Game system, computer program used therefor, and control method
Patent Information
- Application Number
- JP2023133871
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-21
- Publication Date
- 2025-03-06
Smart Images

Figure 2025029321000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a game system etc. that provides a game that progresses through a user character by utilizing a display device that displays a game screen including a game field in which multiple characters can act, and an input device that inputs instructions for actions to be performed in the game field to a user character, which is one of the multiple characters and corresponds to a user. [Background technology]
[0002] A game system is known that provides a game that progresses through a user character by utilizing a display device that displays a game screen including a game field for making a plurality of characters act, and an input device that inputs instructions for an action to be performed in the game field to a user character that is one of the plurality of characters and corresponds to a user (see, for example, Patent Document 1). In addition, Patent Document 2 is known as a prior art document related to the present invention. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2014-61039 A [Patent Document 2] Patent No. 7268253 Summary of the Invention [Problem to be solved by the invention]
[0004] In a game in which a plurality of characters appear, various interactions may be performed using these characters. For example, the game device of Patent Document 1 provides an action game in which, when a specific input for a player character and an ally character is received, the ally characters present within an effect instruction range around the player character attack an enemy character or defend against an enemy character's attack together with the player character. In this game, a specific command may be executed for the ally characters to gather around the player character in order to have many ally characters present within the effect instruction range before the specific input. In other words, in this game, interactions such as attacking together or defending together are performed between the ally character and the player character. However, the ally character is merely configured to move around the player character, and the player character is not configured to move to search for an ally character (an exchange partner) to perform attacks together.
[0005] On the other hand, Patent Document 2 discloses a system in which a user takes a virtual trip through an avatar that is an alter ego of the user. In this virtual trip, a sightseeing tour through an avatar may be performed. In this sightseeing tour, for example, a guide character is prepared at a virtual airport, and the guide character recruits participants for the tour, and the user can participate in the tour through the avatar. In other words, the virtual trip is provided with an interaction of going on a tour together. However, the specific method of recruiting participants and the target of the recruitment are not clear. In general, it is considered that the recruitment is performed by a method in which an avatar moving around the airport applies to participate when it sees a guide character that is recruiting participants. In other words, it is considered to be configured to gather participants around the guide character as in Patent Document 1. In addition, avatars in the airport are considered to be candidates for participants, but the candidates should not be related to the actions of the guide character. In the first place, the recruitment of tours is performed by a guide character (a so-called NPC), and it is not configured in such a way that the user searches for a partner to interact with.
[0006] On the other hand, in real human relationships, there are cases where you search for a partner yourself. In such cases, it is often more efficient to search for a partner yourself than to wait for the other person to move. However, both the game in Patent Document 1 and the system in Patent Document 2 are merely configured to wait for a partner, and cannot meet the need to search for a partner yourself.
[0007] Therefore, an object of the present invention is to provide a game system or the like that enables a user to search for a partner to interact with via a character that acts according to the user's instructions. [Means for solving the problem]
[0008] The game system of the present invention is a game system that provides a game that progresses through a user character by utilizing a display device that displays a game screen including a game field for causing a plurality of characters to act, and an input device that inputs instructions for an action to be performed in the game field to a user character among the plurality of characters, the user character being a character corresponding to a user, and is equipped with a state change means that, when the user character is instructed to take an action to interact with any other character among the plurality of characters, changes the state of the user character to an interaction state that enables interaction with the other character, and a character movement means that, when the user character is instructed to move in the interaction state, moves the user character in the game field so that the candidate other characters change depending on the position of the user character after movement.
[0009] On the other hand, a computer program according to the present invention is configured to cause a computer connected to the display device and the input device to function as each of the means of the game system described above.
[0010] In addition, the control method of the present invention utilizes a display device that displays a game screen including a game field for causing a plurality of characters to act, and an input device that inputs instructions for an action to be performed in the game field to a user character among the plurality of characters, the user character being a character corresponding to a user, to execute a state change procedure for changing the state of the user character to an interaction state that enables interaction with any other character among the plurality of characters, when the user character is instructed to take an action to interact with the other character, and a character movement procedure for moving the user character in the game field, when the user character is instructed to move in the interaction state, such that the candidate other character changes depending on the position of the user character after the movement. [Brief description of the drawings]
[0011] [Figure 1] 1 is a diagram showing an example of a network system to which a game machine functioning as a game system according to an embodiment of the present invention is applied; [Diagram 2] FIG. 2 is a diagram showing an example of a specific configuration of a controller. [Diagram 3] FIG. 2 is an explanatory diagram for explaining an outline of a game field. [Figure 4] FIG. 1 is an explanatory diagram for explaining an overview of basic magic and cooperative magic. [Diagram 5] FIG. 11 is an explanatory diagram for explaining an example of cooperative magic. [Figure 6] FIG. 13 is an explanatory diagram for explaining the recruitment of collaborators in cooperative magic. [Figure 7] FIG. 11 is a diagram illustrating an example of a game screen including a user character. [Figure 8] FIG. 11 is an explanatory diagram for explaining an example of a variation of a recruitment pop-up. [Figure 9] An explanatory diagram to explain an example of the process leading up to the activation of a cooperative magic spell when an NPC becomes an allied player. [Figure 10]FIG. 2 is a functional block diagram showing a main part of a control system of the network system. [Figure 11] 10 is a flowchart illustrating an example of a procedure for a state change process. [Figure 12] 11 is a flowchart showing an example of a procedure for a candidate determination process. [Figure 13] 11 is a flowchart showing an example of a procedure of cooperation determination processing. [Figure 14] 11 is a flowchart showing an example of a procedure of a cooperation execution process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0012] (Network System) A game system according to an embodiment of the present invention will be described below. Fig. 1 shows an example of a network system 1 to which a game machine that functions as a game system according to an embodiment of the present invention is applied. The network system 1 is configured as a client-server system including a game machine 2 as a client and a server 3 connected to the game machine 2 via a network NT. The network NT may be configured appropriately as long as it is possible to connect the game machine 2 to the server 3. As an example, the network NT includes the Internet as a WAN, and various connection facilities or devices such as a LAN or an access point AP that connects each of the server 3 and the game machine 2 to the Internet.
[0013] The server 3 may be configured by appropriately combining a plurality of server units, or may be configured by a single server unit. The server 3 may be configured as a cloud server using cloud computing technology. The server 3 provides the game machine 2 with various game machine services related to the game provided by the game machine 2, such as a service for matching players to compete in a game, and a service for relaying game information to be shared between the game machines 2.
[0014] The game machine 2 is a game device that allows users to play games, and functions as an example of the game system of the present invention. Any suitable computer device that provides games may be used as the game machine 2, but the example in FIG. 1 shows an arcade game machine 2A, a stationary home game machine 2B, a personal computer 2C, and a mobile phone 2D. The arcade game machine 2A is a commercial game device that allows users to play games within a range corresponding to a predetermined play fee in exchange for the payment of the play fee. The arcade game machine 2A is often installed in a predetermined facility.
[0015] On the other hand, the stationary home game machine 2B, the personal computer 2C, and the mobile phone 2D are all types of user terminal devices. The user terminal device is a computer device that can be connected to a network and is provided for personal use by a user. For example, such computer devices include mobile terminal devices such as stationary or notebook personal computers, mobile phones (including smartphones), portable game machines, and portable tablet terminal devices. These various user terminal devices can function appropriately as the game machine 2, and the example of FIG. 1 shows the stationary home game machine 2B, the stationary personal computer 2C, and the mobile phone 2D. In the following, a case where the stationary home game machine 2B is used as the game machine 2 as an example will be described.
[0016] The game machine 2 (a stationary home game machine 2B. Hereinafter, it may be simply referred to as the game machine 2.) may be configured as appropriate, but in the example of FIG. 1, it includes a stationary game machine main body 5, a controller 6 as an example of an input device connected to the game machine main body 5, and a monitor 7 as an example of an output device. The game machine main body 5 is configured mainly for the purpose of providing a game, and may be called a consumer game machine or a game console. The controller 6 is an input device for inputting a user's play action (various instructions). The input device is not limited to the controller 6, and may be an appropriate input device for inputting various play actions (instructions or operations), such as a camera, a touch panel that outputs a signal according to a touch position, a device using an acceleration sensor, a device using position information, or the like. The monitor 7 is a display device for displaying various game screens. In the example of FIG. 1, one monitor 7 is shown, but multiple monitors 7 may be connected to the game machine main body 5. In addition to the monitor 7, the output device may include a speaker unit for audio output, but is not shown in the figure.
[0017] FIG. 2 shows an example of a specific configuration of the controller 6. The controller 6 has a main body housing 10 whose shape and size are selected on the assumption that the user will hold it with both hands. The main body housing 10 has grips 11L and 11R to be held with the left and right hands. Four directional keys 12 are provided on the upper front surface of the left grip 11L, and four operation buttons 13 are provided on the upper front surface of the right grip 11R, respectively, and a pair of sticks 14L and 14R are provided between the grips 11L and 11R. The sticks 14L and 14R are in a neutral position when not in operation, and can be operated in all directions, that is, in any direction of 360°, from the neutral position. Furthermore, two operation buttons 15L1 and 15L2 are provided on the upper end surface of the left grip 11L, and two operation buttons 15R1 and 15R2 are provided on the upper end surface of the right grip 11R. The game machine 2 may be provided with an appropriate input device having various operation sections depending on the type of the arcade game machine 2A or the like, and as one example, such a controller 6 is provided.
