Game system, computer program used for the same, and control method

JP2025031760A5Inactive Publication Date: 2025-07-15KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2024221247
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-12-18
Publication Date
2025-07-15
Estimated Expiration
Not applicable · inactive patent

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Abstract

To provide a game system capable of making a plurality of characters in a game execute a process of keeping time with them similar to a process executed in performance by a plurality of persons before starting performance.SOLUTION: An HMD type game machine 4 provides a music game including play performance in which a plurality of characters 54 including a user character 54C operated by a user execute play operation. When another character 54B executes response action in response to coordination action executed by the user character 54C, the HMD type game machine 4 determines whether or not a start condition having a requirement including formation of a coordination state formed between the user character 54C and the other character 54B is satisfied. The HMD type game machine starts the play performance by taking acquisition of the start condition as a trigger when the start condition is satisfied, while making start of the play performance stand by until the start condition is satisfied.SELECTED DRAWING: Figure 6
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Description

[Technical field]

[0001] The present invention relates to a game system that is connected to an input device for inputting a user's playing actions and a display device that displays a game screen including a plurality of characters, including a user character as a character operated through the user's playing actions, and provides a game including performances performed by the plurality of characters. [Background technology]

[0002] There is a game system that provides a game including a performance performed by a plurality of characters, including a user character, which is connected to an input device for inputting a user's play action and a display device for displaying a game screen including the plurality of characters, the game system including a user character operated through the user's play action. As such a game, a game system that provides a music game in which the player pretends to be the vocalist of a band and performs vocal performance is known (for example, see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6727807 Summary of the Invention [Problem to be solved by the invention]

[0004] In real performances by multiple people, the performance often starts by matching the breathing among the multiple people through eye contact or the like. Therefore, such a process of matching the breathing is expected to have the effect of improving the sense of realism or unity. On the other hand, in the music game of Patent Document 1, a live performance is realized by the player's singing and the performance of band members. In this music game, the performance starts when the player inputs a start action (hand action) and moves to a live sequence. In other words, in this music game, the live performance starts with the player's hand action. However, this is merely a process in which the start action is used instead of pressing a performance play button, and is not a process of matching the breathing among multiple characters. Therefore, there is room for improving the sense of realism, etc. of the performance in the game.

[0005] Therefore, an object of the present invention is to provide a game system etc. that can cause multiple characters in a game to carry out a process similar to the process of synchronizing breathing that is carried out in a performance by multiple people before the start of a performance. [Means for solving the problem]

[0006] The game system of the present invention is a game system that is connected to an input device for inputting a user's playing actions and a display device for displaying a game screen including a plurality of characters including a user character as a character operated through the user's playing actions, and provides a game including a performance performed by the plurality of characters, and is equipped with a condition determination means for determining whether a start condition is satisfied, the requirement of which is that a coordinated state is formed at least between one character and another character when the other character performs a corresponding action as a predetermined action corresponding to an action performed by at least one character among the plurality of characters, and a progress control means for controlling the progress of the game so that when the start condition is satisfied, the performance is started in response to the satisfaction of the start condition, while the start of the performance is put on hold until the start condition is satisfied.

[0007] On the other hand, a computer program according to the present invention is configured to cause a computer connected to the input device and the display device to function as each of the means of the game system described above.

[0008] In addition, the control method of the present invention causes a computer incorporated in a game system that is connected to an input device for inputting a user's play actions and a display device that displays a game screen including a plurality of characters including a user character as a character operated through the user's play actions, and that provides a game including a performance performed by the plurality of characters, to execute a condition determination procedure for determining whether a start condition is satisfied, the requirement of which is that a coordinated state is formed at least between one character and another character when the other character performs a corresponding action as a predetermined action corresponding to an action performed by at least one of the plurality of characters, and a progress control procedure for controlling the progress of the game so that, when the start condition is satisfied, the performance is started in response to the satisfaction of the start condition, while the start of the performance is put on hold until the start condition is satisfied. [Brief description of the drawings]

[0009] [Figure 1] 1 is a diagram showing a schematic configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a functional block diagram showing the main parts of a control system of the game system. [Diagram 3] FIG. 4 is a diagram illustrating an example of a game screen. [Figure 4] FIG. 4 is an explanatory diagram for explaining the positional relationship of each character in a virtual three-dimensional space. [Diagram 5] FIG. 5 is a diagram showing an example of a game screen when the field of view range is moved to the right tilt range in the example of FIG. 4. [Figure 6] FIG. 1 is an explanatory diagram for explaining an example of a flow leading up to the start of a musical performance. [Figure 7] FIG. 11 is an explanatory diagram for explaining a field of view range set on a game screen. [Figure 8] FIG. 11 is an explanatory diagram for explaining an example of a response action. [Figure 9] 13A to 13C are explanatory diagrams for explaining the flow of changes in the movements of other character images. [Figure 10] FIG. 4 is a diagram showing an example of a configuration of performance data. [Figure 11] 11 is a flowchart showing an example of a procedure for a performance selection process. [Figure 12] 11 is a flowchart showing an example of a procedure of a link response process. [Figure 13] 11 is a flowchart showing an example of a procedure of a music start process. [Figure 14] 11 is a flowchart showing an example of a procedure for a performance data generating process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] An example of a game system according to an embodiment of the present invention will be described below. First, the overall configuration of the game system according to an embodiment of the present invention will be described with reference to FIG. 1. The game system 1 includes a center server 2 as a server device. The center server 2 may be configured as a single logical server device by combining server units as a plurality of computer devices. Alternatively, the center server 2 may be configured logically by utilizing cloud computing.

[0011] One or an appropriate number of game devices are connected to the center server 2 as client devices connectable via a network 3. The game devices may include various game machines such as arcade game machines (commercial game machines installed in facilities such as amusement stores, which allow users to play games within a range corresponding to a play fee in exchange for payment of a predetermined fee), as appropriate, but the example in Fig. 1 shows a user terminal device 4. Specifically, a plurality of user terminal devices 4 are connected to the center server 2 via the network 3 as an example of a game device.

[0012] The user terminal device 4 is a computer device that can be connected to a network and is provided for personal use by a user. The user terminal device 4 can allow the user to enjoy various services provided by the center server 2 by implementing various computer software. Such computer software (applications) includes game applications for providing games that are either paid or free. The user terminal device 4 functions as a game machine through the execution of such game applications. Such user terminal devices 4 include, for example, stationary or notebook type personal computers, stationary type home game machines, or various mobile terminal devices such as portable tablet terminal devices and mobile phones (including smartphones). These may be used as appropriate as the user terminal device 4, but in the example of FIG. 1, an HMD (head mounted display or head mounted device) type game machine is used.

[0013] An HMD type game machine is a well-known game machine that is worn on the head so that the display surface of the display occupies most of the user's field of vision. HMD type game machines include, for example, a dedicated HMD type game machine, a game machine configured by combining an appropriate mobile terminal device such as a mobile phone with a case that houses it so that the user's field of vision is directed to the display surface, and a glasses-type projector (so-called smart glasses) that projects an image so that it is focused on the back of the eyeball. In addition, the dedicated HMD type game machine also includes a linked type game machine that is connected to a tablet terminal device or a smartphone or the like and functions as a game machine through an application of the tablet terminal device. Any of these various HMD type game machines may be used as the user terminal device 4. Hereinafter, the HMD type game machine that functions as the user terminal device 4 may be referred to as the HMD type game machine 4 by assigning the same reference numeral as the user terminal device 4.

