Program, method, and system
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-10-01
- Publication Date
- 2026-04-03
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical field]
[0001] The present disclosure relates to a program, a method, and a system. [Background technology]
[0002] Conventionally, there are known games that have a mode that supports the operation of a player to execute an action of a character in the game. In the mode, for example, aiming for shooting is automated, thereby reducing the operational burden on the player required for aiming. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 2007-312930 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the above-mentioned games, when a mode for supporting the player's operation is executed, a single, uniform support is executed, so that some players may feel that the support is excessive or insufficient. Therefore, there is room for improving the entertainment value of the game.
[0005] Therefore, one of the problems that the present disclosure aims to solve is to provide a program, method, and system that can further improve the entertainment value of a game. [Means for solving the problem]
[0006] One example of a program of the present disclosure is a program for causing a computer to execute the following operations: accepting operation inputs from a player to a first operation unit for controlling movement of a character within a game and a second operation unit different from the first operation unit for controlling actions other than character movement; when an operation mode for controlling the operation of the character is a first operation mode, executing movement of the character within the game in accordance with the player's operation input to the first operation unit and executing an action of the character within the game in accordance with the player's operation input to the second operation unit; and when the operation mode is a second operation mode different from the first operation mode, automating the execution of at least a portion of the actions within the game independent of the player's operation input, wherein the second operation mode includes a plurality of modes having mutually different degrees of automation of the execution of at least a portion of the actions.
[0007] Furthermore, another example method of the present disclosure includes receiving, by a computer, a player's operation input to a first operation unit for controlling movement of a character within a game and a second operation unit different from the first operation unit for controlling actions other than character movement, and when an operation mode for controlling the character is a first operation mode, executing movement of the character within the game in accordance with the player's operation input to the first operation unit, and executing an action of the character within the game in accordance with the player's operation input to the second operation unit, and when the operation mode is a second operation mode different from the first operation mode, automating the execution of at least a portion of the actions within the game independent of the player's operation input, wherein the second operation mode includes a plurality of modes having different degrees of automation of the execution of at least a portion of the actions.
[0008] Furthermore, a system as yet another example of the present disclosure includes a reception unit that receives operation input from a player to a first operation unit for controlling movement of a character within a game and a second operation unit different from the first operation unit for controlling actions other than character movement, and a character control unit that controls movement of the character and execution of actions within the game, wherein when an operation mode related to character operation is a first operation mode, the character moves within the game in response to the player's operation input to the first operation unit, and executes actions of the character within the game in response to the player's operation input to the second operation unit, and when the operation mode is a second operation mode different from the first operation mode, the character control unit automates the execution of at least a portion of the actions within the game independent of the player's operation input, and the second operation mode includes a plurality of modes with different degrees of automation of the execution of at least a portion of the actions. [Brief description of the drawings]
[0009] [Figure 1] FIG. 1 is an exemplary schematic diagram showing a configuration of a system according to an embodiment. [Diagram 2] FIG. 2 is an exemplary schematic block diagram showing the configuration of the game device according to the embodiment. [Diagram 3] FIG. 3 is an illustrative schematic flowchart showing an example of the flow of processing executed by the game device according to the embodiment. [Figure 4] FIG. 4 is an illustrative schematic diagram showing an example of a game screen according to the embodiment. [Diagram 5] FIG. 5 is an illustrative schematic diagram showing an example of a game screen according to the embodiment. [Figure 6] FIG. 6 is an illustrative schematic diagram showing an example of a game screen according to the embodiment. [Figure 7] FIG. 7 is an illustrative schematic diagram showing an example of a game screen according to the embodiment. [Figure 8]FIG. 8 is an illustrative schematic block diagram showing an example of a hardware configuration of an information processing device constituting the game device (and the server device) according to the embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] Hereinafter, embodiments of a program, method, and system according to the present disclosure will be described with reference to the drawings. The configurations of the embodiments described below, and the actions and effects brought about by the configurations, are merely examples, and are not limited to the contents described below.
[0011] In addition, in the following, ordinal numbers such as "first" and "second" are used as necessary, but these ordinal numbers are used for convenience of identification and do not indicate a particular priority order.
[0012] FIG. 1 is an exemplary schematic diagram showing a configuration of a system according to an embodiment.
[0013] 1, the system according to the embodiment includes a game device 110 and a server device 120. The game device 110 and the server device 120 are connected to each other so as to be able to communicate with each other via a network 150 such as the Internet.
[0014] Game device 110 provides a game to a user (player) of game device 110 while communicating with server device 120 as necessary. As will be described later, in the embodiment, game device 110 provides an action game in which a character executes an action in response to an operation by a player.
