a prescribed input operation on the first terminal. Thus, an image is selected from an overhead view of the entire virtual space during gameplay, capturing an image of any virtual character from one or more characters at a predetermined perspective, and this image is used as the camera frame. The selected camera frame is displayed on the first display unit of the first terminal, and motion graphics are created based on this selected camera frame. In this case, the aforementioned characters can also include non-player characters such as opponents in the game and spectators. That is, the virtual character capture position can include not only the position capturing the player character but also the position capturing non-player characters.

[0033] In the system according to the present invention, it is preferable that the first display unit has:

[0034] The image display area displays the photographed image;

[0035] An overview image display area shows an image that overlooks the entire virtual space; and

[0036] The virtual avatar image display area displays images of the virtual avatars of the one or more characters individually captured.

[0037] By adopting the above structure, game administrators can easily confirm the actions of any character in one or more characters within the virtual avatar image display area, and set the camera position to capture the virtual avatar of that character when the character performs a characteristic action.

[0038] Furthermore, in the system of the present invention, it is preferable that the second display unit has:

[0039] A first display area displays the photographic image or the game screen; and

[0040] The character location information area displays an image indicating the location of the virtual image of the player's character operating the second terminal in the virtual space.

[0041] When a game administrator sets the location of a virtual avatar (of any player other than themselves) as the camera position, and only that virtual avatar is displayed in the camera view, it's difficult for players to determine the location of their own virtual avatar in the virtual space. By adopting the above structure, players can easily determine the location of their virtual avatar in the virtual space even when it's not displayed in the camera view.

[0042] The effects of the invention

[0043] By using this invention, it is possible to create real-time video recordings of gameplay that will not bore the viewer. Attached Figure Description

[0044] Figure 1 This is an example of the overall structure of the game recording motion image production system involved in this invention.

[0045] Figure 2 This diagram illustrates the structure of the server device, game administrator terminal, and player terminal in the dramatic role-playing game recording motion image production system of this embodiment.

[0046] Figure 3 This is an example of a screen displayed on the display unit of the game administrator terminal in this embodiment.

[0047] Figure 4 This is an example of a screen displayed on the player's terminal in this embodiment.

[0048] Figure 5 This is an example of the scene and virtual camera configuration in this embodiment.

[0049] Figure 6 This is a diagram illustrating the motion images recorded during gameplay, generated in this embodiment.

[0050] Explanation of reference numerals in the attached figures

[0051] 10: Server device; 11: Storage unit; 111: Scene display data storage unit; 112: Virtual avatar display data storage unit; 113: Game screen storage unit; 12: Server device program; 121: Terminal decision unit; 122: Script decision unit; 123: Scene setting unit; 124: Virtual avatar display control unit; 125: Camera position setting unit; 126: Virtual space camera unit; 127: Camera screen switching unit; 128: Game recording motion image production unit; 20: Game administrator terminal; 21: Storage unit; 22: Game administrator terminal program; 221: Game administrator screen display processing unit; 25: Input unit; 26: Display unit; 30: Player terminal; 31: Storage unit; 32: Player terminal program Program; 321: Player screen display processing unit; 35: Input unit; 36: Display unit; 40: Display screen; 41: Camera screen display unit; 42: Virtual camera image display unit; 421: Overhead wide-angle image display unit; 422: Overhead standard image display unit; 423-426: PC display unit; 427: NPC display unit; 428, 429: Image capture display unit; 43: Scene overhead view display unit; 44: Music selection unit; 45: Scene selection unit; 46: Sound effect selection unit; 47: Character information display unit; 50: Display screen; 51: Game screen display unit; 52: Scene overhead view display unit; 53: Character information display unit; 54: Action judgment display unit; 55: Action input bar; 6: Virtual camera. Detailed Implementation

[0052] The following description, with reference to the accompanying drawings, describes an embodiment of a dramatic role-playing game recording motion graphics production system according to the present invention. This embodiment of the dramatic role-playing game recording motion graphics production system is used for producing recording motion graphics for TRPG games.

[0053] like Figure 1 As shown, the dramatic role-playing game recording motion image production system (hereinafter also simply referred to as the "system") 1 of this embodiment generally includes: a server device 10, a game administrator terminal 20 (equivalent to the first terminal of the present invention), and multiple player terminals 30 (equivalent to the second terminal of the present invention). Both the game administrator terminal 20 and the player terminals 30 can be connected to the server device 10 via a network.