[0014] The HMD type game machine 4 is appropriately provided with various input devices for inputting the user's play actions. For example, the HMD type game machine 4 may have a built-in sensor that detects the movement of the head as a play action, and the sensor may function as an input device. Alternatively, a device other than the HMD type game machine 4 may be connected to the HMD type game machine 4 in an appropriate manner, and the other device may function as an input device. In this way, the HMD type game machine 4 may be appropriately provided with various input devices, and in the example of FIG. 1, an operation stick OS is provided as such an input device. The operation stick OS is a well-known input device that is connected to the HMD type game machine 4 through a predetermined wireless communication standard. The operation stick OS may be used to input various operations (play actions), and accordingly, an appropriate number of operation sticks OS may be connected to each HMD type game machine 4, but as an example, two operation sticks OS (only one of them is shown in FIG. 1) are connected to each HMD type game machine 4 so that they can be operated by the left and right hands, respectively. The HMD type game machine 4 provides a game that progresses through play actions input via such an operation stick OS.

[0015] The HMD type game machine 4 may provide various games as appropriate, for example, action games, simulation games, role-playing games, etc., and provides a music game as an example. The music game is a kind of timing game. The timing game is a type of game that evaluates the appropriate time to perform a play action. In the case of a music game, the execution time for performing the appropriate play action is provided together with a song. In addition, in the music game, the time that coincides with the rhythm of the song is used as the execution time. In other words, the music game is a type of game that guides the user to the time to perform the appropriate play action in accordance with the rhythm of the song, and evaluates the time when the play action is actually performed. In addition, for example, a plurality of songs are prepared for playing in the music game, and a song selected from them is used in the actual play. Such a music game may be provided as appropriate via various output devices, and as an example, it is provided through a game screen displayed on a display.

[0016] Furthermore, the game provided by the HMD type game machine 4 includes a plurality of characters (including various objects such as cars or animals) and performances performed by the plurality of characters. The plurality of characters may appropriately perform various performances depending on the type of action game, etc., but in the case of a music game, as an example, they perform a performance of playing a musical instrument (hereinafter, a performance performance). For this reason, the game screen may include a plurality of characters performing such a performance. Details of such a game screen will be described later.

[0017] The network 3 may be configured appropriately as long as the HMD type game machine 4 can be connected to the center server 2. As an example, the network 3 is configured to realize network communication using the TCP / IP protocol. Typically, the network 3 is configured by combining the Internet as a WAN and an intranet as a LAN. In the example of FIG. 1, the center server 2 is connected to the network 3 via a router 3a, and the HMD type game machine is connected to the network 3 via an access point 3b. Note that the network 3 is not limited to a form that uses the TCP / IP protocol. As the network 3, various forms that use a wired line for communication or a wireless line (including infrared communication, short-distance wireless communication, etc.) may be used.

[0018] The center server 2 provides various Web services to users of the HMD type game machines 4 via the network 3. The Web services include a distribution service that distributes various data or software (including updates of data, etc.) to each HMD type game machine 4. Note that the Web services may appropriately include various services such as a matching service that matches users (opponents or cooperators) of other HMD type game machines 4 via the network 3 when the music game is played as a competitive or cooperative game, and a service that assigns a user ID for identifying each user.

[0019] Next, the main parts of the control system of the game system 1 will be described with reference to Fig. 2. First, the center server 2 is provided with a control unit 21 and a storage unit 22 as a storage means. The control unit 21 is configured as a computer that combines a CPU, which is an example of a processor that executes various arithmetic processes and operation controls according to a predetermined computer program, with an internal memory and other peripheral devices required for the operation.

[0020] The storage unit 22 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk array. The storage unit 22 may be configured to hold all data on one storage unit, or may be configured to distribute and store data on multiple storage units. The storage unit 22 records a program PG1 as an example of a computer program that causes the control unit 21 to execute various processes necessary to provide various services to the user. The storage unit 22 also stores server data necessary for providing various services. Such server data includes various data for services, and in the example of FIG. 2, music data MD, sequence data QD, play data PD, and performance data OD are shown as types of such various data.

[0021] The music data MD is data for playing each music piece. The music data MD is used to play each music piece in, for example, a music game. The sequence data QD is data describing each execution time when appropriate play actions should be performed in the music game. The sequence data QD is used to inform the user of each such execution time. When the user actually performs a play action, the play action is evaluated based on the execution time of the sequence data QD. That is, the sequence data QD is used to inform the user of each execution time and to evaluate the execution time. For this reason, the sequence data QD describes each execution time and information on appropriate play actions to be performed at that execution time so that they are associated with each other. When a music game includes multiple music pieces or multiple difficulty levels, the sequence data QD is prepared for each music piece or each difficulty level. Furthermore, when a music game includes multiple characters as play targets, each execution time or appropriate play action may differ depending on the selected character (or a musical instrument that differs for each character, as described later). In such a case, the sequence data QD is also prepared for each such character (or musical instrument). The play data PD is data that describes information about each user's past play results. The play data PD is used to carry over the previous play results (past results) to the next time or later, or to carry over settings unique to each user. The performance data OD is data for realizing a performance. The performance data OD will be described in detail later.

[0022] The server data may also include various other data for implementing various services. For example, such data may include image data, ID management data, and the like. The image data is data for displaying various images such as game screens on a display device. The ID management data is data for managing various IDs such as user IDs. However, illustration of these is omitted.

[0023] The control unit 21 is provided with a Web service management unit 24 as a logical device realized by a combination of the hardware resources of the control unit 21 and a program PG1 as a software resource. The Web service management unit 24 executes various processes for providing the above-mentioned Web services to the HMD type game machine 4.

[0024] On the other hand, the HMD type game machine 4 is provided with a control unit 41 and a storage unit 42 as a storage means. It is configured as a computer combining a CPU as an example of a processor that executes various arithmetic processing and operation control according to a predetermined computer program, and an internal memory and other peripheral devices required for the operation.

[0025] The storage unit 42 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk or a semiconductor storage device. The storage unit 42 records a program PG2 as an example of a computer program that causes the control unit 41 to execute various processes necessary to provide various services to the user. The storage unit 42 also records game data necessary to provide a music game. Such game data includes various data for the music game, and the example in FIG. 2 shows music data MD, sequence data QD, play data PD, and performance data OD as examples.

[0026] The music data MD, sequence data QD, play data PD, and performance data OD may be provided to the storage unit 42 by various methods, such as initial installation or provision through various storage media, but as an example, they are provided from the center server 2 through a distribution service. The game data may include various data for the game, such as audio data for playing various sounds other than the music when such sounds exist. Such data may include image data provided through a distribution service, such as the music data MD, or ID management data, as appropriate. However, illustration of these is omitted.

[0027] In the control unit 41, various logical devices are configured by combining the hardware resources of the control unit 41 and the program PG2 as a software resource. Various processes required for providing the music game (including processes required for enjoying the Web services provided by the Web service management unit 24 of the center server 2) are executed through these logical devices, and in the example of Fig. 2, a progress control unit 43 and a data management unit 44 are shown as logical devices related to the music game.

[0028] The progress control unit 43 is a logical device that performs various processes necessary for the progress of the game. Such processes include, for example, a process of performing various preparations for playing, a process of informing the user of the execution time of each play action, and a process of evaluating the play action performed by the user. In addition, the preparation for playing includes appropriate elements such as various settings, and includes, for example, providing a selection opportunity and determining the start of the announcement of each execution time. Specifically, the progress control unit 43 performs a performance selection process, a cooperation response process, and a music start process as examples of such various processes. On the other hand, the data management unit 44 is a logical device that performs various processes related to the management of game data recorded in the storage unit 42. For example, the data management unit 44 performs a process of acquiring game data provided from the center server 2 and storing it in the storage unit 42. For example, the data management unit 44 performs a performance data generation process as an example of such various processes. The procedures of the performance selection process, the cooperation response process, the music start process, and the performance data generation process will be described in detail later.