[0015] Incidentally, in the above-mentioned games, a mode for supporting the operation of the player to execute the character's action in the game may be implemented. Generally, in the mode, a single, uniform support that is determined in advance is executed.
[0016] However, when a single, predetermined, uniform support is provided, some players may feel that the support is excessive or insufficient. Therefore, there is room for improving the entertainment value of the game.
[0017] Therefore, in the embodiment, by using the configuration described below, a plurality of modes that gradually support the player's operations are provided, thereby making the game more entertaining.
[0018] FIG. 2 is an exemplary schematic block diagram showing the configuration of a game device 110 according to an embodiment.
[0019] As shown in FIG. 2, the game device 110 includes an input receiving unit 211, a display processing unit 212, and a character control unit 213.
[0020] The input receiving unit 211 receives input of various operations by the user of the game device 110. The user's operations are performed, for example, via an operation unit 200 connected to the game device 110 in a wired or wireless manner.
[0021] The contents of the operations accepted by the input accepting unit 211 include, for example, an operation to move a game character and an operation to make the character execute an action other than movement (attack, defense, etc.). An operation to move a character is input, for example, via the first operation unit 221 of the operation unit 200, and an operation to make the character execute an action other than movement is input, for example, via the second operation unit 222 of the operation unit 200.
[0022] The input receiving unit 211 also receives an operation for setting (selecting) an operation mode by the player. The operation mode is a mode provided in stages to support the operation of the player, as described above. In the embodiment, the degree of support for the operation of the player (for example, the degree to which the action of the character is automated without the operation of the player) changes according to the set operation mode.
[0023] The display processing unit 212 controls the output of the game screen, which changes according to the progress of the game and the operation of the player, to a display (not shown). The character control unit 213 controls the movement and actions of the characters in the game and manages the progress of the game, while cooperating with the server device 120 via communication as necessary.
[0024] Based on the above-mentioned configuration, the game device 110 according to the embodiment executes a process in the flow shown in the following FIG. 3 when providing a game to a player.
[0025] FIG. 3 is an exemplary schematic flowchart showing a process flow when the game device 110 according to the embodiment provides a game to a player.
[0026] 3, in the embodiment, the input receiving unit 211 first receives an operation for setting an operation mode by a player in S301. The operation mode is set, for example, via a game screen as shown in the following FIG.
[0027] FIG. 4 is an illustrative schematic diagram showing an example of a game screen according to the embodiment.
[0028] 4 is a mode selection screen that is displayed, for example, at the start of a game, for allowing a player to select an operation mode. Image 400 includes three items 401, 402, and 403.
[0029] When the player selects item 401, a mode is set in which no assistance is provided to the player, that is, a mode in which the character's movements and actions are performed according to the player's manual operations. On the other hand, when the player selects item 402 or 403, a mode is set in which assistance is provided to the player, that is, a mode in which at least some of the character's actions are automated without the player's operations.
[0030] In the embodiment, the assist mode that can be set in item 402 and the super assist mode that can be set in item 403 differ in the degree of assistance provided to the player's operations. More specifically, as will be described below, the super assist mode that can be set in item 403 has a greater number (types) of automated actions than the assist mode that can be set in item 402.
[0031] First, a specific example of an action automated in the assist mode of item 402 will be described. In the embodiment, the assist mode includes, for example, an auto-item function that automatically uses recovery or resurrection items according to the character's physical strength during a battle with an enemy, and an attack assist function that automatically performs consecutive attacks including normal attacks and special attacks by simply repeatedly pressing a single button for performing a normal attack. The assist mode also includes a special action automatic activation function that automatically executes special actions different from normal actions called abilities, secret techniques, link attacks, etc., that are activated when a predetermined operation is performed under a predetermined condition during a battle with an enemy, when the predetermined condition is met. Furthermore, the assist mode also includes, for example, an auto-avoid function that automatically avoids enemy attacks, and an auto-guard function that automatically defends against enemy attacks. Note that the auto-avoid function is not activated when the character is performing a predetermined action, such as when an ability is being activated. The auto-guard function is activated with a certain probability when avoidance is impossible. In addition, the assist mode also has an auto-dash function that automatically speeds up the character's movement speed when the character movement operation is performed continuously for a certain period of time. In normal mode, where the assist mode is not set, the character actions such as the special attacks, special techniques, abilities, link attacks, evasion, defense, and dashes mentioned above are achieved by pressing one or more of the corresponding buttons at the right time.