[0018] (game) An example of a game provided by the game machine 2 will be described with reference to Figs. 3 to 9. The game machine 2 can provide various games as appropriate, and the games are configured to progress through characters operating in a game field. The characters include not only human concepts but also various concepts such as animals and objects (e.g., vehicles) that are given personal characteristics. This type of game is often called an action game when the user directly operates the character, and a simulation game when the user indirectly controls the character through instructions, etc., but may be appropriately classified into various genres including role-playing games. Below, a case where the game machine 2 provides a type of game called an action game in which the user directly operates the character will be described as an example.
[0019] FIG. 3 is an explanatory diagram for explaining an overview of a game field. In the example of FIG. 3, the game field GF is shown in a schematic manner. An appropriate world view may be provided in the game, and as an example, a world view is provided in which daily life is enjoyed through an avatar-like character who is a wizard (hereinafter, an avatar-like character corresponding to each user may be referred to as a user character). In other words, the game field GF is a stage where the user character lives his or her daily life, and is a virtual space in the game that is set as the movement range (activity range) of the user character. In the game field GF, various attractions such as a theme park, shops, or various facilities related to daily life such as a school are appropriately provided. However, their display is omitted in FIG. 2.
[0020] The game may be provided with an appropriate mission, such as increasing the number of visitors to a theme park, and the game may be played with the objective of clearing the mission, or may be played simply to enjoy interactions with various facilities and various characters via the user character. The various characters may include characters other than the user's own character, such as an NPC (non-player character) that is automatically controlled according to a predetermined rule, or a user character of another user (e.g., another user in a case where multiple users can play on one game device 2, or a user of one or more other game devices 2 matched via the network NT). Appropriate changes may be given to each user character so that the user's own user character can be distinguished from the user character of another user, or the user characters of other users can be distinguished from each other.
[0021] (An example of magic) Various kinds of magic may be provided in the game as appropriate, and such magic includes, for example, basic magic and cooperative magic. Basic magic is the magic that is the basis of cooperative magic, and cooperative magic is a magic that is realized by combining multiple basic magics. For this reason, cooperative magic is activated by multiple characters who activate multiple basic magics. FIG. 4 is an explanatory diagram for explaining the outline of basic magic and cooperative magic. In the example of FIG. 4, the flow until cooperative magic is activated is shown in comparison with basic magic. As shown in FIG. 4, both basic magic and cooperative magic include two states, a preparation state and a standby state, from the magic selection for selecting the magic to be activated to the magic activation. However, while the user character UC can activate basic magic alone, the activation of cooperative magic requires the cooperation of other characters OC other than the user character UC.
[0022] Specifically, the basic magic is a magic that the user character UC can activate alone. For this reason, as shown in (A) of FIG. 4, when the basic magic is selected in the magic selection, the user character UC activates the basic magic after transitioning between a preparation state and a standby state in order. The preparation state is a state in which preparation is made for activating the magic. The preparation state may be configured appropriately or may be omitted, but as an example, it is configured as an action of charging a wand for magic activation (a type of item provided in the game). In other words, in the preparation state, an action of charging the wand with magic is executed. On the other hand, the standby state is a state in which the activation of the magic is waited for. The basic magic may be activated immediately after the preparation state, and in that case, it may be omitted, but as an example, a standby state is provided after the preparation state so that the user can adjust the activation timing. Then, when the standby state is released, magic activation is reached and the basic magic is actually activated.
[0023] More specifically, the preparation state and the standby state can be realized by an appropriate operation. As an example, the preparation state is reached by a preparation operation after the selection of magic (for example, an operation of pressing the operation button 13 located on the right side of the four operation buttons 13), and the standby state is reached when a standby operation is further performed in the preparation state. The standby operation may be an appropriate operation, but is configured as, for example, an operation of continuously pressing a specific operation button 13 (for example, the operation button 13 located on the left side of the four operation buttons 13) (hereinafter, may be referred to as a long press operation on the specific operation button 13). On the other hand, when the long press operation on the specific operation button 13 is released (when the finger is released from the specific operation button 13), the standby state is released, magic is activated, and a basic magic is actually activated. In other words, the timing of activation of the basic magic is adjusted by the continuation and release of the long press operation. In the case of basic magic, all of these operations from magic selection to magic activation are executed by the user character UC alone.
[0024] The continuation of the standby state and its release are not limited to the long press operation and its release, and may be realized by an appropriate operation. For example, the standby state may be generated so as to continue until a predetermined time has elapsed by pressing the specific operation button 13 once. Alternatively, the standby state may be automatically released when a predetermined time has elapsed during the long press operation. In other words, a special operation may not be required to release the standby state. Also, the standby state may be released when another operation for cancellation (for example, an operation of pressing an appropriate button other than the specific operation button 13) is performed while the standby state caused by the long press operation is continuing. In other words, another operation for actively releasing the standby state may be set separately. Other operations such as a preparation operation may also be realized by an appropriate operation in the same manner.
[0025] On the other hand, cooperative magic is magic that is activated with the cooperation of other characters OC. In other words, cooperative magic cannot be activated (used) alone, and multiple characters including the user character UC are required to activate it. In the game, various interactions between multiple characters, such as taking photos in groups, clearing missions in groups, or going on expeditions to theme parks, etc., can be appropriately provided, and cooperative magic is one of them. Cooperative magic may be set as an appropriate concept of multiple characters cooperating with each other, and may be set to be activated based on various cooperative elements other than magic, such as receiving consent to cooperation from other characters OC or singing a song with other characters OC, but as an example, it is set as a higher-level magic that combines multiple basic magics. For this reason, the selection in the magic selection is performed to select a basic magic that is the basis of cooperative magic.
[0026] The selection of basic magic may be realized as appropriate, for example by selecting the cooperative magic to be activated and then selecting the basic magic (one of the combinations of basic magic that form the basis of the selected cooperative magic) that the player is responsible for, but as an example, a specific basic magic (one of the combinations of basic magic that form the basis of the selected cooperative magic) is automatically selected by selecting the cooperative magic to be activated. In this case, some operation may be performed as appropriate before the automatic selection of the basic magic. In other words, the specific basic magic may be automatically selected when an appropriate operation is performed after the selection of the cooperative magic.
[0027] In cooperative magic, the user character UC goes into a preparation state and a standby state from the selection of a basic magic to the activation of the magic, just as in the case of basic magic, and these states may occur in the same way, but when a cooperative magic is selected, the standby state also functions as a recruiting state to recruit other characters OC who will cooperate in the activation of the cooperative magic. Then, if another character OC who will cooperate in the activation of the cooperative magic is found in the standby state (recruiting state), the cooperative magic is activated. In other words, when the standby state is released in a situation where another character OC is present as a helper, the cooperative magic is activated.
[0028] On the other hand, if no other character OC is found as a helper in the standby state and the standby state is released with only the user character UC as the caster, the cooperative magic ends in a misfire. For example, if no helper is found for cooperative magic, a basic magic may be cast, that is, the magic is cast by releasing the standby state, but the magic cast in that case may not be a cooperative magic, but may be the basic magic of the user character UC alone (basic magic selected for cooperative magic), but as an example, it is processed as a misfire of the cooperative magic. The misfire of the cooperative magic may include, as appropriate, the casting of an incomplete cooperative magic, such as the casting of a magic that combines two basic magics in a cooperative magic that combines three basic magics, when only two basic magics can be cast by the user and one helper, or the casting of a cooperative magic with reduced effect, but as an example, it is processed as a complete misfire where no magic is cast.
[0029] More specifically, the standby state is realized by a long press operation on the specific operation button 13, as in the case of basic magic, and as long as the long press operation is maintained, the recruitment of helpers continues and the participation of other characters OC is accepted. Then, when the long press operation is released in a situation where there are other characters OC as helpers (when the user releases his / her finger from the specific operation button 13), cooperative magic is activated by cooperation between the user character UC and the other characters OC. On the other hand, if the long press operation is released before a helper is found (in a situation where there is no helper), the situation where there are no helpers (applicants) is confirmed (the recruitment state ends), and the cooperative magic ends in failure. In other words, the user character UC does not receive any cooperation from anyone and cannot activate the cooperative magic. As an example, the activation of such cooperative magic is prepared as one of the interactions. In this example, the cooperative magic functions as the cooperative action of the present invention. Also, the standby state (recruitment state) in the cooperative magic functions as the interaction state of the present invention.
[0030] (An example of cooperative magic) FIG. 5 is an explanatory diagram for explaining an example of cooperative magic. Various basic magics and cooperative magics that impart different effects are prepared in the game, and the example in FIG. 5 shows an example of cooperative magic among them. As shown in FIG. 5, cooperative magic includes, for example, types of magic such as "big fireworks", "lightning", "twister", "hustle", "slow", "instant code", and "rainbow". These cooperative magics impart predetermined effects as shown in FIG. 5. For example, "hustle", "slow", and "instant code" are magics that cause various effects related to characters. Cooperative magic includes not only magic that affects the game field GF, but also magic that has various effects on various characters as described above.