[0054] Figure 2The diagram shows the structure of server device 10, game administrator terminal 20, and player terminal 30.

[0055] The server device 10 is operated and managed, for example, by a company that provides the software used in System 1 of this embodiment, or by a company that provides materials such as scripts and characters for TRPGs.

[0056] The server device 10 includes a storage unit 11. The storage unit 11 includes: a scene display data storage unit 111, which stores display data of scenes contained in each of the multiple scripts; a virtual avatar display data storage unit 112, which stores display data of virtual avatars of characters used in each of the multiple scripts; a photographic image storage unit 113, which stores photographic images; and a game recording motion image storage unit 114, which stores game recording motion images.

[0057] Furthermore, the server device 10 includes a terminal determination unit 121, a script determination unit 122, a scene setting unit 123, a virtual avatar display control unit 124, a camera position setting unit 125, a virtual space camera unit 126, a camera screen switching unit 127, and a game recording motion image production unit 128 as functional blocks. These functional blocks are implemented by the processor executing the server device program 12 pre-installed on the server device 10. Details will be described later. In this embodiment, since both the display unit 26 of the game administrator terminal 20 and the display unit 36 ​​of the player terminal 30 display camera screens, the camera screen switching unit 127 performs the functions of both the first screen display control unit and the second screen display control unit of this invention.

[0058] The game administrator terminal 20 and the player terminal 30 are terminals used by people who want to play TRPGs. The game administrator terminal 20 includes a storage unit 21 and a game administrator screen display processing unit 221 as a function block. The physical entity of the game administrator terminal 20 is a general computer, and the game administrator screen display processing unit 221 is implemented by a processor executing a pre-installed game administrator terminal application program 22. In addition, the game administrator terminal 20 is connected to an input unit 25 for the game administrator to make appropriate input instructions and a display unit 26 (equivalent to the first display unit of the present invention) for displaying the screen described later.

[0059] The player terminal 30 includes a storage unit 31 and a player screen display processing unit 321, which is a functional block. The player terminal 30 is essentially a computer, just like the game administrator terminal 20, and the player screen display processing unit 321 is implemented by a processor executing a pre-installed player terminal application program 32. In addition, the player terminal 30 is also connected to an input unit 35 for the player to make appropriate input instructions and a display unit 36 ​​(equivalent to the second display unit of the present invention) for displaying the screen described later.

[0060] The game administrator terminal 20 and the player terminal 30 can be connected to the server device 10 via a network. The game administrator terminal 20 and the player terminal 30 only need to have (or be able to connect to) an input unit and a display unit, and are not limited to computers. For example, they can also be portable terminals such as smartphones or tablets.

[0061] exist Figure 2 For ease of explanation, the game administrator terminal 20 and the player terminal 30 are referred to as different terminals, but in reality, they are configured so that the same person can play TRPG whether acting as a game administrator or a player. Specifically, the TRPG program, which includes both the game administrator terminal program 22 and the player terminal program 32, is pre-installed on the computer, configured so that the game administrator terminal program 22 is executed when the user plays TRPG as a game administrator, and the player terminal program 32 is executed when the user plays TRPG as a player.

[0062] Next, the process of playing TRPG in the system of this embodiment will be described.

[0063] First, the game administrator logs into the server device 10 from their own terminal and performs the prescribed input operation indicating their intention to play TRPG as a game administrator (for example, pressing the former of the "Game Administrator" button and the "Player" button displayed on the screen). After accepting this operation, the terminal determination unit 121 on the server device 10 determines the terminal as the game administrator terminal 20. Furthermore, on the game administrator terminal 20, the game administrator terminal application program 22 is executed, and the aforementioned game administrator screen display processing unit 221 performs its operations.

[0064] When the game administrator terminal 20 is selected, the scenario selection unit 122 displays a list of pre-prepared TRPG scenarios on the display unit 26. When the game administrator selects a scenario from the list displayed on the display unit 26 of the game administrator terminal 20, the scenario selection unit 122 on the server device 10 selects that scenario as the one to be used in the TRPG. Furthermore, it accepts the participation of players who wish to play the TRPG in that scenario.