[0029] The HMD type game machine 4 may be provided with various output devices and input devices as appropriate, but in the example of FIG. 2, a display 47 and a speaker SP are provided as examples of output devices, and a sensor SM is provided as an example of an input device. The display 47 is a well-known display device for displaying a game screen, etc. The speaker SP is a well-known audio playback device for playing various sounds including music. The sensor SM is a well-known detection device (detection means) for detecting various states of the HMD type game machine 4. The sensor SM may include various detection devices according to the state of the detection target, for example, an eye tracking sensor that tracks the user's gaze, etc., but in the example of FIG. 2, an acceleration sensor SM1 and a gyro sensor SM2 are shown as examples of such various sensors.

[0030] The acceleration sensor SM1 is a well-known detection device for detecting acceleration (e.g., acceleration in three-axis directions) occurring in the HMD type game machine 4. The acceleration sensor SM1 may be appropriately utilized through such acceleration detection, and as an example, is used to detect states such as the horizontal state, tilt, or orientation of the HMD type game machine 4. Similarly, the gyro sensor SM2 is a well-known detection device for detecting changes in angle with respect to a reference axis (three axes, for example). The gyro sensor SM2 may be appropriately utilized through such angle detection, and as an example, is used to detect states such as the rotation, tilt, or orientation of the HMD type game machine 4. Furthermore, the detection results of the acceleration sensor SM1 and the gyro sensor SM2 may be used alone (when used alone, either one may be omitted), but as an example, are used in combination to detect various states such as the orientation of the HMD type game machine 4.

[0031] Various other output devices or input devices can be appropriately connected to the HMD type game machine 4, but the above-mentioned operation stick OS is connected in the example of Fig. 2. As described above, the operation stick OS is connected to the control unit 41 and outputs various input signals to the control unit 41 according to play actions.

[0032] Next, an example of a game screen for playing a music game will be described with reference to FIG. 3. FIG. 3 is a diagram showing an example of a game screen displayed on the display 47 of the HMD type game machine 4. A music game may include various game screens, but the example of FIG. 3 shows a game screen for informing the player of the timing of each play action. A music game may be configured as appropriate, and in many cases, the sound of an instrument is played in association with the play action to produce the performance of the instrument. In such a case, a character performing an action of playing an instrument in association with the play action may appear on the game screen to improve the sense of realism. A similar plurality of characters corresponding to other users (cooperators) or computers may also appear. The example of FIG. 3 shows a game screen including these characters. More specifically, the game screen includes both a character performing an action of playing a drum as an example of an instrument in association with the play action of the user, and a character performing an action of playing another instrument in association with the play action of another user, etc. Although such a game screen may be configured as appropriate, the example of FIG. 3 shows a case where the game screen is configured to produce a virtual three-dimensional space. 3 shows a case where the virtual three-dimensional space is cut out (taken by a virtual camera set roughly at the eye position of the character) so as to present the field of view of the character corresponding to the user (hereinafter, sometimes referred to as the user character) and displayed as the game screen. In this case, the game screen 50 includes an instruction object 51, a score display area 52, a stage area 53, a character image 54, and a drum set image 55.

[0033] The drum set image 55 is an image that imitates a musical instrument drum set. The drum set image 55 may correspond to any drum set, but in the example of FIG. 3, it includes two drum images 55a and four cymbal images 55b. Each drum image 55a and each cymbal image 55b corresponds to a drum and a cymbal in the drum set, respectively. These are displayed in the same arrangement as an actual drum set. Specifically, the two drum images 55a are arranged near the center of the drum set image 55 so as to be lined up horizontally. On the other hand, the four cymbal images 55b are arranged two by two on the left and right of the two drum images 55a in the drum set image 55 so as to sandwich them. In addition, the two cymbal images 55b on the left side and the two cymbal images 55b on the right side are each arranged so as to be separated vertically.

[0034] The score display area 52 is an area for displaying the score (acquired points). The score display area 52 may be configured as appropriate, but in the example of FIG. 3, it is formed in a square shape and is displayed so as to be located at the back side (the user side is in front) in the virtual three-dimensional space. The instruction object 51 is an image corresponding to each execution time (in other words, a sign image indicating each execution time). The instruction object 51 appears at an appropriate position on the back side in the virtual three-dimensional space at an appropriate time, and moves along a predetermined movement path so as to approach the front side, that is, the user. Such a movement path may be set as appropriate, but is set so as to pass through either of the drum images 55a and the cymbal images 55b. In each movement path, each drum image 55a and each cymbal image 55b function as a sign image indicating the reference of the current time. Therefore, each instruction object 51 moves along such a movement path so as to match either of the drum images 55a and each cymbal image 55b at the corresponding execution time. The movement path may be displayed, but in the example of FIG. 3, the movement path is not displayed. Each execution time may be appropriately indicated through a relative displacement between the instruction object 51 (instruction sign image) and any of the drum images 55a, etc. (sign image of the current time), but as an example, it is indicated through the movement of such instruction object 51 to each drum image 55a, etc.

[0035] The instruction object 51 may be classified into various types, but in the example of FIG. 3, two types are included: a first instruction object 51A and a second instruction object 51B. The first instruction object 51A and the second instruction object 51B are instruction objects 51 that request different play actions at each execution time. Specifically, the first instruction object 51A and the second instruction object 51B both request the user to perform a play action of hitting the lower cymbal image 55b, but the first instruction object 51A corresponds to a request for a hit action on the left cymbal image 55b, and the second instruction object 51B corresponds to a request for a hit action on the right cymbal image 55b. Therefore, the first instruction object 51A and the second instruction object 51B appear at appropriate positions, and then move toward the front so as to match the positions of the lower left and right cymbal images 55b at each execution time.

[0036] The hitting action required by the user is input through the operation stick OS. Specifically, for example, when the first instruction object 51A matches with the cymbal image 55b located at the bottom right, the user is requested to swing the operation stick OS to perform a hitting action on the position of the cymbal image 55b in the virtual three-dimensional space. For this reason, in order for such hitting actions on each cymbal image 55b to function as appropriate play actions at each execution time, the sequence data QD describes the movement path of each instruction object 51, or information on each cymbal image 55b on the movement path, as information on appropriate play actions. The smaller the time difference between the actual execution time of the hitting action and the actual matching time (execution time described in the sequence data QD), the higher the evaluation. The same applies to the second instruction object 51B.

[0037] The determination of the action of hitting each drum image 55a, etc. may be realized appropriately, but as an example, it is realized as follows. First, each drum image 55a and each cymbal image 55b are placed at a predetermined position defined by spatial coordinates in a virtual three-dimensional space, and each instruction object 51 moves toward each drum image 55a, etc. at the predetermined position (spatial coordinates). In addition, an evaluation range (a range equal to or slightly larger than each drum image 55a, etc.) is set for each drum image 55a, etc. based on the predetermined position. The stick image 56 moves in the virtual three-dimensional space in response to an operation on the operation stick OS, and whether or not a hitting action has been performed is determined depending on whether or not the position (spatial coordinates) of the tip of the stick image 56 enters the evaluation range of each drum image 55a or cymbal image 55b. Then, the delay time between the time when the stick image 56 enters the evaluation range (the time of the actual play action) and the time when the instruction object 51 should reach each drum image 55a, etc. (the execution time of the sequence data QD) is calculated, and the evaluation is determined according to the delay time. This evaluation may be performed as appropriate, and is realized, for example, through a standard indicating an evaluation result such as perfect, great, good, or bad. If the tapping action is not performed within a predetermined time based on each execution time, it is determined to be a mistake operation (evaluation result corresponding to a mistake). Similarly, if the tapping action is performed earlier or later than a period belonging to bad, it is determined to be a mistake. If the tapping action is performed at a time that does not belong to any of these, the action is not used for anything and may be ignored.