[0031] On the other hand, "big fireworks", "lightning", "twister" and "rainbow" are magic spells that create various effects such as fireworks, lightning, tornadoes or rainbows in the game field GF, and can acquire a value called "happiness points" from NPCs who witness them. Happiness points can be used appropriately in the game, but are used as a value that affects the progress of the game, such as various missions (for example, increasing the number of visitors to a theme park) and progress. In addition, the lightning cooperative magic spell may have the effect of decreasing a value called a "relationship value". The relationship value is a value that indicates the intimacy between each NPC and the user character UC. The relationship value can be used appropriately, but as an example, it is used to affect the cooperation of NPCs in cooperative magic. The flow up to the activation of cooperative magic when an NPC becomes a cooperator will be described later.
[0032] Furthermore, the activation conditions for each cooperative magic are met through cooperation between the user character and the cooperator, but the number of cooperators may affect the effect. For example, in the case of the cooperative magic "Big Fireworks," the more the number of cooperators, the larger the number of fireworks that will be launched and the larger the size of the fireworks when the activation conditions are met. In other words, the effect of "Big Fireworks" is given such that the degree of effect increases as the number of cooperators who cooperate in the activation of the magic increases. The same is true for the cooperative magics "Lightning," "Twister," "Hustle," and "Slow." The cooperative magic may include various types of magic as appropriate, but these magics are included as examples.
[0033] (Recruiting collaborators) FIG. 6 is an explanatory diagram for explaining the recruitment of helpers for cooperative magic. The example of FIG. 6 shows a simplified game field GF including the user character UC. Also, (A) and (B) of FIG. 6 respectively show the user character UC before and after movement. As shown in FIG. 6, the user character UC can move around the game field GF in the recruiting state so that he or she can search for helpers for cooperative magic.
[0034] Specifically, as shown in FIG. 6A, a waiting range WA is set around the user character UC in the recruiting state. The waiting range WA is a range for identifying candidates for helpers. Candidates for helpers may be appropriately identified, and may be set based on various conditions related to the user character UC, such as other characters OC who have come into contact with the user character UC or who have been called out to, but as an example, other characters OC included in the waiting range WA are identified as candidates for helpers. In addition, other characters OC (candidates for helpers) included in the waiting range WA may be unconditionally determined as helpers, but as an example, other characters OC who have performed a specific participation action to express their intention to participate within the waiting range WA are determined as participants. In other words, the waiting range WA is a range for waiting for a specific participation action (application as a helper) and is used to identify candidates for helpers.
[0035] The waiting range WA may be formed appropriately, for example, in the entire game field GF included in the game screen (the display range of the game screen) (in other words, when the game screen is displayed so as to correspond to the photographing result of photographing the virtual three-dimensional space as the game field GF with a virtual camera, the waiting range WA may be set according to the photographing conditions such as the position and direction of the virtual camera). However, in the example of FIG. 6, it is formed as a part of the game screen in a circular shape centered on the user character UC. Therefore, as the user character UC moves, the waiting range WA also moves so as to follow the movement of the user character UC. As a result, as the user character UC moves, the other characters OC included in the waiting range WA, that is, the candidates for helpers, also change. For example, FIG. 6A shows a situation in which four other characters OC exist in the game field GF, but no other characters OC exist within the waiting range WA, and no candidates for helpers exist.
[0036] On the other hand, as shown in FIG. 6B, when the user character UC moves from the original position (position in FIG. 6A) OP1 in the lower left direction, the waiting range WA also moves from the original range (range in FIG. 6A) OP2 in the lower left direction. In FIG. 6B, both the original position OP1 and the original range OP2 are shown by dashed lines. As a result, the waiting range WA after the movement includes the other character OC (left diagonal line) located at the lower left. In this case, this other character OC at the lower left functions as a candidate for a helper. Therefore, when this candidate performs a specific participation action, he or she is determined as a helper. In this way, the user character UC can move in the game field GF in the recruiting state, and can search for a helper for the cooperative magic by himself or herself through the movement. In other words, the user character UC moves so as to change the candidate for a helper according to the position after the movement in the recruiting state. In this example, the user character UC and the four other characters OC function as the multiple characters of the present invention. In addition, the other characters OC shown by the left diagonal line function as candidates for the other characters of the present invention. Furthermore, the waiting range WA functions as the determination range of the present invention.
[0037] FIG. 7 is a diagram showing an example of a game screen including a user character UC. Appropriate game screens corresponding to various game situations may be displayed on the monitor 7, but the example of FIG. 7 shows a case including a moving user character UC in a recruiting state. As shown in FIG. 7, a game screen 50 includes a game field GF and a map image 53. The map image 53 is an image that simply shows a portion of the entire game field GF shown in the example of FIG. 3 that corresponds to the game screen 50 and its surroundings. The map image 53 may be configured appropriately, but includes, for example, a cursor 54 that indicates the current position of the user character UC. The cursor 54 may also indicate the direction of the user character UC.
[0038] The game field GF is a portion of the entire game field GF that corresponds to a predetermined display range (game screen 50). In the game field GF, for example, a user character UC and a waiting range WA are arranged. As described above, the waiting range WA is a range set around the user character UC, and is used to determine candidates for helpers. The waiting range WA may not be displayed and may be concealed (not visually recognizable), but in the example of FIG. 7, it is displayed so as to be visually recognizable. Specifically, the waiting range WA is set in a circular shape around the user character UC so as to be at the center. In this example, the display of the waiting range WA functions as candidate information of the present invention.
[0039] The user character UC is as described above, and executes various actions (behaviors) in the game according to the user's instructions, and the actions are expressed through an image of the user character UC on the game screen 50. In addition, in the case of a recruiting state, a recruiting pop-up 56 is added to the user character UC. The recruiting pop-up 56 is guidance information for informing the user (self) or surrounding characters (mainly other user characters operated by other users, but may include NPCs as appropriate) that the user character UC is in a recruiting state. The recruiting state may be kept secret and not be notified to the surroundings, but as an example, it is notified through the recruiting pop-up 56. In addition, the guidance information may be realized as appropriate, and may be notified, for example, through a bulletin board for all characters (for this reason, the notification range may be an appropriate range including all characters), but as an example, it is notified through the recruiting pop-up 56 so as to be limited to some characters.
[0040] Specifically, the recruitment pop-up 56 may be displayed to a limited extent to some characters on the game screen 50, such as only other users corresponding to other characters OC within the waiting range WA, but is displayed to be shared with other users sharing the game screen 50 including the user character UC in the recruiting state, or with an NPC (computer). In other words, the guidance information is notified to each user sharing the game screen 50 via the recruitment pop-up 56. This encourages the other characters OC to take proactive action to become collaborators, such as moving into the waiting range WA to perform a participation action on the game screen 50.
[0041] The recruitment pop-up 56 may be configured as appropriate as long as it can inform the recruitment status, and may simply function as information for determining the recruitment status, but as an example, it is configured to include recruitment information. The recruitment information may be any appropriate information related to the recruitment of cooperative magic, but in the example of FIG. 7, it is configured to include an original magic icon 57, an additional magic icon 58, and an effect icon 59. The original magic icon 57 is an icon indicating the basic magic (hereinafter, sometimes referred to as original basic magic) selected for activation as the basis of the cooperative magic being recruited. Any type of basic magic may be prepared in the game, and an original magic icon 57 may be prepared for each type, but in the example of FIG. 7, an original magic icon 57 corresponding to wind magic (basic magic) is shown.
[0042] The additional magic icon 58 is an icon indicating the magic required to realize the cooperative magic. Since the cooperative magic is constituted as a magic realized by combining a plurality of basic magics, for example, invocation of the cooperative magic requires not only the invocation of the original basic magic by the user character UC, but also the invocation of a basic magic for combination by the collaborator (a basic magic that should be additionally combined with the original basic magic to activate the cooperative magic. Hereinafter, this may be referred to as an additional basic magic). The additional basic magic (each magic that constitutes the cooperative magic) to be combined with each original basic magic may be set appropriately, and the additional magic icon 58 is displayed to indicate the type of additional basic magic, and in the example of FIG. 7, the additional magic icon 58 corresponding to lightning magic (basic magic) is shown.
[0043] The effect icon 59 is an icon showing the effect obtained when the cooperative magic being recruited is activated. The effect of the magic can be set as appropriate, but includes effects that affect the environment (weather) of the game field GF, such as setting off large fireworks, generating lightning, or generating a tornado. As an example, the effect icon 59 is displayed to show the effect and type of each cooperative magic (in other words, the type of cooperative magic).
[0044] Furthermore, a character icon 60 may be added to the original magic icon 57 and the additional magic icon 58. The character icon 60 is an icon showing the character corresponding to the caster of each basic magic. The character icon 60 may be displayed as appropriate, but in the example of FIG. 7, it is displayed so as to be placed above the icon in which the caster exists. A cooperative magic is triggered by the caster of an original basic magic by the user character UC, and in the recruiting state, the user character UC is always in a standby state for the original basic magic. For this reason, the character icon 60 showing the user character UC is always placed above the original magic icon 57.