[0032] Next, a specific example of an action automated in the super assist mode of item 403 will be described. In the embodiment, the super assist mode includes, for example, a super attack assist function, a super auto avoidance function, a super auto guard function, and a specific attack avoidance function in addition to the above functions of the assist mode. The super attack assist function is, for example, a function that automatically performs normal attacks in succession when an enemy is within a distance where an attack can hit during a battle with an enemy, even if there is no operation for performing a normal attack. The super attack assist function cooperates with the above attack assist function to automatically perform continuous attacks even if there is no operation for performing a normal attack. In addition, the super auto avoidance function is, for example, a function that always avoids an attack by an enemy if avoidance is possible, and the super auto guard function is, for example, a function that always defends when an enemy's public avoidance is impossible but defense is possible. In addition, the specific attack avoidance function is a function that automatically moves outside the range of the special attack when the enemy performs a predetermined preparatory movement to perform a special attack.
[0033] As described above, in the embodiment, there are two operation modes which provide different degrees of support for the player's operations, so that support can be provided according to the player's skill, thereby making the game more entertaining.
[0034] The operation mode can also be set via a game screen such as that shown in FIG.
[0035] 5 is a game setting screen for making various settings related to the game, which is called up in response to a player's operation after the start of the game, for example. Image 500 includes an area 510 in which a list of setting items related to the game is displayed, and an area 520 in which details of an item selected in area 510 are displayed.
[0036] The area 510 includes an item 511 for setting the game difficulty level and an item 512 for setting the above-mentioned operation mode. In addition, the area 510 includes various items for setting the on / off of the automatic dash function, the on / off of the attack assist, the on / off of the automatic target switching, whether or not to activate the secret technique of the companion character, the on / off of the automatic playback of the conversation part, the setting of which button to use for the shortcut operation of communication, the setting of which button to use for guard / lock-on, the setting of the camera sensitivity, the setting of the camera speed during aiming, and the setting of how to rotate the camera up and down. The on / off setting of the automatic dash function, the on / off setting of the attack assist, and the on / off setting of the automatic target switching are auxiliary functions provided separately from the above-mentioned assist mode to assist the player's operation. The auto dash function on / off setting determines whether or not to enable the function that automatically dashes after moving for a certain period of time, the attack assist on / off setting determines whether or not to enable the function (lock-on) that automatically orients the character to the nearest target to attack when attacking, and the auto target switching on / off setting determines whether or not to enable the function that automatically locks onto another target when the target is no longer there while lock-on is activated.
[0037] In the example shown in FIG. 5, item 511 is "STORY." "STORY" is a difficulty level for players who place more importance on watching the story than on action operations in the game, and the assist mode and super assist mode as operation modes are effective only when the difficulty level is set to "STORY." Note that difficulty levels other than "STORY" include, for example, "ACTION," "HARD," and "ULTMATE," which correspond to the difficulty level of action operations (in this order the difficulty level increases).
[0038] 5, item 512 is set to "Do not use." In area 520, in addition to "Do not use," "Assist mode" and "Super assist mode" are displayed as options selectable in item 512. This allows the player to receive assistance with character operation to a desired degree by selecting an operation mode on the premise that the difficulty level is set to "STORY."
[0039] It should be noted that the content set in item 512 may be displayed on the game screen shown in the following FIG. 6 in addition to image 500 described above.
[0040] FIG. 6 is an illustrative schematic diagram showing an example of a game screen according to the embodiment.
[0041] 6 is a loading screen that is displayed, for example, when loading and starting a game with a previously saved progress state. The image 600 includes areas 601, 602, and 603 that indicate slots for save data.
[0042] In the example shown in FIG. 6, save data exists only in area 601. Area 601 displays area 610 indicating the difficulty level and operation mode set in the save data. Area 610 includes a display of "STORY" and a mark 611 of a circled "A". The display of "STORY" indicates that the difficulty level is set to "STORY", and mark 611 of a circled "A" indicates that the operation mode is set to "assist mode" or "super assist mode". Note that different marks may be used for mark 611 depending on whether "assist mode" or "super assist mode" is set.
[0043] The set difficulty level and operation mode may also be displayed on the game screen shown in FIG.
[0044] FIG. 7 is an illustrative schematic diagram showing an example of a game screen according to the embodiment.
[0045] 7 is a game over screen that is displayed when, for example, a player is defeated by an enemy. The image 700 includes an area 710 that accepts an operation to change the difficulty level of the game.
[0046] In the example shown in Fig. 7, area 710 displays area 720 indicating the currently set difficulty level and operation mode. Area 720 includes a display of "ACTION" and a mark 721 of a circled "A". The display of "ACTION" indicates that the difficulty level is set to "ACTION", and mark 721 of a circled "A" indicates that the operation mode is set to "assist mode" or "super assist mode". Note that a different display may be used for mark 721 depending on whether "assist mode" or "super assist mode" is set.