[0065] The player logs into the server device 10 from their own terminal and performs the prescribed input operations indicating that they want to play the TRPG (for example, pressing the latter of the "Game Administrator" and "Player" buttons displayed on the screen). After accepting this operation, the terminal determination unit 121 on the server device 10 determines that the terminal is the player terminal 30. Furthermore, on the player terminal 30, the player terminal program 32 is executed, and the aforementioned player screen display processing unit 321 performs its functions.

[0066] When player terminal 30 is selected, script selection unit 122 sends a list of scripts currently being accepted by the player to player terminal 30. On player terminal 30, the received list of scripts is displayed on display unit 36. When a player performs an input operation to select a script from the list displayed on display unit 36 ​​of player terminal 30, on server device 10, script selection unit 122 determines which TRPG script will be executed by player terminal 30.

[0067] Once the predetermined number of players have decided to participate in the scenario selected by the game administrator terminal 20, each player chooses a character to operate through their own player terminal 30. The information of the character selected by the player terminal 30 is sent to the server device 10, and the scenario determination unit 122 associates the player terminal 30 with the character.

[0068] Once the roles of each player (the roles controlled by each player's player terminal 30) are determined, the game administrator starts TRPG. Before explaining this process, the screen displayed on the display unit 26 via the game administrator screen display processing unit 221 on the game administrator terminal 20 ( Figure 3 ), and the screen displayed on the display unit 36 ​​via the player screen display processing unit 321 on each player terminal 30 ( Figure 4 (This will be explained.) Figure 3 and Figure 4 This is a diagram showing a TRPG scenario where four players each use characters a, b, c, and d (also appropriately labeled as PC-a, PC-b, PC-c, and PC-d).

[0069] The display screen 40 of the game administrator terminal 20 includes a camera screen display unit 41, a virtual camera image display unit 42, a scene overview display unit 43, a music selection unit 44, a scene selection unit 45, a sound effect selection unit 46, and a character information display unit 47.

[0070] The camera view display unit 41 displays the camera view of the TRPG. In this embodiment, the camera view also serves as the game view (the view displayed on the display unit 36 ​​of the player terminal 30). The virtual camera image display unit 42 displays images captured by the camera and images captured by each of the multiple virtual cameras configured within the virtual space where each scene of the TRPG is unfolded. The images captured are, for example, images of props that play an important role in each scene of the script, and the images of the objects are predetermined for each scene. The positions of the virtual cameras include positions that capture the entire scene from above (overlooking position), positions that capture each player character (PC) individually in a magnified view (PC camera position), and positions that capture non-player characters (NPCs) individually in a magnified view (NPC camera position). Figure 5As shown, the PC camera position and NPC camera position are the positions of the characters (PC, NPC) that can capture objects from a specified perspective through the virtual camera 6. The PC camera position and NPC camera position also change as the characters move.

[0071] In this embodiment, the virtual camera image display unit 42 displays: a top-down wide-angle image display unit 421, which displays an image of the entire scene captured from a top-down position using a wide-angle lens; and a top-down standard image display unit 422, which displays a predetermined object space captured from a top-down position using a standard lens (e.g., the space containing the center of the scene, the space where each virtual character mainly moves during the development of the script). Figure 3 In the example, it is a sofa. The image is displayed by PC display units 423, 424, 425, and 426, which display images of the PC (player characters a, b, c, and d) captured magnified from the PC camera position, respectively; NPC display unit 427, which displays images of the NPC captured magnified from the NPC camera position; and image capture display units 428 and 429, which display two types of image captures. Figure 3 In the example, an NPC display unit 427 and two image capture displays 428 and 429 are shown, but the number of these displays can be changed appropriately.

[0072] The scene overview display unit 43, music selection unit 44, scene selection unit 45, sound effect selection unit 46, and character information display unit 47 are the same as those used in TRPGs, so they will be explained simply without detailed explanations and illustrations.