[0045] On the other hand, when a helper who activates an additional basic magic (for example, lightning magic) appears, a character icon 60 indicating the helper is displayed on the additional magic icon 58. A helper candidate in the waiting range WA expresses his / her intention to participate through a specific participation action and is determined as a helper. Any appropriate action can be adopted as the participation action, but when the helper is required to activate an additional basic magic, the action of activating the additional basic magic is adopted as the specific participation action. In other words, cooperative magic includes the activation of a basic magic by the user character UC and the activation of an additional basic magic by the helper as activation conditions. Then, when another character OC performs an action of selecting the additional basic magic designated (recruited) by the additional magic icon 58 in the waiting range WA as the activation target, a character icon 60 indicating the activater (helper) is added on the additional magic icon 58.
[0046] Furthermore, the original magic icon 57, the additional magic icon 58, and the effect icon 59 are displayed in a display mode that indicates the status. This display mode can be realized appropriately, but in the example of FIG. 7, it is expressed by the color scheme of the background. Specifically, the background of the original magic icon 57 and the additional magic icon 58 is displayed in white when an invoker is present (the requirements of the invoker condition are met), and is displayed with a left diagonal line when an invoker is not present. As a result, the color scheme of the background functions as status information regarding the requirements of the invoker condition, and the additional magic icon 58 containing that information also functions as a recruitment requirement for invoking a cooperative magic. Note that, for example, even if a candidate for a helper (another character OC within the waiting range WA) performs an action (an action that does not match a specific participation action) to invoke a basic magic (e.g., earth magic) that does not match the recruitment requirements, the candidate is not identified as a helper, the invoker condition is not met, and the cooperative magic is not invoked.
[0047] Similarly, the background of the effect icon 59 is displayed in white when the activation condition is met, and with a left diagonal line when the activation condition is not met. In the example of FIG. 7, the activation condition is not met, so the background color of the effect icon 59 is displayed with a left diagonal line. Therefore, the background color of the effect icon 59 functions as status information on whether the activation condition is met or not. The recruitment pop-up 56 can be configured appropriately, but as an example, it is configured to include information such as the combination of basic magics (activation condition) required to activate the cooperative magic and its progress status as recruitment information through various icons. In this example, the activation condition (recruitment requirements) represented by the base magic icon 57 and the additional magic icon 58 functions as the execution condition of the present invention.
[0048] FIG. 8 is an explanatory diagram for explaining an example of a variation of the recruitment pop-up 56. Example (A) of FIG. 8 shows a case where a cooperative magic is activated by a combination of three basic magics. A cooperative magic may be configured to be activated by a combination of an appropriate number of basic magics, and may be activated by a combination of three basic magics, not just a combination of two basic magics as in the example of FIG. 7. In this case, as shown in example (A) of FIG. 8, two types of additional magic icons 58 corresponding to two types of basic magic (e.g., lightning magic and earth magic) are displayed in the recruitment pop-up 56 as additional magic icons 58 corresponding to additional basic magic.
[0049] In addition, in the example of FIG. 8, two character icons 60 are added on each of the two types of additional magic icons 58. The two character icons 60 indicate a situation in which two helpers are already present for each of the two types of additional basic magic currently being recruited. The number of helpers who can activate each additional basic magic required as an activation condition may be set appropriately and may differ for each additional basic magic, but as an example, each is set to the minimum number of one. On the other hand, when the minimum number of helpers are found for an additional basic magic, the recruitment of helpers may be terminated at that point (participation as helpers may be restricted), but a certain number of casters of each additional basic magic is allowed. This certain number may differ for each additional basic magic, but in the example of FIG. 8, each is set to three. And, in the example of FIG. 8, two of them have already appeared as helpers. In other words, a total of three helpers (casters) of each additional basic magic are allowed, and two of them have actually already cast each additional basic magic. Therefore, the conditions for activating cooperative magic are met, and when the recruitment state (standby state) is released in this situation, a cooperative magic that combines three types of basic magic, including two types of additional basic magic activated by two collaborators, will be activated.
[0050] When multiple helpers are allowed for each additional basic magic, the cooperative magic can be activated (satisfying the activation condition) even if there is only one helper for each additional basic magic (the minimum number of helpers that meets the activation condition) or if there are different numbers such as one and two, but the effect may be different. Specifically, when there are multiple helpers for each additional basic magic, it corresponds to a situation in which additional helpers are generated beyond the minimum number required for activation (one for each). In this case, the effect of the cooperative magic is set to be greater than when it is activated with the minimum number of people. The change in the degree of the effect is as shown in the column "Change due to the number of helpers" in the example of FIG. 5. In this example, a total of four other characters OC corresponding to two character icons 60 each indicating the helpers of each additional basic magic function as other characters and two or more characters of the present invention.
[0051] On the other hand, the example (B) of Fig. 8 shows a case where the number of casters of each basic magic required to cast the cooperative magic is different. Specifically, the example (B) of Fig. 8 shows a cooperative magic that is cast by combining two basic magics, an original basic magic and an additional basic magic, as in the example of Fig. 7, but shows a case where the casters of the original basic magic and the additional basic magic are different, 2 and 3, respectively. In this case, as shown in Fig. 8, the recruitment pop-up 56 includes one each of an original magic icon 57 and an additional magic icon 58, and character icons 60 corresponding to the two and three casters are added above the original magic icon 57 and the additional magic icon 58, respectively.
[0052] Specifically, each character icon 60 indicates the caster of each basic magic. Therefore, the two character icons 60 above the original magic icon 57 indicate that there are two casters of the original basic magic. The number of casters of the original basic magic to cast the cooperative magic may be limited to one, and may differ from the number required to cast the additional basic magic (for example, the condition for casting is not met unless there is one caster of the original basic magic and two casters of the additional basic magic), but as an example, the minimum number of casters, one, is required to satisfy the condition for casting the additional basic magic, but multiple casters are allowed. Therefore, for example, when another character OC who has entered the waiting range WA in the recruiting state performs an action (participation action) to cast the original basic magic, that character OC participates in the casting of the cooperative magic as a collaborator who cooperates with the casting of the original basic magic. In other words, the original basic magic is also used as one of the basic magics to be recruited. Similarly, the three character icons 60 above the additional magic icon 58 indicate that there are three casters of the additional basic magic. In this case too, the conditions for activating cooperative magic are met, and when the recruitment state (standby state) is released in this situation, a cooperative magic combining two types of basic magic will be activated by a total of four collaborators.
[0053] The effect of the cooperative magic is not only set to increase according to the number of collaborators, but also appropriate weighting of the effect between each basic magic may be performed, for example, the more people who cast the original basic magic, the higher the effect; however, as an example, no weighting is performed, and the effect is simply set according to the total number of collaborators and the number of additional basic magics. In other words, if the number of additional basic magics required to cast a cooperative magic is the same, the greater the total number of collaborators, the higher the effect is set. A cooperative magic may be realized by an appropriate number of basic magics and collaborators, and its effect may be set according to the number of collaborators and the number of basic magics, and a recruitment pop-up 56 with various variations like this is displayed according to the recruitment content of the cooperative magic.
[0054] In the example of FIG. 8, each cooperative magic is realized by a combination of different basic magics, but the basic magics for realizing the cooperative magic may be set appropriately. For example, the cooperative magic may be realized by a combination of multiple identical basic magics. In other words, the user character UC and the helper (which may be multiple) may activate a cooperative magic (for example, a storm as a combination of multiple breezes) by overlapping the same basic magic (for example, breeze + breeze). In this case, the helper may cooperate in the activation of either the original basic magic or the additional basic magic. In the recruitment pop-up 56, the helper of the original basic magic may be displayed above the original magic icon 57, and the helper of the additional basic magic may be displayed above the additional magic icon 58, each through the character icon 60.
[0055] (If the NPC is an ally) FIG. 9 is an explanatory diagram for explaining an example of the flow up to activation of a cooperative magic when an NPC becomes a collaborator. As shown in FIG. 9, first, a selection operation for selecting an original basic magic as a magic selection is performed by the user. The selection operation can be realized by an appropriate operation, for example, by pressing the operation button 13 located on the right side (hereinafter, sometimes referred to as the right operation button 13). Next, the user is requested to perform a preparation operation for making the user character UC prepare, that is, to execute the action of putting magic into the wand, by the user character UC. The preparation operation can also be realized by an appropriate operation, for example, by pressing the right operation button 13, similar to the selection operation in magic selection. In other words, when the operation of pressing the right operation button 13 is executed following the magic selection, the user character UC executes the action of putting magic into the wand in preparation for activating the selected original basic magic. In this example, the selection operation for selecting an original basic magic or the preparation operation (both are operations of pressing the right operation button 13) functions as an instruction for interacting with other characters of the present invention. In other words, the action of selecting an original basic magic or the action of putting magic into the wand functions as an action for interacting with other characters of the present invention.