[0038] The instruction objects 51 may include other types such as types corresponding to the cymbal images 55b located on the upper left and right sides, types corresponding to each drum image 55a, and the like, and may appropriately request the action of hitting the drum images 55a, etc., similarly to the first instruction object 51A, through these types, but their display is omitted in the example of FIG. 3. In addition, various instruction objects 51 such as the first instruction object 51A may be displayed in an appropriate form, and as an example, each is displayed in a shape similar to a sign image of the current time located on the movement path of the cymbal image 55b, etc. Similarly, various instruction objects 51 such as the first instruction object 51A may be appropriately displayed so as to be distinguishable from each other, and as an example, the first instruction object 51A and the second instruction object 51B are displayed in different colors from each other. The same is true for each drum image 55a, etc. in the drum set image 55. For example, each drum image 55a may be displayed in different colors from each other. In this case, each instruction object 51 may be displayed in the same color as the corresponding drum image 55a, etc., so that the user can easily identify the play target.

[0039] The stage area 53 is an area corresponding to a stage formed in a virtual three-dimensional space. In the virtual three-dimensional space, each character performs a performance action on the stage. For this purpose, a character image 54 corresponding to each character and a drum set image 55 are arranged in the stage area 53. An appropriate number of character images 54 may be arranged in the stage area 53, but three character images 54 are displayed in the example of FIG. 3. Specifically, the character images 54 include a first character image 54A that plays a keyboard, a second character image 54B that plays a guitar, and a third character image 54C that plays a drum. These character images 54A, 54B, and 54C correspond to three characters that form one performance unit for playing a keyboard, a guitar, and a drum (each of which is an example of a musical instrument) in the virtual three-dimensional space, respectively. These three characters may correspond to the user and the collaborator (including the computer) as appropriate, and may perform a musical performance action based on any of the play actions, but as an example, the first character image 54A and the second character image 54B correspond to the computer, and the third character image 54C corresponds to the user. In this example, the first character image 54A to the third character image 54C function as the multiple characters of the present invention.

[0040] The first character image 54A to the third character image 54C may be displayed as appropriate, but in the example of FIG. 3, the first character image 54A and the second character image 54B are displayed as a whole body, and the third character image 54C (user character) is displayed as only two hands (only a part of the body) so as to correspond to the field of view of the user character (third character image 54C). Also, two stick images 56 are displayed on the left and right hands of the third character image 54C, respectively, so as to show a situation in which the user character is holding a stick for hitting a drum in the virtual three-dimensional space. In this case, as the user performs a hitting motion, the third character image 54C also performs a motion to reproduce the hitting motion. More specifically, as the hitting motion is performed, the third character image 54C performs a motion (music motion) of hitting the target cymbal image 55b or the like with the stick image 56. The same is true for the first character image 54A and the second character image 54B. In other words, as a collaborator (including a computer) plays (which may be appropriate depending on the type of musical instrument or input device in question, for example, plucking the keys in the case of a keyboard, or plucking the strings in the case of a guitar), the first character image 54A and the second character image 54B also perform similar playing actions on the game screen 50.

[0041] The game screen 50 will be further described with reference to Figs. 4 and 5. Fig. 4 is an explanatory diagram for explaining the positional relationship of each character in the virtual three-dimensional space. The example of Fig. 4 shows a schematic diagram of the stage in the virtual three-dimensional space and each character as viewed from above. Since the stage in the virtual three-dimensional space corresponds to the stage area 53 in the game screen 50, in the example of Fig. 4, for convenience of explanation, the same reference numerals as the stage area 53 and each character image 54 in the game screen 50 are attached to the stage and each character.

[0042] 4, each character image 54 (each character in the virtual three-dimensional space) is arranged at a predetermined interval in the stage area 53 (the stage in the virtual three-dimensional space). The position or interval of each character image 54 may be appropriate or may be variable, but is fixed as an example. In other words, each character image 54 is fixedly arranged at a predetermined position in the stage area 53.

[0043] Also, the third character image 54C corresponds to the user character. Therefore, a visual field range IA is set for the third character image 54C. The visual field range IA corresponds to the shooting range of the virtual camera for drawing the game screen 50. The visual field range IA may be set as an appropriate range, but the example of FIG. 4 shows the visual field range IA set when the third character image 54C faces forward. Also, this visual field range IA moves according to the movement of the third character image 54C, in other words, the user's movement. Specifically, the HMD type game machine 4 is worn on the user's head and played, and the head of the third character image 54C also moves according to the movement of the user's head. For example, when the state in which the user's head (the HMD type game machine 4) faces forward on the body is adjusted to be the visual field range IA in the virtual space, when the user faces forward, the head of the third character image 54C also faces in the same direction in the virtual three-dimensional space, so that the visual field range IA is set to the front side (the range displayed by the solid line) in the example of FIG. 4.

[0044] On the other hand, when the user turns to the right from a forward facing state, the movement of the head is detected by the sensor SM of the HMD type game machine 4 and is reflected in the movement of the third character image 54C. In other words, with such a head movement, the head of the third character image 54C also moves to turn to the right in the virtual three-dimensional space. In this case, the angle of the field of view IA changes to the right in accordance with the head movement. Specifically, with the user's head moving to the right, the field of view IA moves to a right inclination range IA1 indicated by a dashed line. Then, the virtual three-dimensional space included in such a right inclination range IA1 is displayed as the game screen 50.

[0045] FIG. 5 is a diagram showing an example of the game screen 50 when the field of view IA moves to the right inclination range IA1 in the example of FIG. 4. The example of FIG. 4 also corresponds to the game screen 50 when the user faces diagonally upward to the right from the example of FIG. 3. Such a change in the head in the up and down direction is also detected by the sensor SM and reflected on the game screen 50. Therefore, in this case, as shown in FIG. 5, compared to the example of FIG. 3, as the field of view (field of view IA) moves, the second character image 54B moves closer to the center of the game screen 50, while the display of the first character image 54A disappears. Similar changes also occur in the stage area 53, the score display area 52, and the drum set image 55.

[0046] Next, with reference to FIG. 6 to FIG. 10, a flow up to the start of play in a music game will be described. As described above, in response to the user's play action (tapping action), the character image 54 also performs the same tapping action, that is, a performance action, on the game screen 50. Therefore, each character performs a performance action when play starts. The other character images 54 other than the user character also perform the same performance action when play starts. Then, a performance performance is formed by a combination of these performance actions, in other words, a performance action by one entire performance unit. As a result, the start of play corresponds to the start of a performance action and a performance performance. Such a performance performance, that is, a game play, starts when a start condition is satisfied. In addition, in the performance performance, the first character image 54A and the second character image 54B may be operated by another user as described above, but the following describes a case where both are operated (controlled) by a computer.

[0047] FIG. 6 is an explanatory diagram for explaining an example of a flow up to the start of a musical performance. As shown in FIG. 6, when a start action is executed after a cooperation state is formed between a plurality of character images 54 (characters), the start condition is satisfied, and the musical performance, that is, the play of the game, is started. Specifically, on the game screen 50, before the start of the play (the guidance of the execution time by each instruction object 51), each character image 54 is first displayed in a standby state. Such a standby state may be expressed appropriately, but in the case of a computer-controlled character, it is expressed by a predetermined standby action. As such a standby action, an appropriate action may be executed, for example, in the case of the second character image 54B, an action of tuning a guitar is executed. In the standby state, the first character image 54A also executes an appropriate standby action such as an action of lightly playing a keyboard, but in the example of FIG. 6, the display thereof is omitted for convenience of explanation.

[0048] On the other hand, the third character image 54C operated by the user (other characters are similarly controlled when controlled by other users) reflects the user's actions (operations). The user is permitted to perform various actions in the standby state, including a cooperation action. In response to the user's cooperation action, the third character image 54C also performs a similar cooperation action. The cooperation action may be performed so that both the second character image 54B and the first character image 54A are simultaneously targeted, but as an example, it is performed so that it corresponds to either the second character image 54B or the first character image 54A individually. When the third character image 54C performs a cooperation action with the second character image 54B, the computer determines the execution of the action and causes the second character image 54B to perform a response action to respond to the cooperation action. Then, when the response action is performed by the second character image 54B, a cooperation state is formed between the third character image 54C and the second character image 54B. In this example, the third character image 54C and the second character image 54B function as one character and another character of the present invention, respectively. Furthermore, the cooperative action and the response action function as the action and the corresponding action of the present invention, respectively.