[0073] The scene overview display unit 43 displays a floor plan showing the positions of the PC and NPCs (only if NPCs appear in the scene) in the virtual space of the unfolding scene. The music selection unit 44 displays a list of pre-prepared background music for the scenario selected by the game administrator. The scene selection unit 45 displays a list of scenes that constitute the scenario selected by the game administrator. The sound effects selection unit 46 displays a list of pre-prepared sound effects for the scenario selected by the game administrator. The character information display unit 47 displays information related to each player's character a, b, c, and d (e.g., in the case of a scenario including a battle scene, information such as remaining health / maximum health, attack power, defense power, and held items). In addition, if the game administrator can control the actions of all characters, buttons for specifying a target character and operation buttons for changing the actions of the specified character (such as changes in facial expressions) are also displayed.

[0074] The display screen 50 of the player terminal 30 includes a game screen display unit 51, a scene overview display unit 52, a character information display unit 53, an action judgment display unit 54, and an action input bar 55. The character information display unit 53, the action judgment display unit 54, and the action input bar 55 are the same as those used in conventional TRPGs, so they will be described simply without detailed explanations and illustrations.

[0075] The game screen display unit 51 is the main screen where the player confirms the status of the game. As described above, in this embodiment, the camera view is the same as the game screen, so the same screen as the camera screen display unit 41 in the display screen 40 of the game administrator terminal 20 is displayed. In the scene overview display unit 52, similar to the scene overview display unit 43 in the display screen 40 of the game administrator terminal, a plan view showing the positions of the PC and NPCs in the virtual space of the unfolding scene is displayed. The character information display unit 53 displays information related to a character operated by the player terminal 30 (e.g., in the case of a scenario including a battle scene, information such as remaining health / maximum health, attack power, defense power, etc.). The action judgment display unit 54 displays information such as dice used to determine whether the character's action is successful or not, or whether an event has occurred, in order to determine the progress of the scenario, and the judgment criteria for the success or failure of the character's action. The action input field 55 displays buttons for selecting the character's expression (smiling face, crying face, angry face, etc.) and displays a text input field for the character's dialogue. Here, only the button for selecting expressions is shown, but buttons for selecting actions such as walking and running can be added as appropriate. Alternatively, (or in conjunction with) these buttons, a motion sensor can be connected to the player terminal 30 to capture the player's movements and reflect them in the movements of the character's virtual avatar.

[0076] When the game administrator selects the initial scene (Scene 1) from the scene list displayed on the scene selection unit 45, the scene setting unit 123 reads the corresponding scene display data from the scene display data storage unit 111. Information about each scene and its initial photographic image (typically a wide-angle overhead image) is mapped. Furthermore, the camera position setting unit 125 sets the camera position (overlooking position) for capturing the entire scene from above. The virtual space camera unit 126 then configures a virtual camera with a wide-angle lens and a virtual camera with a standard lens at this overlooking position, acquiring image data of the virtual space captured by each camera. Data from the two images acquired at the overlooking position (wide-angle overhead image and standard overhead image) are sent to the game administrator terminal 20. The wide-angle overhead image is sent to the player terminal 30.

[0077] In the game administrator terminal 20, the game administrator screen display processing unit 221 displays the overhead wide-angle image received from the server device 10 on the camera screen display unit 41 and the overhead wide-angle image display unit 421, and displays the overhead standard image on the overhead standard image display unit 422. Additionally, in the player terminal 30, the player screen display processing unit 321 displays the overhead wide-angle image received from the server device 10 on the game screen display unit 51.

[0078] Next, the game administrator explains the outline of the scenario the player is playing (the background plot, the objectives within the scenario). This explanation can be given via the microphone on the game administrator terminal 20 and the speaker on the player terminal 30. Alternatively, it can be sent from the game administrator terminal 20 to the player terminal 30 as a text message.

[0079] When players determine the position of their character's virtual avatar in the virtual space through a prescribed operation performed by the input unit 35 (e.g., clicking within the game screen display unit 51), the virtual avatar display control unit 124 in the server device 10 reads the display data of the character's virtual avatar from the virtual avatar display data storage unit 112 and displays it at the designated position. Players can appropriately change the display position (standing position of the character in the scene) of their character's virtual avatar through prescribed operations (e.g., dragging and dropping) within the game screen display unit 51.