[0056] When a standby operation is performed after the operation of the right operation button 13, the state of the user character UC further changes to a standby state. The standby operation is realized by pressing the operation button 13 (hereinafter, sometimes referred to as the left operation button 13) located on the left side as described above. Therefore, when the left operation button 13 is pressed after the state of the user character UC changes to a prepared state by the operation of the right operation button 13, the state of the user character UC changes to a standby state in which the original basic magic is awaited to be activated and the participation of a helper is accepted. The standby state (recruitment state) is continued by a long press operation of the left operation button 13, but the user character UC can move during the long press operation. The movement of the user character UC is performed, for example, via the four directional keys 12. That is, the user moves the user character UC via each directional key 12 to look for a helper while pressing and holding the left operation button 13. Also, in the standby state, recruitment information regarding the recruitment of additional basic magic and the like is displayed via the recruitment pop-up 56, and the recruitment information is announced to the surroundings.
[0057] On the other hand, when the user character UC changes to a standby state (recruitment state), the surrounding NPCs react. Specifically, the NPCs that satisfy the application conditions among the surrounding NPCs show a reaction of gathering near the user character UC. The application conditions can be set appropriately, but as an example, they are set to conditions determined by a predetermined logic. The predetermined logic can be configured appropriately, but for example, it is configured to draw a lottery to determine whether or not to participate using a relationship value (a value that improves due to various past interactions, etc.) with the user character UC provided for each NPC and parameters such as mood. Then, the NPCs that are selected to participate in the lottery satisfy the application conditions and show a reaction of gathering near the user character UC. The surroundings of the user character UC that are the subject of the application conditions may be set appropriately, for example, it may be set to the waiting range WA, but as an example, it is set to a range wider than the waiting range WA.
[0058] When an NPC that satisfies the application conditions enters the waiting range WA, it runs up to the user character UC while showing a predetermined recognition reaction (for example, a reaction expressing surprise, etc.). Then, the gathered NPCs perform a specific participation action, that is, an action for activating the additional basic magic (an action for selecting the additional basic magic). As a result, the NPC participates in the activation of the cooperative magic as a collaborator. The NPC as a collaborator can be expressed appropriately, but as an example, it moves so as to follow the user character UC. In other words, if there is an NPC collaborator, the user character UC moves so as to bring the NPC along with it. Note that, when another user character functions as a collaborator, it may be automatically controlled to behave in the same way as the NPC, or may be operated to a certain extent freely (for example, freely within the range of the game screen 50, etc.) by another user under the restriction of following the user character UC. Alternatively, even after the activation of the additional basic magic as a collaborator, the other user character may be freely operated without restrictions.
[0059] When an operation to activate a cooperative magic, that is, an operation to cancel a standby state, is performed after an NPC participates in the activation of a cooperative magic as a helper, the magic is activated. Specifically, when a release operation (an operation to release a long press of the left operation button 13) is performed in a situation where the activation condition of the cooperative magic is met, the cooperative magic is activated. On the other hand, when a release operation is performed in a situation where the activation condition of the cooperative magic is not met (for example, there is a shortage of helpers who can activate additional basic magic required for the activation of the cooperative magic), the cooperative magic ends in failure. As an example, when an NPC becomes a helper, the cooperative magic is activated in the following flow. In this example, a specific participation action (action to activate additional basic magic) functions as an application action of the present invention. Note that, although the example of FIG. 9 shows the flow when an NPC becomes a helper, the NPC may act to become a recruiter (a caster of basic magic that triggers the activation of the cooperative magic). Similarly, an NPC may act to participate as a helper in the cooperative magic that the NPC is recruiting.
[0060] (Network system control system) Next, the main parts of the control system of the network system 1 will be described with reference to Fig. 10. The server 3 is provided with a control unit 31 and a storage unit 32 as a storage means. The control unit 31 is configured as a computer that combines a CPU as an example of a processor that executes various arithmetic processing and operation control according to a predetermined computer program with an internal memory and other peripheral devices required for the operation.
[0061] The storage unit 32 is an external storage device including a non-volatile storage medium (computer-readable storage medium) such as a hard disk array. The storage unit 32 may be configured to hold all data in one storage unit, or may be configured to distribute and store data in multiple storage units. The storage unit 32 records a server program PG1 as an example of a computer program that causes the control unit 31 to execute processes required to provide various services.
[0062] The storage unit 32 also stores server data SD necessary for providing services for the game machine. The server data SD may include various data, but the example of FIG. 10 shows play data PD. The play data PD is data for managing information related to play results for each user. The play data PD is used, for example, to carry over play results up to the previous time (past results) to the next time or later, or to carry over settings specific to each user. For example, when the user character UC grows according to the play situation, information on the parameters for that growth may be managed appropriately, but as an example, it is managed by the play data PD as past results.
[0063] The server data SD may include various data for implementing various services, and may also include ID management data for managing various IDs, such as a user ID for identifying each user. The play data PD is a part of the game data GD described below, but may also include other game data GD, such as image data for displaying various images for game screens, or sound data for playing sounds for the game (including background music). Alternatively, the server data SD may not include the game data GD.
[0064] The control unit 31 is provided with a logical device realized by a combination of the hardware resources of the control unit 31 and the server program PG1 as a software resource. The control unit 31 may be provided with any appropriate logical device, and in the example of FIG. 10, a game machine service management unit 34 is shown. The game machine service management unit 34 is a logical device that executes various processes for realizing the above-mentioned game machine services for the game machine 2. Note that an input device such as a keyboard, an output device such as a monitor, and the like may be connected to the control unit 31 as necessary. However, illustration of these devices is omitted.
[0065] The game machine main body 5 of the game machine 2 is provided with a control unit 21 as a computer and a storage unit 22 as a storage means. The control unit 21 is configured as a computer that combines a CPU as an example of a processor that executes various processes according to a predetermined computer program with an internal memory and other peripheral devices required for the operation. The control unit 21 is provided with various logical devices that are realized by combining the hardware resources of the control unit 21 with the game program PG2 as a software resource, and in the example of Fig. 10, a field control unit 23 and a character control unit 24 are shown.
[0066] The field control unit 23 is a logical device that executes various processes for controlling the display of the game field GF. For example, the various objects described above may be appropriately arranged in the game field GF, and the processes executed by the field control unit 23 include processes for displaying these various objects and setting places with various properties. In other words, the field control unit 23 executes various processes for constructing a game field GF including various objects and places with various properties in the game space.
[0067] The character control unit 24 is a logical device that executes various processes for controlling the display of characters in the game field GF. In addition to the user characters UC, various characters such as NPCs and user characters (other user characters) of users who use other game machines 2 may appear in the game field GF, and the processes executed by the character control unit 24 include processes for controlling the display of these characters. For example, characters (including user characters, NPCs, and other user characters) execute various actions (behaviors) in the game field GF, and these actions include actions for casting magic, and the processes executed by the character control unit 24 include processes for making the characters execute various actions including actions for casting magic. In addition, the processes executed by the character control unit 24 include processes for changing the state of the characters, such as a preparation state or a waiting state (a recruiting state), processes for casting various magic spells, and processes for imparting effects associated with casting magic. As examples of such processes, the character control unit 24 executes a state change process, a candidate discrimination process, a cooperation discrimination process, and a cooperation execution process. The procedures of the state change process, the candidate discrimination process, the cooperation discrimination process, and the cooperation execution process will be described in detail later.
[0068] The storage unit 22 is an external storage device including a non-volatile storage medium (computer-readable storage medium) such as a hard disk or a semiconductor storage device. In the storage unit 22, various data are recorded together with the above-mentioned game program PG2, and in the example of FIG. 10, game data GD is shown. The game data GD is data for allowing the user to play the game according to the game program PG2. The game data GD may include various data such as image data for displaying various images for the game and BGM data for playing various BGM, and in the example of FIG. 10, play data PD is shown. The game data GD may be pre-installed or appropriately stored in the storage unit 22 via various storage media, and for example, the play data PD is distributed from the server 3 so as to include a necessary portion. The game data GD may also appropriately include various data such as ID data for managing various IDs, but illustration of these is omitted.
[0069] Various output devices and input devices can be appropriately connected to the control unit 21, but the example in Fig. 10 shows the above-mentioned controller 6 and monitor 7. The monitor 7 is a well-known display device for displaying various game screens for a game, such as the game screen 50. The monitor 7 displays various game screens (images) for providing a game in accordance with an output signal from the control unit 21. Meanwhile, the controller 6 outputs signals to the control unit 21 in accordance with various operations on each operation section.
[0070] (Game console processing) Next, the state change process, the candidate discrimination process, the cooperation discrimination process, and the cooperation execution process will be described with reference to FIG. 11 to FIG. 14. The state change process is a process for changing the state of the user character UC in response to a user's operation to instruct the invocation of an original basic magic. The character control unit 24 starts the state change process of FIG. 11 every time an operation to instruct the invocation of an original basic magic is executed, and first determines whether or not a preparation operation has been executed (step S101). As an example, an operation of pressing the right operation button 13 after selecting an original basic magic from various magic corresponds to the preparation operation. Therefore, the character control unit 24 determines whether or not an operation of pressing the right operation button 13 has been executed after selecting an original basic magic from various magic. If the operation of pressing the right operation button 13 has not been executed, that is, if the preparation operation has not been executed (step S101: No), the character control unit 24 skips the subsequent processes and ends the current state change process.