[0047] In this manner, in the embodiment, the difficulty level and operation mode can be set and the details of the settings can be confirmed via various game screens.
[0048] 3, in S302, the input receiving unit 211 receives an input of a character operation by the player. Then, in S303, the character control unit 213 automates the execution of at least a part of the action of the game character in accordance with the operation mode received in S301 and the player operation received in S302, and controls the progress of the game. Then, the process ends.
[0049] As described above, the game device 110 according to the embodiment includes the input receiving unit 211 and the character control unit 213. The input receiving unit 211 receives the operation input of the player to the first operation unit 221 and the second operation unit 222. The first operation unit 221 is an operation unit for operating the movement of the character in the game, and the second operation unit 222 is an operation unit provided separately from the first operation unit 221 for operating actions other than the movement of the character. The character control unit 213 controls the movement of the character and the execution of the action in the game. When the operation mode related to the operation of the character is the first operation mode (the mode of "not used" in the above example), the character control unit 213 executes the movement of the character in the game in response to the operation input of the player to the first operation unit 221, and executes the action of the character in the game in response to the operation input of the player to the second operation unit 222. Furthermore, when the operation mode is a second operation mode (in the above example, the modes called "assist mode" and "super assist mode") different from the first operation mode, the character control unit 213 automates the execution of at least some of the actions in the game without relying on the player's operation input.
[0050] Here, in the embodiment, the second operation mode includes a plurality of modes (in the above example, "assist mode" and "super assist mode") with different degrees of automation of execution of at least a part of the action. According to such a configuration, unlike the case where a single, predetermined, uniform support is executed (i.e., the case where there is only one type of second operation mode), it is possible to provide support according to the skill of the player, thereby improving the interest of the game.
[0051] In the embodiment, the plurality of modes differ from each other in the number of actions to be automated. With this configuration, the plurality of modes can be clearly differentiated by the number of actions to be automated.
[0052] In the embodiment, the above-mentioned multiple modes include a first mode ("assist mode" in the above example) in which some of the actions are automated without the player's operation input and the remaining part of the actions are executed in response to the player's operation input to the second operation unit 222, and a second mode ("super assist mode" in the above example) in which all of the actions are automated without the player's operation input. With this configuration, it is possible to provide two modes depending on whether all of the actions are automated or not.
[0053] In the embodiment, when the operation mode is the second operation mode ("assist mode" and "super assist mode" in the above example), the character control unit 213 can automate the execution of movement without relying on the operation input of the player (auto-dash function in the above example). With this configuration, by automating not only actions but also movements, the degree of support for the player's operation can be further increased.
[0054] Finally, the hardware configuration of the game device 110 (and the server device 120) according to the above-mentioned embodiment will be described. The authentication module according to the embodiment is configured as an information processing device 800 having a hardware configuration equivalent to that of a general computer, for example, as shown in the following FIG.
[0055] FIG. 1 is an exemplary schematic block diagram showing a hardware configuration of an information processing device 800 constituting a game device 110 (and a server device 120) according to an embodiment.
[0056] 8, the information processing device 800 includes a processor 810, a memory 820, a storage 830, an input / output interface (I / F) 840, and a communication interface (I / F) 850. These pieces of hardware are connected to a bus 860.
[0057] The processor 810 is configured as, for example, a CPU (Central Processing Unit), and controls the overall operation of each part of the information processing device 800 .
[0058] Memory 820 includes, for example, Read Only Memory (ROM) and Random Access Memory (RAM), and provides volatile or non-volatile storage of various data such as programs executed by processor 810, and provides a working area for processor 810 to execute programs.
[0059] The storage 830 includes, for example, a hard disk drive (HDD) or a solid state drive (SSD), and stores various types of data in a non-volatile manner.
[0060] The input / output interface 840 controls the input of data from an input device such as the operation unit 200 (see FIG. 2) to the information processing device 800, and the output of data from the information processing device 800 to an output device such as a display and a speaker.
[0061] The communication interface 850 enables the information processing device 800 to communicate with other devices.
[0062] The functional configuration (see FIG. 2) of the game device 110 according to the embodiment is realized as a group of functional modules by cooperation between hardware and software as a result of the processor 810 executing a program previously stored in the memory 820 or the storage 830. However, in the embodiment, some or all of the group of functional modules shown in FIG. 2 may be realized only by hardware such as a dedicated circuit. Furthermore, in the embodiment, at least some of the group of functional modules shown in FIG. 2 may be realized on the server device 120 side.