[0080] When each player decides on their character's standing position, the camera position setting unit 125 determines the position of each character to be captured in a magnified manner (PC camera position). The camera position setting unit 125 also moves the PC camera position in conjunction with the character's movement. The virtual space camera unit 126 acquires image data of the characters being photographed at each PC camera position. The image data of each character is sent to the game administrator terminal 20. On the game administrator terminal 20, the game administrator screen display processing unit 221 displays the images of characters a, b, c, and d on the PC display units 423, 424, 425, and 426, respectively.

[0081] Thus, at the start of the game, a wide-angle overhead image is displayed on the camera view display unit 41 of the display unit 26 of the game administrator terminal 20 and the game view display unit 51 of the display unit 36 ​​of the player terminal 30. This image includes the virtual images of all players located in the virtual space. Simultaneously with the start of the game, the game recording motion image generation unit 128 sequentially saves the image data displayed on the camera view display unit 41 and the game view display unit 51 to the game recording motion image storage unit 114. In addition, images captured at predetermined time intervals by virtual cameras configured at each camera position are also sequentially saved as reference images to the camera view storage unit 113. Furthermore, the game recording motion image generation unit 128 can also save this data as an image file or a motion image file, or in other formats. For example, the image data can be configured as a file that maps the position and posture information of PCs, NPCs, etc., in the virtual space at each time point to the information of the virtual camera selected at that time point (hereinafter, this type of data file is referred to as a "parameter data file"). This parameter data file is then saved to the game recording motion image storage unit 114 at predetermined time intervals. In other words, the game recording motion image data only needs to be saved in an appropriate file format that includes the information required to reproduce the image data constituting the game recording motion image at each time point.

[0082] The game administrator guides players to perform actions based on the scenarios set in the script. For example, in a scenario where players are searching for an item, each player's character designates a search location, and then dice are rolled to determine the success or failure of the search. In this case, the game administrator can identify items in the scenario that contribute to achieving the objective based on the success or failure of the event.

[0083] When the game administrator prompts a character to perform an action as described above, they select the PC image display unit (any one of 423-426) for that character from the virtual camera image display unit 42 via the input unit 25. Then, the camera screen switching unit 127 displays the selected PC image on the camera screen display unit 41 of the game administrator terminal 20's display unit 26 and the game screen display unit 51 of the player terminal 30's display unit 36. Thus, when the game administrator selects an image from the virtual camera image display unit 42, the camera screen switching unit 127 switches the display of the camera screen display unit 41 and the game screen display unit 51 to the image selected by the game administrator. This allows the actions of the character that should be observed to be noticed.

[0084] When the game screen is switched to a magnified view of a specific character, as described above, it becomes impossible to determine the location of other characters in the virtual space based solely on the game screen. In this situation, all players except the player controlling the magnified character can check the scene overview display unit 52 to determine their own character's location in the virtual space, and also to ascertain their positional relationship with other players and NPCs. Furthermore, the game administrator can also monitor the positional relationships of each PC and NPC.

[0085] Additionally, for example, in a scenario where multiple characters are fighting against NPCs, the game administrator can zoom in on the image of the attacking character or NPC for each attack round, thus displaying the attack scenes of each player and NPC as part of the game screen. Furthermore, in scenarios where players roll dice, the administrator can zoom in on the image of the item (dice) to draw attention to the number rolled. Moreover, when a virtual avatar of a character is observed performing interesting actions unrelated to the main storyline, the administrator can zoom in on that character's image.

[0086] As described above, the camera footage switched by the game administrator is sequentially saved by the game motion image generation unit 128 to the game recording motion image storage unit 113, thereby creating game recording motion images based on these multiple camera footage. For example, such as Figure 6 As shown, the game screen can be switched sequentially to match the unfolding gameplay, such as displaying a camera shot capturing the entire scene at the start. Figure 6 (a)) In scenes where NPCs appear, switch to a zoomed-in camera view of the NPC. Figure 6 (b) When the character who has won the duel with the NPC is performing a joyful action based on the player's actions, the camera zooms in to capture the character's image. Figure 6 (c) etc.

[0087] In the past, the gameplay graphics of TRPGs were simply a combination of the background images of each scene and the virtual images of each character. These were monotonous moving images with almost no variation except for the expressions and movements of the virtual characters. As a result, the gameplay graphics created based on this type of game screen were monotonous and caused boredom.