[0049] The linked state may be appropriately formed between the second character image 54B and the first character image 54A. For example, when a linked action is executed on both the second character image 54B and the first character image 54A and a linked state is formed by a response action of either one of them, the linked state may be formed with the entire playing unit if it is formed with either one of the second character image 54B and the first character image 54A (a part of the playing unit), but as an example, it is formed individually for each character. For this reason, the linked action by the third character image 54C against the first character image 54A and the response action by the first character image 54A in response thereto are similarly executed between the third character image 54C and the first character image 54A. Then, when the third character image 54C forms a linked state between both the second character image 54B and the first character image 54A (in other words, the entire playing unit), the entire playing unit is in a linked state. The cooperation action may be performed by a character other than the user character, such as the second character image 54B, and in this case, a cooperation state may be formed when the user responds to such cooperation action. In this way, the cooperation action may be performed by any appropriate character, but as an example, it is performed by the user character as shown in the example of FIG.

[0050] The start condition may include various requirements and may be satisfied as appropriate, but as an example, the requirements include the formation of a coordinated state among all the playing units and the execution of a start action in that coordinated state. Therefore, the start condition is satisfied when the third character image 54C (user) executes a start action in the coordinated state among all the playing units. Then, when the start condition is satisfied, the performance starts. In this example, the start action functions as a special action of the present invention.

[0051] The musical performance may be started appropriately when the start condition is satisfied. For example, the musical performance corresponds to playing a music game, and playing a music game includes playing a music piece, since it is realized by guidance of each execution time in accordance with the rhythm of the music piece (display of the instruction object 51). For this reason, the playback of the music piece to be played may be started immediately after the start condition is satisfied, that is, immediately after the start action. In this way, the musical performance may be started appropriately, but as an example, a start performance is executed first when the start condition is satisfied. In other words, the musical performance includes a part for the start performance, and a performance part in which each character image 54 actually executes the musical performance, and the start performance is started first when the start condition is satisfied.

[0052] The start performance may be realized as appropriate, but as an example, it is realized to function as a countdown until the music is played. Therefore, the start performance functions as a preparation part for timing the music to be played. The countdown function may be realized as appropriate, but as an example, it is realized by a performance in which a spotlight is shone on each character image 54 in turn at regular intervals. That is, after the start action, a performance in which a spotlight is shone on each character image 54 in turn starts first, and after all the characters are shone in the spotlight, the music starts to be played. Then, with the music being played, the display of the instruction object 51 starts, and the performance action (play action) for it also starts. That is, the actual performance action (performance part) by each character image 54 starts. In this example, the preparation part and the performance part function as the preparation part and performance part of the present invention, respectively.

[0053] The cooperation action may be any action. For example, the cooperation action may be a drummer lightly hitting a cymbal or the like several times at a certain rhythm, as is done by an actual band (music unit) at the start of a performance. Alternatively, the cooperation action may be a user character calling out (uttering a voice) to other characters to start. In this way, various actions may be appropriately adopted as the cooperation action, and an example of the cooperation action is a movement of directing the gaze to a target character. In addition, such a movement of directing the gaze may be appropriately determined, and for example, as in the example of FIG. 5, when only one character image 54 is included in the visual field range IA, it may be determined that the gaze is directed to that character image 54, and in this case, the visual field range IA may be used to determine the movement of directing the gaze. In this way, the movement of directing the gaze may be appropriately determined, and as an example, a visual field range is set in a part of the visual field range IA, and the presence or absence of the movement of directing the gaze is determined based on the visual field range. For this reason, a visual field range for determining the user's gaze (the gaze of the user character) is set on the game screen 50 (or the virtual three-dimensional space).

[0054] FIG. 7 is an explanatory diagram for explaining the visual field range set on the game screen 50. The example of FIG. 7 shows the visual field range set on the game screen 50 of the example of FIG. 5. As shown in FIG. 7, the visual field range IR includes a central visual field range IR1 and a peripheral visual field range IR2. The visual field range IR may be formed at an appropriate position on the game screen 50, and the position may be variable. In addition, when the position of the visual field range IR is variably set on the game screen 50, the position may be appropriately set through various detection results such as tracking of the line of sight by eye tracking. In this way, the visual field range IR may be appropriately set on the game screen 50, but as an example, it is formed fixedly near the center of the game screen 50 (visual field range). In addition, the visual field range IR may be visualized, but as an example, it is set to be invisible. That is, in the example of FIG. 7, the central visual field range IR1 is displayed with a dot pattern and the peripheral visual field range IR2 is displayed with right diagonal lines for convenience, but the visual field range IR is not displayed on the actual game screen 50 as in the example of FIG. 5.

[0055] The central visual field range IR1 is a range used to determine the action of directing the line of sight. The central visual field range IR1 may be formed in an appropriate shape, and is formed in a circle of a predetermined size as an example. The determination of the action of directing the line of sight may be appropriately realized by using the central visual field range IR1. For example, it may be determined that the line of sight is directed when a main part such as the head is included, and as an example, it is determined that the line of sight is directed to the character image 54 when a certain percentage or more of the character image 54 is included (contained) in the central visual field range IR1. In addition, such a certain percentage may be appropriately set, and as an example, more than half of the area of ​​the target character image 54 is used. For example, in the example of FIG. 7, more than half of the second character image 54B is included in the central visual field range IR1. In this case, the user character (third character image 54C) is determined to be directing the line of sight to the second character image 54B.

[0056] On the other hand, the peripheral visual field range IR2 is an area formed around the central visual field range IR1 so as to include it. The shape of the peripheral visual field range IR2 may also be formed appropriately, but as an example, it is formed into an ellipse of a predetermined size including the central visual field range IR1 near the center. The peripheral visual field range IR2 may be used appropriately or may be omitted, but as an example, it is used in preparation for determining a cooperation action. Specifically, when a character image 54 enters the peripheral visual field range IR2, the computer determines that there is a possibility that the gaze will be directed to the character image 54, and starts to determine whether the character image 54 is included in the central visual field range IR1. As an example, such a visual field range IR is set on the game screen 50, and the presence or absence of a cooperation action is performed, that is, the determination of whether the user's character image 54 is directing the gaze to another character image 54 is realized.

[0057] FIG. 8 is an explanatory diagram for explaining an example of a response action. As a response action, various actions (reactions) may be appropriately adopted according to the cooperation action or independently of the cooperation action. For example, various actions indicating recognition of the cooperation action such as an action of each character lightly playing their own musical instrument or a thumb up may be adopted, and an action of directing one's gaze is used as an example of this type of action. That is, after a user character executes an action of directing one's gaze to another character as a cooperation action, the other characters also execute a similar action of directing their gaze to the user character as a response action. The example of FIG. 8 shows an example of another character image 54 that executes such an action of directing one's gaze as a response action. Also, (A) of the example of FIG. 8 shows the character image 54 before the response action, and (B) shows the character image 54 at the time of the response action.

[0058] As shown in (A) of FIG. 8, the other character image 54 (character controlled by a computer) does not face the front side before the response action, that is, in the direction of the character image 54 (user) that has turned its gaze as a cooperative action. Before the response action, the other character image 54 may face an appropriate direction, for example, it may face a direction in which it has its back to the user, but in the example of FIG. 8, it turns its head to the left and also looks to the left. On the other hand, as shown in (B) of FIG. 8, the other character image 54 turns its head to the front side and also looks to the front side at the time of the response action. In other words, when the user performs an action of turning its gaze as a cooperative action (when the character image 54 is included in the central visual field range IR1 at a certain rate or more), the other character image 54 also performs an action of turning its gaze toward the user in a similar manner so as to return its gaze to the user in response to the action of turning its gaze. This is the same even if the other character image 54 has its back to the user (front side) (even if it is facing in a direction in which it has its back to the user). In other words, regardless of the orientation before the response action, the other character images 54 execute an action of directing their gaze toward the user as a response action. Note that, before the performance starts, the movements of the other character images 54, etc. may be controlled so that they do not turn their backs to the user, so that the user can easily direct their gaze toward the other character images 54, etc.