[0063] It should be noted that the above-mentioned programs do not necessarily need to be stored in advance in the memory 820 or the storage 830. For example, the above-mentioned programs may be provided as a computer program product recorded in an installable or executable format on a computer-readable medium, such as various magnetic disks such as a flexible disk (FD) or various optical disks such as a digital versatile disk (DVD).
[0064] The above-mentioned program may be provided or distributed via a network such as the Internet. In other words, the above-mentioned program may be provided in a state where it is stored on a computer connected to a network such as the Internet and is available for download via the network.
[0065] Although the embodiments of the present disclosure have been described above, these embodiments are presented as examples and are not intended to limit the scope of the invention. These novel embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the gist of the invention. These embodiments and their modifications are included in the scope or gist of the invention, and are included in the invention and its equivalents described in the claims. [Explanation of symbols]
[0066] 110 Gaming Devices 211 Input reception unit (reception unit) 213 Character Control Unit 221 1st operation section 222 2nd operation section
Claims
1. The system accepts player input for a first control unit for controlling the movement of a character within the game, and a second control unit, different from the first control unit, for controlling actions of the character other than movement. The system accepts player input to selectively set the operation mode for controlling the character to a first operation mode or a second operation mode different from the first operation mode. When the operation mode is the first operation mode, the movement of the character in the game is performed in response to the player's operation input to the first operation unit, and the action of the character in the game is performed in response to the player's operation input to the second operation unit. When the operation mode is the second operation mode, the execution of at least a portion of the actions in the game is automated without the player's input, A program that causes a computer to execute, The second operating mode includes a plurality of modes in which the degree of automation of at least a portion of the execution of the action differs from one another, The aforementioned multiple modes are, A first mode in which a predetermined sequence of actions is automatically executed as the action in response to a single button, which serves as the second control unit, being repeatedly pressed by the player, A second mode in which the predetermined sequence of actions is automatically executed under certain conditions, regardless of whether the single button is operated by the player or not, Includes, The first mode and the second mode are programs that are selectively set according to the player's operation input.
2. The first mode and the second mode differ in the number of actions that are automated. The program according to claim 1.
3. The first mode includes a function that defends against an enemy character's attack with a certain probability when the first condition is met, The second mode includes a function that always defends against the enemy character's attack when the second condition is met. The program according to claim 1.
4. When the operation mode is the second operation mode, the execution of the movement is automated without relying on the player's input. The program according to claim 1, for causing the computer to further execute the following.
5. By computer, The system accepts player input for a first control unit for controlling the movement of a character within the game, and a second control unit, different from the first control unit, for controlling actions of the character other than movement. The system accepts player input to selectively set the operation mode for controlling the character to a first operation mode or a second operation mode different from the first operation mode. When the operation mode is the first operation mode, the movement of the character in the game is performed in response to the player's operation input to the first operation unit, and the action of the character in the game is performed in response to the player's operation input to the second operation unit. When the operation mode is a second operation mode different from the first operation mode, the execution of at least a portion of the actions in the game is automated without the player's input. Includes, The second operation mode includes a plurality of modes with different degrees of automation in the execution of at least a portion of the actions, The aforementioned multiple modes are, A first mode in which a predetermined sequence of actions is automatically executed as the action in response to a single button, which serves as the second control unit, being repeatedly pressed by the player, A second mode in which the predetermined sequence of actions is automatically executed under certain conditions, regardless of whether the single button is operated by the player or not, Includes, A method in which the first mode and the second mode are selectively set according to the operation input of the player.
6. A first control unit for controlling the movement of a character within the game, and a second control unit different from the first control unit for controlling actions of the character other than movement, and a receiving unit that receives player input for selectively setting the operation mode for controlling the character to the first operation mode or the second operation mode different from the first operation mode, A character control unit that controls the movement of the character and the execution of the action within the game, When the operation mode is the first operation mode, the movement of the character is performed in the game in response to the player's input to the first operation unit, and the action of the character is performed in the game in response to the player's input to the second operation unit. When the operation mode is a second operation mode different from the first operation mode, the execution of at least a portion of the actions in the game is automated without the player's input. A character control unit is provided, The second operation mode includes a plurality of modes with different degrees of automation in the execution of at least a portion of the actions, The aforementioned multiple modes are, A first mode in which a predetermined sequence of actions is automatically executed as the action in response to a single button, which serves as the second control unit, being repeatedly pressed by the player, A second mode in which the predetermined sequence of actions is automatically executed under certain conditions, regardless of whether the single button is operated by the player or not, Includes, The first mode and the second mode are selectively set according to the player's input.