[0071] On the other hand, when the operation of pressing the right operation button 13 is executed, that is, when the preparation operation is executed (step S101: Yes), the character control unit 24 changes the state of the user character UC to the preparation state (step S102). As an example, the action of charging a wand with magic corresponds to the preparation state. Therefore, the character control unit 24 causes the user character UC to perform the action of charging a wand with magic in step S102.
[0072] Next, the character control unit 24 determines whether or not a standby operation has been performed (step S103). As an example, the operation of pressing and holding the left operation button 13 corresponds to the standby operation. Therefore, the character control unit 24 determines whether or not an operation of pressing and holding the left operation button 13 has been performed following an operation of pressing the right operation button 13.
[0073] If the left operation button 13 is not pressed and held, that is, if the standby operation is not performed (step S103: No), the character control unit 24 controls the behavior of the user character UC so as to cause the cooperative magic to fail (step S105). Then, after causing the cooperative magic to fail, the character control unit 24 ends the current state change process. Note that, for example, if the standby operation is not performed within a predetermined time after changing to the preparation state, the cooperative magic may also be processed as failing to fire, and the failure in this case may be realized by executing a time management process in step S103 that proceeds to step S105 when the standby operation is not performed within the predetermined time.
[0074] On the other hand, when the operation of pressing and holding the left operation button 13 is being performed, that is, when a standby operation is being performed (step S103: Yes), the character control unit 24 changes the state of the user character UC to a standby state (recruitment state) in which magic is being activated (step S106). Next, the character control unit 24 displays recruitment information to notify the user of the recruitment state (step S107). The recruitment information is notified via a recruitment pop-up 56, for example. For this reason, the character control unit 24 realizes the display of the recruitment information by controlling the display of the user character UC so that the recruitment pop-up 56 is added. Then, after displaying the recruitment information (recruitment pop-up 56), the character control unit 24 ends the current state change process.
[0075] According to the procedure of FIG. 11, the state of the user character UC is changed to a preparation state by a preparation operation, and further changed to a standby state by a standby operation in the preparation state. The standby state also corresponds to a recruitment state in which helpers for cooperative magic are recruited, and recruitment information regarding the recruitment is notified to other characters OC in the standby state. Specifically, in the standby state, a recruitment pop-up 56 is added to the user character UC so as to inform the user of the standby state (recruitment state) and the recruitment information. On the other hand, if a standby operation is not performed in the preparation state, the behavior of the user character UC is controlled so that the cooperative magic will not be fired.
[0076] The candidate determination process is a process for determining candidates for cooperation magic. The character control unit 24 starts the candidate determination process of FIG. 12 every time a movement of the user character UC is instructed in the standby state, and first moves the user character UC in the game field GF based on the instruction (step S201). In other words, the character control unit 24 controls the action (movement) of the user character UC so as to reflect the instruction of the user.
[0077] Next, the character control unit 24 sets a waiting range WA based on the position of the user character UC after the movement (step S202), and determines whether or not another character OC exists in the waiting range WA (step S203). If another character OC does not exist in the waiting range WA (step S203: No), the character control unit 24 skips the subsequent processing and ends the current candidate determination processing.
[0078] On the other hand, if another character OC exists in the waiting range WA (step S203: Yes), the character control unit 24 determines that the other character OC existing in the waiting range WA is a candidate for helper (step S204). Then, after this determination, the character control unit 24 ends the current candidate determination process. As a result, in the waiting state (recruiting state), the user character UC moves in the game field GF in response to a movement instruction from the user. Also, the waiting range WA is set based on the position after the movement, and the candidate for helper is determined based on the waiting range WA. In other words, the user character UC moves such that the candidate for helper changes depending on the position of the user character UC. As a result, an action of searching for a helper for the user character UC is realized.
[0079] The cooperation determination process is a process for determining a candidate for a helper as a helper. The character control unit 24 starts the cooperation determination process of FIG. 13 every time another character OC existing in the waiting range WA performs some action, and first determines whether the action of the other character OC corresponds to a participation action (step S301). As an example, an action of activating additional basic magic (an action accompanying an operation to select additional basic magic) corresponds to a participation action. Therefore, the character control unit 24 determines whether the action of the other character OC in the waiting range WA is an action of activating additional basic magic. If the action is not an action of activating additional basic magic (including actions other than the recruitment requirements, such as activating magic other than additional basic magic), that is, if it does not correspond to a participation action (step S301: No), the character control unit 24 skips the subsequent processes and ends the current cooperation determination process.
[0080] On the other hand, if the action of the other character OC is an action to activate additional basic magic, that is, if it corresponds to a participation action (step S301: Yes), the character control unit 24 determines the other character OC who performed the participation action as a helper (step S302). Then, after this determination, the character control unit 24 ends this cooperation determination process. As a result, among the helper candidates, that is, among the other characters OC present in the waiting range WA, the other character OC who actually performed the participation action (action to activate additional basic magic) is determined as a helper.
[0081] The cooperation execution process is a process for actually casting a cooperative magic when the activation conditions are met. When the standby state is released (when the finger is released from the left operation button 13), the character control unit 24 starts the cooperation execution process of FIG. 14 and first determines whether the activation conditions are met (step S401). The activation conditions are met when allies who can cast the additional basic magic required to cast the cooperative magic are present. For this reason, the character control unit 24 determines whether allies who can cast the additional basic magic required to cast the cooperative magic are present.
[0082] If there are not enough helpers to cast the additional basic magic required to cast the cooperative magic, that is, if the conditions for casting the cooperative magic are not met (step S401: No), the character control unit 24 causes the cooperative magic to fail (step S402). Specifically, the character control unit 24 controls the behavior of the user character UC to cause the cooperative magic to fail. Then, after causing the cooperative magic to fail, the character control unit 24 ends this cooperative execution process.
[0083] On the other hand, if all the helpers who can cast the additional basic magic required to cast the cooperative magic are available, that is, if the condition for casting the cooperative magic is satisfied (step S401: Yes), the character control unit 24 casts the cooperative magic (step S403). That is, the character control unit 24 controls the movement of the user character UC so as to cast the cooperative magic. Next, the character control unit 24 imparts the effect of the cooperative magic when the cooperative magic is cast (step S404). In the case of cooperative magic, the effect is imparted so that the degree of the effect is greater the greater the number of helpers. For this reason, the character control unit 24 determines whether or not a change condition for changing the degree of the effect is satisfied (for example, whether or not there are more than the minimum number of helpers for the cooperative magic), and if the change condition is not satisfied, the normal effect is applied, and if the change condition is satisfied, an effect that is greater than the normal effect is applied instead of the normal effect. Then, after the effect is applied, the character control unit 24 ends the current cooperation execution process.
[0084] According to the procedure in Figure 14, if the activation conditions are met when the standby state is released, that is, if allies who can activate the additional basic magic required to activate the cooperative magic are present, the cooperative magic will be activated and the effect according to the activation will be given. On the other hand, if the activation conditions are not met when the standby state is released, that is, if allies who can activate the additional basic magic required to activate the cooperative magic are not present, the cooperative magic will not be activated and will end up as a failure.
[0085] As described above, according to this embodiment, based on an instruction to activate cooperative magic, the state of the user character UC changes to a standby state (recruiting state) in which it accepts allies for cooperative magic (enabling interaction through cooperative magic). Therefore, in the standby state, it is possible to accept (recruit) the participation of other characters OC. Furthermore, when movement is instructed in the standby state, the user character UC moves so that the candidate allies change. In other words, movement to change the candidate allies is permitted in the standby state in which allies are being recruited. This allows the user character UC to not only wait for allies in the standby state, but also to search for allies themselves via the user character UC. As a result, it is possible to find allies more efficiently than in the case of simply waiting for allies, and thus to increase the possibility of realizing cooperative magic.
[0086] In addition, in the standby state, a recruitment pop-up 56 is displayed, and the standby state (recruitment state) and recruitment information are announced to those around through the recruitment pop-up 56. Therefore, the requirements for invoking cooperative magic can be notified to the user and other characters OC through the recruitment pop-up 56. This makes it possible to expect active applications from other characters OC, and also to promote the realization of cooperative magic.
[0087] In the above embodiment, the character control unit 24 of the game machine 2 functions as the state change means, the information display means, and the requirement notification means of the present invention by executing the procedure of FIG. 11. Specifically, the character control unit 24 functions as the state change means by executing step S106 of FIG. 11, and as the information display means and the requirement notification means by executing step S107. Also, the character control unit 24 of the game machine 2 functions as the character movement means, the range setting means, and the candidate discrimination means of the present invention by executing the procedure of FIG. 12. Specifically, the character control unit 24 functions as the character movement means by executing step S201 of FIG. 12, as the range setting means and the information notification means by executing step S202, and as the candidate discrimination means by executing step S204. Similarly, the character control unit 24 of the game machine 2 functions as the character determination means of the present invention by executing step S302 of the procedure of FIG. 13. Also, the character control unit 24 of the game machine 2 functions as the character control means and the effect imparting means of the present invention by executing the procedure of FIG. 14. Specifically, character control unit 24 functions as a character control means by executing step S403 in FIG. 14, and functions as an effect imparting means by executing step S404.