[0088] In contrast, in System 1 of this embodiment, as described above, the displayed images are switched according to the unfolding of the script to create a variety of game scenes, so that viewers can watch the recorded motion images of the game without getting bored.

[0089] When the predetermined objective is achieved in the initial scene, the game administrator selects the next scene (Scene 2) in the scene selection unit 45. The TRPG is advanced through Scenes 2 through 4 using the same process described above. When the objective in the final scene (Scene 4) (i.e., the objective of the scenario) is achieved, the game ends. Simultaneously with the end of the game, the game recording motion image creation unit 128 creates a game recording motion image based on the previously saved images in the image storage unit 113 and saves it in the game recording motion image storage unit 114. In this embodiment of System 1, game recording motion images are created in real-time based on images that the game administrator appropriately switches during the TRPG gameplay. Therefore, after playing the TRPG, there is no need for time-consuming and laborious tasks such as creating and editing motion images from scratch.

[0090] When the creation of the game recording motion graphics is completed, the game recording motion graphics creation unit 128 notifies the game administrator terminal 20 that the creation of the game recording motion graphics is complete. Upon receiving the notification, the game administrator can access the server device 10 to download the created game recording motion graphics. As described above, the motion graphics data file created by the game recording motion graphics creation unit 128 can be in motion graphics file format or in parameter data file format. By setting the motion graphics data to parameter data file format, the data size can be reduced compared to motion graphics file format. The downloaded game recording motion graphics can be uploaded to motion graphics websites for others to view. Furthermore, in this embodiment, as described above, images captured by virtual cameras positioned at each shooting location are also sequentially saved as reference images in the image storage unit 113, allowing the game administrator to use these reference images to appropriately edit the game recording motion graphics as needed. At this time, when creating game recording motion images in the form of parameter data files, the position and posture of appropriate objects (PCs, NPCs, etc.) can be easily changed, or the virtual camera can be changed (switching to other virtual cameras, changing the viewpoint, etc.), simply by changing the parameters contained in the file. Furthermore, while the game recording motion image creation unit 128 is configured to save the game recording motion images in the game recording motion image storage unit 114 and download them from there, it is also possible to change the configuration so that the game recording motion image creation unit 128 automatically sends the created game recording motion images to the game administrator terminal 20 instead of saving them in the game recording motion image storage unit 114.

[0091] The above embodiment is an example and can be appropriately modified according to the spirit of the present invention. The system of the above embodiment consists of a server device, a game administrator terminal, and a player terminal, but it can also consist of only a game administrator terminal and a player terminal. In this case, the same storage unit and functional blocks as the server device 10 in the above embodiment can be configured in the game administrator terminal 20 or the player terminal 30.

[0092] In the above embodiments, the scenes in the script are set in a three-dimensional space, but can also be in a two-dimensional space like conventional TRPGs. Furthermore, in the case of improvisational drama other than TRPGs, it is also possible to create game recording motion images in the same way as in the above embodiments.

[0093] In the above embodiments, the case where the game administrator selects photographic images at various time points has been described. However, a motion picture creation terminal for creating motion pictures recorded during gameplay can also be prepared separately from the game administrator terminal. In this case, for example, it can be configured such that the display unit of the game administrator terminal displays images containing the data obtained through gameplay. Figure 3 The screens of the camera display unit 41 (used as a game screen display unit in this case), the scene overview display unit 43, the music selection unit 44, the scene selection unit 45, the sound effect selection unit 46, and the character information display unit 47 in the description are displayed on the display unit of the motion graphics production terminal. The screens include the camera display unit 41, the virtual camera image display unit 42, and the scene overview display unit 43.

[0094] The game recording motion image creation system of this invention can also be used to create game recording motion images for sports games such as baseball, tennis, and golf, as well as fighting games and other games where players control characters (operational games). The game recording motion image creation system used in this case will be described below using baseball as an example. Here, the description will focus on the differences in display screens compared to the embodiments described above; aspects common to the embodiments will be omitted as appropriate. The game recording motion image creation system for operational games appropriately adds virtual camera positions and other parameters to conventional computer games, creating game recording motion images that were not previously available.

[0095] The game recording motion graphics production system also consists of server devices that can be interconnected via a network, motion graphics production terminals, and one or more player terminals.