[0059] The direction of the gaze of the other character image 54 may be determined as appropriate, but as an example, the same visual field range IR as the user character is set for the other character image 54, and the direction of the gaze is determined according to whether or not the other character image 54 is in the visual field range IR, more specifically, whether or not the user character is in the central visual field range IR1 of the visual field range IR at a certain rate or more. In addition, such an action of directing the gaze (action of returning the gaze) may be performed at an appropriate timing, and may be performed with a time difference from the cooperation action, for example. In other words, the action of returning the gaze in response to the action of directing the gaze may be performed after the user has averted his / her gaze. In this way, the action of returning the gaze may be performed at an appropriate timing, but as an example, it is performed while the user is directing his / her gaze so that eye contact between the two is realized. In this case, if the user averts his / her gaze before the other character image 54 directs his / her gaze, the response action may be determined to be incomplete (in this case, the execution of the cooperation action is requested again for the response action), but as an example, the action of averting the user's gaze is permitted after the start of the action of directing the gaze of the other character image 54. As an example, the character image 54 that is the target of the cooperation action (the one to whom the gaze is directed) performs such a response action.

[0060] FIG. 9 is an explanatory diagram for explaining the flow of change in the action of another character image 54 that is directed to perform a cooperative action. As such another character image 54, for example, an appropriate character image 54 such as the first character image 54A in the example of FIG. 3 may function, but the example of FIG. 9 shows a case where the second character image 54B in the example of FIG. 3 functions. In this case, as shown in FIG. 9, the second character image 54B first forms a standby state as described above in the game screen 50, and executes a standby action in the standby (idle) state (S1). In addition, the second character image 54B (computer) determines whether the user character, that is, the third character image 54C, has performed a cooperative action in the standby state (S2). More specifically, the second character image 54B determines whether the third character image 54C is directing its gaze toward the user (whether the second character image 54B is included in the user's central visual field range IR1 at a certain rate or more). If the third character image 54C is not looking in the direction of the user (if the third character image 54C is not included in the user's central visual field range IR1 at a certain rate or more), the second character image 54B continues to be in a standby state.

[0061] On the other hand, when the third character image 54C is looking toward the user (the user is included in the central visual field range IR1 at a certain rate or more), the second character image 54B executes a turning action (response action) to turn toward the third character image 54C (S3). The response action may be appropriately configured, and may be configured only by a turning action (the action of directing the gaze toward the third character image 54C), but may also include a response gesture as an example. The response gesture is an action for notifying the user of the execution of the response action. That is, the second character image 54B executes a response gesture as one of the response actions following the turning action (S4). As such a response gesture, various head actions such as waving, making a circle with the thumb and index finger (OK sign), nodding, or vocalization may be adopted, but a thumbs-up action is adopted as an example. That is, the second character image 54B executes a thumbs-up action following or simultaneously with the turning action. Then, the second character image 54B completes the response action by performing a turning motion and a response gesture, and forms a linked state.

[0062] The flow up to the formation of the cooperation state may be any suitable one. For example, the cooperation state may be formed when the user (user character) turns his / her gaze to another character, and the other character also returns his / her gaze, and the user (user character) performs an appropriate action such as a thumbs-up motion, and the other character performs a similar appropriate action such as a thumbs-up motion in response to this. Alternatively, some of these actions may be omitted as appropriate. In these cases, some of the various actions mutually performed to form the cooperation state may function as a cooperation action and a response action as appropriate. The same applies to the start condition. For example, the start condition may be satisfied when a cooperation state is formed between the user character and all other characters. In other words, the start condition may not include a start action as a requirement. In this case, the start performance may be started as appropriate, but the start performance is executed immediately after the cooperation state is formed with the last other character, for example. In addition, the operation stick OS may be provided with various buttons for actions using a part of the hand, such as a thumbs-up motion, in order to distinguish it from operations on the stick image 56. Alternatively, a separate camera may be provided for photographing the entire user (or just the main body parts), and such a camera may detect appropriate movements including movements of various body parts such as a thumbs-up motion.

[0063] The second character image 54B may perform an appropriate action in the linked state (waiting for the formation of a linked state with the first character image 54A), and as an example, performs a standby action similar to the standby state (S5). In addition, it is determined whether or not a start action has been performed by the user in the linked state (waiting action) with the second character image 54B, etc. (S6). Various actions may function as such a start action, and as an example, a thumbs-up action functions. In other words, it is determined whether or not a thumbs-up action has been performed as a start action by the user in the linked state with the second character image 54B, etc. If a thumbs-up action, that is, a start action, is not performed within a predetermined time from the formation of the linked state, the second character image 54B releases the linked state and returns to the standby state again.

[0064] On the other hand, if a thumbs-up action, that is, a start action, is performed within a predetermined time from the formation of the linked state, the second character image 54B further performs a response gesture to the start action (S7). Such a response gesture may be omitted, but is performed as an example. Also, this response gesture may be different from the response gesture as the response action, but is configured similarly as an example. That is, in response to the start action by the third character image 54C, a similar thumbs-up action is performed as a response gesture. The first character image 54A also changes its action in a similar manner, and forms a linked state or the like with the third character image 54C.

[0065] The requirement of the start condition may be only a start action in a cooperation state with all characters other than the character corresponding to the user, or may include other requirements. In addition, a response gesture (S7) by all character images 54 other than the third character image 54C may function as such other requirement. The requirement of the start condition may be appropriate in this way, and as an example, the performance performance starts after the response gesture (S7) is executed from both the first character image 54A and the second character image 54B. More specifically, the start condition is satisfied by the response gesture (S7) from both the first character image 54A and the second character image 54B, and the start performance starts. Then, after the countdown by the start performance, the music is played, that is, the performance part starts. As an example, the actions of the other characters change in this manner, and the performance performance starts. Note that, when a character other than the user character is controlled by a computer, the response gesture (S7) is automatically executed with the execution of the start action. For this reason, in this case, the determination of the presence or absence of the start action may function in the same way as the determination of whether the start condition is satisfied.

[0066] Next, the details of the performance data OD will be described. When the performance action (performance) by the other character image 54 such as the first character image 54A or the second character image 54B is controlled by the computer, the other character image 54 may execute an appropriate performance action, or may execute a preset performance action (which may be one action or multiple actions). For example, when the user has played through the other character image 54 in the past, the other character image 54 executes the same performance action as that time of the play. In other words, the computer controls the action of the other character image 54 so as to trace (copy) the same action as the performance action (play record) performed by the user at that time of play. The performance data OD is data for making the other character execute such a performance record of the user's performance action. For example, when the user plays through the second character image 54B (selected as the user character in the character selection opportunity for selecting a character for play), the play content in that play (record of the guitar performance action through the second character image 54B) is recorded and managed in the performance data OD. The same applies to the record when the user plays through the first character image 54A.