[0088] The present invention is not limited to the above-mentioned form, and may be embodied in a form with appropriate modifications or changes. In addition, the present invention may be embodied in a form obtained by appropriately combining various technical means included in the above-mentioned form and the following modified form. For example, in the above-mentioned form, cooperative magic is executed as an exchange between the user character UC and another character OC. However, the present invention is not limited to such a form. As described above, various actions of performing the same action, different actions, or a common mission together may be executed as an exchange. For this reason, when an activation condition is set for the exchange (as described above, the activation condition may be omitted), the condition may be set appropriately according to the content of the exchange. Specifically, not only a predetermined action (or a combination of actions) such as the above-mentioned activation of additional basic magic (including the case of multiple additional basic magics by multiple collaborators), but also various conditions such as when a predetermined number of collaborators (participants in the recruitment) are simply gathered, or when a predetermined type of character is gathered, may be used as the activation condition.
[0089] Furthermore, in the above-mentioned embodiment, cooperative magic is used as the exchange, and therefore effects associated with the activation of cooperative magic are used as the effect of the exchange. However, the present invention is not limited to such an embodiment. For example, the effect of the exchange may be a joint attack (various damage effects) when an exchange is executed in which the characters attack an enemy character together, or the result of the work (e.g., the generation of an object in a production operation) when an exchange is executed in which the characters perform some work together. In other words, the effect of the exchange may be set appropriately according to the type (content) of the exchange. Or, as described above, the effect of the exchange may not occur other than the exchange itself.
[0090] Also, the recast time (cool time) of cooperative magic (interaction) may be set appropriately. For example, the recast time (the period until the next time cooperative magic is permitted to be cast) may not be set, and cooperative magic may be permitted unlimitedly as long as the user character UC desires, or once a cooperative magic is cast, the casting of cooperative magic (which may be limited to the same cooperative magic, or may apply to all cooperative magic) may be restricted for a certain period of time. Also, when a recast time of a certain period is set, the restriction may be relaxed as appropriate, for example, when a specific event is held. The same applies when an interaction other than cooperative magic is performed.
[0091] In the above-mentioned embodiment, whether or not the NPCs gather around the user character UC in a waiting state as candidates for helpers (whether or not the application conditions are satisfied) is determined by logic using parameters such as relationship values and moods. However, the present invention is not limited to such an embodiment. Candidates for helpers may be determined based on appropriate logic (or conditions). For example, candidates for helpers may be determined by simple lottery regardless of parameters held by the NPCs, such as relationship values. In addition, all NPCs in the game screen 50 may move to enter the waiting range WA so as to be candidates for helpers, and an actual helper may be determined from among them according to a predetermined logic. In other words, the candidates and the actual helpers may be determined based on different appropriate logic (conditions).
[0092] In the above embodiment, the game machine 2 is configured as a stationary game machine. However, the game machine 2 of the present invention is not limited to this, and may be various computer devices as described above. In addition, for example, when only interaction with NPCs is performed, or when multiple game machines can directly communicate with each other via various communication standards such as short-range wireless communication standards and infrared communication, the server 3 may be omitted when the game machine 2 can provide a game by itself. That is, the game system of the present invention may be realized by only the game machine 2. On the other hand, all or part of the role of the game machine 2 (for example, the processes of Figs. 11 to 14) may be performed by a computer device other than the server 3. For example, when the server 3 performs all of the processes of Figs. 11 to 14, the server 3 alone (including the case where it is realized by a combination of multiple server devices) may function as the game system of the present invention. Alternatively, when the server 3 performs part of the processes of Figs. 11 to 14, the combination of the server 3 and the game machine 2 (for example, the network system 1) may function as the game system of the present invention.
[0093] Various aspects of the present invention derived from the above-mentioned embodiments and modifications will be described below. In the following description, to facilitate understanding of each aspect of the present invention, corresponding components shown in the accompanying drawings are written in parentheses, but the present invention is not limited to the illustrated forms.
[0094] The game system of the present invention is a game system (2) that provides a game that progresses through a user character by utilizing a display device (7) that displays a game screen (50) including a game field (GF) for causing a plurality of characters (OC, UC) to act, and an input device (6) that inputs instructions for an action to be performed in the game field to a user character (UC) among the plurality of characters that corresponds to the user, and is equipped with a state change means (24) that, when the user character is instructed to take an action to interact with any other character (OC) among the plurality of characters, changes the state of the user character to an interaction state that enables interaction with the other character, and a character movement means (24) that, when the user character is instructed to move in the interaction state, moves the user character in the game field so that the candidate other character changes depending on the position of the user character after the movement.
[0095] According to the present invention, the state of the user character changes to an exchange state that enables exchange based on an instruction to interact with other characters. Therefore, in the exchange state, it is possible to accept (recruit) exchanges with other characters. Furthermore, when a movement is instructed in the exchange state, the user character moves so that the candidates for other characters change. In other words, in an exchange state in which other characters (interaction partners) are being recruited, movement is permitted to change the candidates for exchange partners. This allows the user to not only wait for an exchange partner in the exchange state, but also to search for an exchange partner himself through the user character. As a result, it is possible to find an exchange partner more efficiently than when simply waiting for an exchange partner, and thus to increase the feasibility of exchange.
[0096] When the user character is in an exchange state, the information may or may not be provided to the user or other characters. In other words, the recruitment of exchange partners may be executed by accepting applications through the announcement of the exchange state, or may be executed by the user finding (requesting) an exchange partner himself rather than applying through concealment of the exchange state. For example, as one aspect of the game system of the present invention, an aspect may be adopted in which, when the user character is in the exchange state, information display means (24) is provided for displaying on the game screen guidance information (56) for informing at least some of the multiple characters of the exchange state. In this case, active applications from other characters can be expected through the guidance information.
[0097] Candidates for other characters may be appropriately determined. For example, various characters related to the position of the user character, such as a character that has come into contact with the user character, a character that has been called out to, and a character that forms a predetermined positional relationship with the user character, may be determined as candidates for other characters. For example, as one aspect of the game system of the present invention, an aspect may be adopted that includes a range setting means (24) that sets a predetermined determination range (WA) around the user character based on the position of the user character, and a candidate determination means (24) that determines a character located within the determination range as a candidate for the other character. The determination range may be displayed so as to be visually recognizable, or may be omitted. Furthermore, when the determination range is displayed, it may function as the above-mentioned guidance information.
[0098] Candidates for communication partners may be automatically (unconditionally) determined as communication partners, or various conditions may be required for the candidates for communication partners, and only candidates that satisfy the conditions may be determined as communication partners. For example, a specific action may be required as a condition for determining a communication partner. Furthermore, communication may be automatically (unconditionally) performed when a communication partner is determined, or may be performed only if the determined communication partner satisfies certain conditions.
[0099] When conditions are required for an exchange, the conditions may be appropriately configured, and may include, for example, conditions required of the exchange partner and conditions required of the user character. The conditions required of the exchange partner may include, for example, a recruitment requirement for the exchange. For this reason, an exchange partner may be recruited with various recruitment requirements, such as specific actions or attributes, or may be recruited unconditionally. When recruited with recruitment requirements, an exchange may be carried out when the behavior of the exchange partner, such as a specific action, satisfies the recruitment clause (predetermined condition).
[0100] On the other hand, the conditions required of the user character may include, for example, an instruction to execute an exchange. In other words, an exchange may be automatically executed when the exchange partner meets the conditions for the exchange (recruitment requirements), or an actual exchange may be executed when the conditions required of the user character, such as an instruction to execute an exchange, are met. For this reason, an instruction to exchange with another character (put the user character in an exchange state) includes both an instruction to exchange when an exchange is automatically executed when a partner is found, and an instruction to recruit an exchange partner when a separate instruction to execute an exchange is executed after the exchange partner is determined.
[0101] Specifically, for example, as an embodiment for determining candidates for other characters by utilizing a judgment range, an embodiment may be adopted which includes a character determination means (24) for determining the candidate for the other character as the other character when the candidate for the other character performs a predetermined application action within the judgment range in the interaction state, and a character control means (24) for causing the user character to perform a cooperative action in cooperation with the other character as the interaction when an execution condition for performing the interaction is satisfied in conjunction with the application action.
[0102] When the execution condition is used, whether or not the execution condition is satisfied by the decision of another character as a collaborator may or may not be notified. For example, as a mode in which the execution condition is used, a mode may be adopted in which a requirement notification means (24) is provided for notifying information (56) of a requirement that is lacking in order to satisfy the execution condition when such a requirement exists. In this case, the user or the like can be notified of the requirements necessary for the execution of the cooperative action, which can promote the realization of the exchange.
[0103] The cooperative action may not have any effect other than the cooperative action so that the cooperative action itself is the objective, or may have an effect accompanying the cooperative action so that an effect other than the cooperative action becomes the objective. For example, one aspect of the game system of the present invention may include an effect imparting means (24) that imparts a predetermined effect to the game when the cooperative action is executed.