[0096] On the display of the terminal used by the motion graphics creator (equivalent to...) Figure 2 The display unit 26 displays a camera shot from a baseball game (equivalent to...). Figure 3(The camera display unit 41 in the middle). Similar to the above embodiment, in the baseball field which is a virtual space, virtual cameras are arranged in the following positions: an overall view position; a position that individually captures the virtual image of each player's character (PC) (PC camera position); a position that captures the pre-determined non-player characters (NPCs) such as managers, coaches, spectators, and umpires (NPC camera position); and a position that captures various props.

[0097] In the virtual camera image display area (equivalent to Figure 3 The virtual camera image display unit 42) displays images captured and images obtained by each of the multiple virtual cameras. The images captured in this example, like those in the previous embodiment, are images of props that play an important role in various scenes of the action game, such as props that temporarily enhance hitting or throwing abilities.

[0098] In this example, the virtual camera image display unit in the display section of the motion picture production terminal displays: an overhead wide-angle image display unit (equivalent to...) Figure 3 The overhead wide-angle image display unit 421 displays an image of the entire baseball field captured from an overhead position using a wide-angle lens; the overhead standard image display unit displays a predetermined object space captured from an overhead position using a standard lens (e.g., the space capturing the pitcher and batter from the rear screen direction). Figure 3 The image of the overhead standard image display unit 422); the PC display unit (equivalent to Figure 3 The PC display units 423-426 in the middle display images of the PC (pitcher, batter, etc.) captured magnified from the PC camera position; the NPC display unit (equivalent to Figure 3 The NPC display unit 427 displays an image of the NPC captured magnified from the NPC camera position; and the image capture display unit (equivalent to...) Figure 3 The image capture display units 428 and 429 in the PC display unit display captured images. Furthermore, the images displayed on the PC display unit can be directly used as game motion images, as described later.

[0099] On the display of the player's terminal (equivalent to Figure 2 The display unit 36) in the middle is equipped with a game screen display unit (equivalent to Figure 4The game screen display unit 51 displays the scene required for the player to perform character actions (throwing, hitting, etc.), similar to conventional computer games. (For example, a shot from the bowler's direction showing the catcher preparing to throw, or a shot from the catcher's direction showing the bowler preparing to hit). The scene overview display unit, character information display unit, action judgment display unit, and action input bar in the above embodiment can be appropriately configured according to the characteristics of the interactive game. This game screen also captures the virtual image of the character positioned in the virtual space from a predetermined perspective; therefore, it can be used as the image displayed on the PC display unit as described above. This reduces the number of virtual cameras required for capturing the scene, thereby reducing the load on the system.

[0100] In the case of action games, the camera view and the game view may not be the same (for example, if the camera image is an overhead view of the entire baseball field, the two are different because the player cannot control the character in that view). In this system, the player plays the action game in the same way as before, regardless of the work involved in motion graphics production by motion graphics creators; therefore, the process related to motion graphics production will be explained only thereafter.

[0101] The motion graphics creator observes the unfolding of the action game (the game's progression) and determines the subjects to focus on at various points in time. For example, in situations of opportunity or crucial moments, the pitcher and batter are chosen as subjects, and images captured from camera positions showing these virtual figures are selected as photographic images. In other situations, images captured from camera positions showing cheerleaders or managers are chosen. Furthermore, when a batter hits a home run, images captured by a virtual camera following the ball are selected as photographic images. This selection of photographic images is appropriately determined by the motion graphics creator. The selected photographic images are displayed on the camera display section of the motion graphics production terminal's display unit (equivalent to...). Figure 3 (The camera display unit 41 in the middle).

[0102] In this example, the game recording motion image production department (equivalent to...) Figure 2 The game recording motion image generation unit 128 also saves the image data that will be displayed on the camera screen at the start of the game to the game recording motion image storage unit (equivalent to...). Figure 2 The game recording motion image storage unit 114 in the middle. In addition, images captured by virtual cameras configured at each shooting position at predetermined time intervals are also sequentially saved as reference images in the shooting image storage unit (equivalent to the shooting image storage unit). Figure 2In the photographic image storage unit 113).