[0067] FIG. 10 is a diagram showing an example of the configuration of the performance data OD. As shown in FIG. 10, the data includes a video data section OD1 and an information management section OD2. The video data section OD1 is a section configured as video data for making other character images 54 execute performance actions. Such video data sections may be configured as various video data as appropriate, but as an example, the actions of each character image 54 are configured as motion capture data, so the video data section is also configured as motion capture data. This motion capture data may be generated as appropriate, for example, the user's motion may be detected and digitized from a camera that captures the user's entire body, or the user's motion may be detected and digitized from a marker attached to the user's body. In this way, the motion capture data (video data section OD1) may be generated as appropriate, but as an example, the motion of the HMD-type game machine 4 over time (movement of the head) and the motion of the operation stick OS over time are recorded and generated by replacing them with motion. A video data section is prepared for each performance action. On the other hand, the information management section OD2 is a section in which information for managing each video data section is described. The information management section OD2 may appropriately include various information necessary for managing each moving image data section, but in the example of Fig. 10, it includes a performance record ODR that manages information related to each moving image data section (performance action). For such management, the performance record ODR includes information on "performance ID", "character", "music", "user ID", and "date and time". These pieces of information are recorded in the performance record ODR so that they are mutually associated. Furthermore, in this example, the performance data OD functions as candidate data of the present invention.

[0068] The "performance ID" is information indicating a unique performance ID for each performance action in order to manage each performance action (movie data section). The "character" is information for identifying the character corresponding to the performance action. As such information, appropriate information capable of identifying each character may be used, and as an example, information on a character ID unique to each character is used. Specifically, for example, in the case of a performance action corresponding to an achievement played through the third character image 54C, information on the character ID corresponding to the third character image 54C is described in the "character". The same is true for the first character image 54A, etc. Also, each character is associated with an instrument to be played. Therefore, the information on the "character" also functions as information on the instrument to be played. Therefore, information on the "instrument" (for example, the ID of the instrument) may be described instead of the "character". The "music" is information indicating the music used during the performance action. Appropriate information capable of identifying each music may be described in the "music", and as an example, information on a music ID unique to each music is described. The "user ID" is information indicating a user ID unique to each user in order to identify each user. The musical performance actions that can be used as play records may be limited to each user's own play records, but as an example, other users' play records may also be used. "Date and time" is information indicating the date and time of the play corresponding to the record of each musical performance action. Note that the musical performance data OD is not limited to this information, and may appropriately manage, for example, information necessary for realizing a musical performance. Alternatively, part of this information may be omitted as appropriate.

[0069] Next, the procedures of the performance selection process, the cooperation response process, the music start process, and the performance data generation process will be described. The performance selection process is a process for providing a performance selection opportunity for selecting a performance action to be performed by a character other than the user character. For example, when a user plays a music game through the third character image 54C, the performance actions to be performed by the first character image 54A and the second character image 54B are selected in the performance selection opportunity. Specifically, when there are multiple play records for the same character, the performance data OD includes multiple video data parts OD1 (multiple performance actions) for the same character. In this case, the performance action to be performed by the other character is selected in the performance selection opportunity from among the multiple performance action candidates. The example of FIG. 11 shows an example of the procedure for providing such a performance selection opportunity. In this case, the progress control unit 43 starts the performance selection process of FIG. 11 every time a character selection opportunity for selecting a character to be used in playing the music game is provided to the user, and first obtains the selection result of the character in the character selection opportunity (step S101).

[0070] Next, the progress control unit 43 provides a performance selection opportunity for selecting a performance action to be performed by a character other than the character selected in the character selection opportunity (step S102). Specifically, the progress control unit 43 refers to the performance data OD and provides a performance selection opportunity so that one performance action is selected from a plurality of performance action candidates (which may include the performance records of other users and a plurality of predetermined actions prepared in advance) for each target character. In addition, such a performance selection opportunity may be realized as appropriate, and as an example, it is realized through a selection screen (not shown) for the performance selection opportunity that includes information necessary for selecting a performance action. The information necessary for selecting a performance action may include various information as appropriate, such as the user corresponding to the performance action record (whose performance action it is), or information on various results such as the user's level and score. The options in the performance selection opportunity are presented in accordance with the music and instrument selected by the user. For example, the performance data OD, which is the same music as the music selected by the user but is generated by an instrument different from the instrument selected by the user, is presented to the user as an option in the performance selection opportunity. The limiting conditions for the options may include other than the above, such as the period during which the performance data OD was created, as appropriate.

[0071] Next, the progress control unit 43 determines the performance actions of the other characters based on the selection result in the performance selection opportunity (step S103). After this determination, the progress control unit 43 ends the current performance selection process. This realizes a performance selection opportunity for selecting a performance action to be performed by a character other than the user character. In addition, in the performance selection opportunity, a plurality of performance action records, including the play records of other users, are presented as candidates for such performance actions. Therefore, through such a performance selection opportunity, a performance action corresponding to the actual play record is executed by the other characters in the performance performance.

[0072] The cooperation response process is a process for forming a cooperation state for each character. Each character may be operated by another user, and in that case, the cooperation state is formed by determining whether or not a response action has been performed by the other user, and is formed when the response action has been performed, but the example of FIG. 12 shows a case where the action of each character is controlled by a computer (progress control unit 43). In this case, the progress control unit 43 starts the cooperation response process of FIG. 12 every time a user character (for example, the third character image 54C in the example of FIG. 3) is operated by a user (in a situation in which the peripheral visual field range IR2 includes other characters), and first determines whether the user's operation corresponds to a cooperation action (step S201). As an example, if the user's operation corresponds to an action of directing the line of sight so that the central visual field range IR1 includes other characters at a certain ratio or more, the operation (action) corresponds to a cooperation action. For this reason, the progress control unit 43 determines whether the user's operation corresponds to an action of including other characters at a certain ratio or more in the central visual field range IR1. If the user's operation does not correspond to an action that includes other characters in the central visual field range IR1 at a certain percentage or more (directing one's gaze), in other words, if the user's operation does not correspond to a cooperative action, the progress control unit 43 skips subsequent processing and terminates the current cooperative response processing.

[0073] On the other hand, if the user's operation corresponds to an action (directing gaze) that includes a certain percentage or more of another character in the central visual field range IR1, that is, if the user's operation corresponds to a cooperative action, the progress control unit 43 causes the target character of the cooperative action, that is, the character that is included in the central visual field range IR1 at a certain percentage or more, to execute a response action (step S202). Specifically, for example, if the above-mentioned action of directing gaze (returning gaze) and a response gesture (thumbs up) are adopted as the response action, the action of the target character is controlled so that the action of directing gaze at the user's character and the action of thumbs up are executed.

[0074] Next, the progress control unit 43 forms a cooperation state between the user character and the character that has executed the response action in step S202 (step S203). The cooperation state may be formed as appropriate, for example, when the cooperation state is expressed by a dedicated action, it may be formed by executing such an action, but as an example, it is realized by updating a flag for managing the presence or absence of the cooperation state. Specifically, a parameter for managing the presence or absence of the cooperation state is set for each character. Therefore, the progress control unit 43 realizes the formation of the cooperation state by updating this flag to a state indicating the formation of the cooperation state. Then, after the cooperation state is formed, the progress control unit 43 ends this cooperation response process. As a result, the action of the other character is controlled to execute a response action in response to the cooperation action. In other words, the action of the other character is controlled so that a cooperation state is actively formed between the user character and the other character. Then, when the cooperation state is formed, the state is managed by a flag.

[0075] The music start process is a process for starting a musical performance (notification of each execution time) when a start condition is met. The example of FIG. 13 shows the music start process executed when another character acts in the flow of FIG. 9. In this case, the progress control unit 43 starts the music start process of FIG. 13 every time a start action is executed by the user and every time a predetermined time has elapsed since the formation of a cooperation state, and first determines whether the start condition is met (step S301). Specifically, as described above, as an example, the start action (for example, a thumbs-up action) is executed, and the start condition is met when a response gesture in response to the start action is executed. For this reason, the progress control unit 43 may determine that the start condition is met when all of the other characters execute a response gesture, but since the response gesture is automatically executed by the computer (progress control unit 43) when the start action is executed, as an example, the progress control unit 43 determines that the start condition is met when the start action is executed in a situation where a cooperation state is formed between the user's character and all of the other characters.