[0104] The exchange may broadly include various actions related to other characters. For example, the exchange may include actions such as performing a predetermined action together, having another character perform a predetermined action, combining different actions to generate one effect, and taking on a mission, quest, or the like together. In addition, a suitable world view may be set in the game, and appropriate actions according to the world view may be adopted as the exchange. For example, in a world view in which each character in the game uses magic, actions such as activating the same magic together, or activating different magic to generate one magic effect may be executed as the exchange. Specifically, for example, in a mode in which a predetermined effect is imparted in conjunction with a cooperative action, the game may be provided with a plurality of magic spells each imparting a different effect to the game field, and the plurality of magic spells may include cooperative magic spells for imparting the predetermined effect with cooperation between the user character and the other character as an activation condition, and the activation of the cooperative magic may be executed as the cooperative action.
[0105] The number of interaction partners may be an appropriate number. For example, the number of interaction partners may be one (interaction with a total of two people including the user character) or two or more (interaction with a total of three or more people including the user character). In addition, for example, in a case where a predetermined effect is imparted in association with a cooperative action, the number of interaction partners may or may not affect the effect. Specifically, for example, in an aspect in which a predetermined effect is imparted in association with a cooperative action, the character determination means may determine the two or more characters as the other characters when two or more characters perform the application action within the determination range, and the character control means may cause the user character to perform the cooperative action with the two or more characters. In this aspect, the predetermined effect may be imparted to a greater extent as the number of characters performing the cooperative action increases.
[0106] The character includes not only a concept of a person but also various concepts that are given personality characteristics. In addition, the other characters (interaction partners) may include various characters as appropriate. For example, the other characters may include characters such as an NPC that is automatically controlled according to a predetermined rule, and another user character that acts according to instructions from another user. In the case where an NPC is included, the predetermined rule for operating the NPC may include appropriate logic for making the NPC function as another character. For example, in one aspect of the game system of the present invention, the multiple characters may include a non-player character as a character whose behavior is automatically controlled according to a predetermined rule, and a relationship value that changes depending on the behavior of the user character is set for the non-player character, and the predetermined rule may include a predetermined logic for determining whether or not to make the non-player character act as the other character by using the relationship value.
[0107] The candidate of the other character that changes with the movement of the user character may or may not be notified to the user. For example, when a character that comes into contact with the user character becomes a candidate of the other character, no notification of the candidate other than the contact may be executed, or the contact itself may be understood as notification of the candidate. Alternatively, when a determination range is used, a display of the determination range (display of whether or not the character is within the determination range) may be displayed as notification of the candidate. For example, in one aspect of the game system of the present invention, an information notification means (24) may be provided that notifies the user of information (WA) of the candidate of the other character when the candidate of the other character changes with the movement of the user character.
[0108] On the other hand, a computer program according to the present invention is configured to cause a computer connected to the display device and the input device to function as each of the means of the game system described above.
[0109] The control method of the present invention uses a display device (7) that displays a game screen (50) including a game field (GF) for making a plurality of characters (OC, UC) act, and an input device (6) that inputs an instruction for an action to be performed in the game field to a user character (UC) among the plurality of characters, and causes a computer (21) incorporated in the game system (2) that provides a game proceeding through the user character to execute a state change procedure for changing the state of the user character to an interaction state that enables interaction with any other character (OC) among the plurality of characters when the user character is instructed to act to interact with the other character, and a character movement procedure for moving the user character in the interaction state in the game field such that candidates for the other character change according to the position of the user character after the movement when the user character is instructed to move. The game system of the present invention can be realized by executing the computer program or the control method of the present invention.
[0110] In addition to the above-mentioned aspects, the following aspects may be derived. For example, the game system of the present invention may include an exchange execution means (24) that executes an exchange between the user character UC and another character OC (including NPCs and other user characters) when a predetermined activation condition is satisfied (for example, step S403 in the example of FIG. 14), an effect imparting means (24) that imparts a predetermined effect associated with the exchange to the game, and a requirement notifying means (24) that notifies information on the requirement (for example, the additional magic icon 58 with a left diagonal line indicating the absence of an activater corresponding to the lack of the activation condition in the example of FIG. 7) when a requirement of the activation condition that is lacking for executing the exchange exists. In this case, the requirements necessary for executing the exchange can be notified to the user, and therefore the realization of the exchange can be promoted.
[0111] In addition, the game system of the present invention includes an exchange execution means (24) that executes an exchange between the user character UC and other characters OC (including NPCs and other user characters) when a predetermined activation condition is satisfied (for example, step S403 in the example of Figure 14), an effect imparting means (24) that imparts a predetermined effect associated with the exchange to the game, and a condition determination means (24) that determines whether or not a change condition is further satisfied when the activation condition is satisfied (for example, whether or not there are more than the minimum number of collaborators for cooperative magic in the example of Figure 8), and the effect imparting means imparts the predetermined effect when the change condition is not satisfied, while when the change condition is satisfied, it may impart a different effect different from the predetermined effect instead of the predetermined effect (although in the above example, the effect is increased in degree, the effect may be decreased in degree or a completely different effect depending on the type of exchange). [Explanation of symbols]
[0112] 2. Game consoles (game systems) 6 Controller (input device) 7 Monitor (display device) 21 Control unit (computer) 24 Character control unit (state change means, character movement means, information display means, range setting means, candidate discrimination means, character determination means, character control means, requirement notification means, effect imparting means, information notification means) 50 Game Screen 56 Recruitment pop-up (guidance information, requirements information) GF Game Field OC Other characters UC User Character (Character) WA waiting range (determination range, candidate information) PG2 Game Program (Computer Program)
Claims
1. A game system that provides a game that progresses through a user character, using a display device that displays a game screen including a game field for causing a plurality of characters to act, and an input device that inputs instructions for an action to be performed in the game field to a user character that is a character corresponding to a user among the plurality of characters, the game system comprising: a state changing means for changing a state of the user character to an interaction state enabling the user character to interact with any other character among the plurality of characters when the user character is instructed to perform an action for interacting with the other character; a character moving means for moving the user character in the game field when the user character is instructed to move in the interaction state such that the other character candidates change according to a position of the user character after the user character moves; A game system comprising:
2. The game system according to claim 1 , further comprising an information display means for displaying, when the user character is in the interaction state, guidance information on the game screen for informing at least some of the plurality of characters of the interaction state.
3. a range setting means for setting a predetermined determination range around the user character based on a position of the user character; a candidate discrimination means for discriminating a character located within the judgment range as a candidate for the other character; The game system according to claim 2 .
4. a character determination means for determining a candidate for the other character as the other character when the candidate for the other character performs a predetermined application action within the determination range in the exchange state; character control means for causing the user character to execute a cooperative action as the exchange in cooperation with the other character when an execution condition for executing the exchange is satisfied in accordance with the application action; The game system according to claim 3 .
5. 5. The game system according to claim 4, further comprising a requirement notifying means for notifying information on a requirement that is lacking in order to satisfy said execution condition if such requirement is found to be lacking.
6. The game system according to claim 4 , further comprising an effect imparting means for imparting a predetermined effect to said game when said cooperative action is executed.
7. In the game, a plurality of spells are prepared, each of which imparts a different effect to the game field; The plurality of magic spells include a cooperative magic spell for imparting the predetermined effect with cooperation between the user character and the other character as an activation condition, The game system according to claim 6 , wherein the cooperative action is the casting of the cooperative magic.
8. the character determination means determines, when two or more characters have performed the application action within the determination range, the two or more characters as the other characters; The game system according to claim 6 , wherein the character control means causes the user character to execute the cooperative action between the user character and the two or more characters.
9. The game system according to claim 8 , wherein the predetermined effect is imparted to a greater extent as the number of characters performing the cooperative action increases.
10. the plurality of characters includes a non-player character whose behavior is automatically controlled according to a predetermined rule; a relationship value is set for the non-player character, the relationship value being changed depending on the action of the user character; The game system according to any one of claims 1 to 9, wherein the predetermined rule includes a predetermined logic for determining whether or not to cause the non-player character to act as the other character by utilizing the relationship value.
11. A game system according to any one of claims 1 to 9, further comprising an information notification means for notifying the user of information regarding the candidate other character when the candidate other character changes as a result of movement of the user character.
12. A computer program configured to cause a computer connected to the display device and the input device to function as each of the means of the game system according to any one of claims 1 to 9.
13. A computer is incorporated in a game system that provides a game that progresses through a user character by utilizing a display device that displays a game screen including a game field for causing a plurality of characters to act, and an input device that inputs instructions for an action to be performed in the game field to a user character that is a character corresponding to a user among the plurality of characters, the computer comprising: a state change step of changing a state of the user character to an interaction state that enables the user character to interact with any other character among the plurality of characters, when the user character is instructed to perform an action for interacting with the other character; a character movement step of moving the user character in the game field when the user character is instructed to move in the interaction state such that the other character candidates change according to a position of the user character after the user character moves; A control method for executing the above.
Citation Information
Patent Citations
Program, information storage medium, game apparatus, and server device
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Virtual travel system and communication terminal
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Cited By
Virtual-scene-based interaction method and apparatus, and medium, device and product
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