[0103] When the action game ends (e.g., a match ends), the game recording motion graphics production department creates game recording motion graphics based on footage captured at various points in time previously stored in the game recording motion graphics storage unit, and saves it there. When the production of the game recording motion graphics is complete, the game recording motion graphics production department notifies the motion graphics production terminal that the production is finished. Upon receiving the notification, the motion graphics creator can access the server device and download the created game recording motion graphics. The downloaded game recording motion graphics can then be uploaded to motion graphics websites and other platforms for others to view.

[0104] In this example, as described above, images captured by virtual cameras positioned at each shooting location are sequentially saved as reference images in the image storage unit. Therefore, motion picture creators can use these reference images to appropriately edit the game recording motion pictures produced by the game recording motion picture production unit.

[0105] Furthermore, the time frame of a game recording motion picture, which consists of real-time images of a match, can be as long as the match itself (e.g., 3 hours). However, motion picture creators can also extract only the marked time points from the game recording motion picture by adding structures such as markers to record important scenes when selecting images, and edit them into short motion pictures like summary videos in sports news.

[0106] Traditional action games typically record gameplay footage of the player controlling a character, displayed on the player's device. This resulted in monotonous motion images with little variation beyond the character's movements. In contrast, the system described above creates motion images, similar to those used in television broadcasts, composed of images captured from optimal viewpoints. This allows viewers to enjoy the recorded gameplay footage without getting bored, even over extended periods.

Claims

1. A system for creating motion capture images of a game, comprising the following features: The first terminal has a first display unit; One or more second terminals, each second terminal having a second display unit, capable of connecting to the first terminal via a network; The storage unit stores display data of the virtual space used to play the game and display data of the virtual image of the character. The virtual avatar display control unit, in response to a predetermined input operation performed using any of the plurality of second terminals, reads display data of the virtual avatar of the player's character corresponding to that terminal from the storage unit and displays the virtual avatar in the virtual space; The camera position setting unit, in response to a predetermined input operation performed using the first terminal, switches the camera position between an overhead position overlooking the entire virtual space, a virtual image capture position capturing the virtual image of any one of the virtual images of one or more characters configured in the virtual space from a predetermined perspective, and a full virtual image capture position capturing the virtual images of all characters. A virtual space photography unit that generates images of the virtual space captured by a virtual camera at the photography location; The first screen display control unit displays the image obtained by the virtual space camera unit as a photographic screen on the first display unit; The second screen display control unit displays the photographic image or a pre-determined game screen for operating the character on the second display unit; as well as The game recording motion image production unit sequentially records the photographed images and produces game recording motion images. The first display unit has: A camera display area that displays the photographed image; and The virtual avatar image display area displays images of the virtual avatars of the one or more characters, captured individually. Wherein, if any of the one or more characters performs a characteristic action, the first terminal can easily confirm the character's action in the virtual image display area of ​​that character, and set the camera position to capture the virtual image of that character. The game administrator advances the script through the first terminal, and the player decides their role in the script through the second terminal and performs the prescribed input operations to make the virtual image of the character move in the virtual space.

2. The system for recording motion images while playing games according to claim 1, characterized in that, The first display unit also has an overhead image display area that displays an image overlooking the entire virtual space.

3. The system for creating motion images from recorded gameplay footage according to claim 1, characterized in that, The second display unit has: The first display area displays the photographed image or the game screen; as well as The character location information area displays an image indicating the location of the virtual image of the player's character operating the second terminal in the virtual space.

4. The system for recording motion images while playing games according to claim 1, characterized in that, It also includes a server device that can connect to the first terminal and the second terminal via a network. The server device includes one or all of the following: the storage unit, the virtual avatar display control unit, the camera position setting unit, the virtual space camera unit, the first screen display control unit, the second screen display control unit, and the game recording motion image production unit.

5. The system for recording motion images while playing games according to claim 1, characterized in that, The game recording motion image production system produces game recording motion images of tabletop role-playing games.

6. The system for creating motion images while playing games according to claim 5, characterized in that, The first screen display control unit and / or the second screen display control unit also cause images of props used in the tabletop role-playing game to be displayed on the first display unit and the second display unit.

7. The system for recording motion images while playing games according to claim 1, characterized in that, The virtual space is a three-dimensional space.

Citation Information

Patent Citations

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