[0076] If the start condition is not satisfied, the progress control unit 43 determines whether or not a release condition for releasing the linked state is satisfied (step S302). The release condition may be satisfied as appropriate, but as an example, it is satisfied when a predetermined time has passed since the formation of the linked state. For this reason, the progress control unit 43 determines whether or not a predetermined time has passed since the formation of the linked state. If the release condition is not satisfied, that is, if the predetermined time has not passed since the formation of the linked state, the linked state is maintained (step S303). That is, the progress control unit 43 maintains the state of the flag indicating the linked state as it is. On the other hand, if the release condition is satisfied, that is, if a predetermined time has passed since the formation of the linked state, the progress control unit 43 releases the linked state (step S304). Specifically, the progress control unit 43 changes the state of the flag indicating the linked state to correspond to a non-linked state. Then, the progress control unit 43 ends the current music start process after maintaining the linked state or releasing the linked state.

[0077] On the other hand, if the start condition is satisfied in step S301, that is, if the start action is executed in a situation where a linked state is formed between the user character and all of the other characters, the progress control unit 43 starts the start performance (step S305). Specifically, the progress control unit 43 displays the start performance on the game screen 50. Next, the progress control unit 43 starts the reproduction of the music after the start performance, in other words, the performance part (step S303). Then, after starting the reproduction of the music, the progress control unit 43 ends the current music start process. As a result, the performance performance starts in response to the satisfaction of the start condition, which includes the formation of a linked state between the user character and the other characters as a requirement. More specifically, if the start action is executed in a situation where a linked state is formed between the user character and all of the other characters, the start condition is satisfied, and the start performance of the performance performance, that is, the preparation part, starts. Then, the reproduction of the music, that is, the performance part, starts after the start performance.

[0078] The performance data generation process is a process for generating performance data OD based on the play history of each user. The performance data OD may be generated appropriately, for example, based on the play history of all users uniformly, but as an example, the performance data OD is generated when the user desires to generate the performance data OD. In this case, when the performance part is started in the play of the user who desires to generate the performance data OD (the user may be given an opportunity to confirm the necessity of generation separately as appropriate), the data management unit 44 starts the performance data generation process of FIG. 14, and first records the user's operation in the performance part, that is, the movement of the user character (step S401). Next, the data management unit 44 generates the performance data OD based on the recording result of step S401 (step S402). Specifically, the data management unit 44 generates a moving image data section OD1 for reproducing the movement of the user character, and an information management section OD2 for recording various information corresponding thereto. Then, after generating the performance data OD, the data management unit 44 ends the current performance data generation process. As a result, the performance data OD for reproducing the performance movement corresponding to the play history of each user is generated. Alternatively, the performance data OD may be generated uniformly and stored when a predetermined condition is met, such as when the user desires it or when the best score is calculated.

[0079] As described above, according to this embodiment, a coordinated state is formed by a coordinated action by a user character (e.g., the third character image 54C) and a response action by another character (e.g., the second character image 54B) responding to the coordinated action. This allows the process of matching the breathing of multiple characters in a game to be imitated through these coordinated actions and response actions. More specifically, when a gaze-directing action is performed by the user character, a coordinated state is formed by the gaze-returning action of the other character to whom the gaze is directed and a thumbs-up action. This allows the process of matching the breathing of the user character and the other characters to be imitated through eye contact.

[0080] Also, while the performance starts when the start condition is satisfied, the start of the performance is put on hold until the start condition is satisfied. The start condition that triggers the start of such a performance includes the formation of a coordinated state as a requirement. In other words, the performance starts after the formation of a coordinated state. For this reason, before the start of the performance, a process of matching breathing performed in an actual performance by multiple people, more specifically, a process similar to the process of matching breathing through eye contact, can be performed by multiple characters in the game. As a result, the sense of realism or unity of the performance can be improved.

[0081] In addition, when the user character performs a cooperative action and the other characters are controlled by the computer to perform a response action, the cooperative action by the user character can be used as a trigger to actively form a cooperative state. Therefore, the timing of meeting the start condition can be adjusted to suit the user's convenience. Furthermore, when such other characters behave in such a way as to trace the user's playing record in a musical performance, the past playing record of the user, that is, the performance record of the musical performance, can be reflected in the behavior of other characters other than the user character in the musical performance. This can further improve the reality of the musical performance, and thus the sense of realism. In addition, by utilizing such performance record, it is possible to encourage each user to use other characters, or other users to use their own performance record, and thus to promote the use of the game.

[0082] In the above embodiment, the progress control unit 43 of the HMD type game machine 4 functions as a condition determination means and a progress control means of the present invention by executing the music start process of Fig. 13. Specifically, the progress control unit 43 functions as a condition determination means by executing step S301 of Fig. 13. Also, the progress control unit 43 functions as a progress control means by executing the processes of steps S305 and S303 of Fig. 13. Similarly, the progress control unit 43 of the HMD type game machine 4 functions as a character control means of the present invention by executing step S202 in the collaboration response process of Fig. 12. Furthermore, the progress control unit 43 of the HMD type game machine 4 functions as an opportunity providing means of the present invention by executing step S102 in the performance selection process of Fig. 11.

[0083] The present invention is not limited to the above-mentioned embodiment, and may be embodied in an embodiment with appropriate modifications or changes. For example, in the above-mentioned embodiment, the processes of Figs. 11 to 14 are executed by the HMD-type game machine 4. However, the present invention is not limited to such an embodiment. For example, all or part of the processes of Figs. 11 to 14 may be executed by the center server 2. For example, when the center server 2 executes all of the processes of Figs. 11 to 13, the center server 2 alone (which may include multiple server devices) may function as the game system of the present invention. On the other hand, the HMD-type game machine 4 alone may function as the game system of the present invention. In other words, the center server 2 may be omitted as appropriate in the game system of the present invention.

[0084] 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.

[0085] The game system of the present invention is a game system (4) that is connected to an input device (OS) for inputting a user's play actions and a display device (47) that displays a game screen (50) including a plurality of characters (54) including a user character (54C) as a character operated through the user's play actions, and provides a game including a performance performed by the plurality of characters, and is equipped with a condition determination means (43) that determines whether a start condition is satisfied when another character (54B) performs a corresponding action as a predetermined action corresponding to an action performed by at least one character (54C) of the plurality of characters, the start condition including the requirement of forming at least a cooperative state between the one character and the other character, and a progress control means (43) that controls the progress of the game so that, when the start condition is satisfied, the performance is started in response to the satisfaction of the start condition, while the start of the performance is put on hold until the start condition is satisfied.

[0086] According to the present invention, a coordinated state is formed by an action by one character and a corresponding action by another character. Therefore, the process of matching breathing can be imitated by multiple characters in a game through these actions and corresponding actions. Also, a performance starts when a start condition is satisfied, while the start of the performance is held until the start condition is satisfied. The start condition that triggers the start of such a performance includes the formation of a coordinated state as a requirement. In other words, the performance starts after the formation of a coordinated state. Therefore, before the start of the performance, multiple characters in a game can be made to execute a process similar to the process of matching breathing executed in a performance by multiple people. As a result, the sense of realism or unity of the performance can be improved.

[0087] The multiple characters may be appropriately controlled as long as they include at least one user character. For example, the multiple characters may be controlled by multiple users, respectively. Alternatively, all characters other than the user character may be controlled by a computer. Also, the action that triggers the formation of a cooperation state may be executed by a user character (including a character corresponding to another user) or may be executed by a computer-controlled character. For example, as one aspect of the game system of the present invention, when the user character functions as one of the characters, a mode may be adopted in which a character control means (43) is provided for controlling the other characters to execute the corresponding action in response to the action by the user character. In this case, when an action for forming a cooperation state is executed, the other characters are controlled to execute the corresponding action. This allows the action by the user character to be a trigger for proactively forming a cooperation state. Therefore, the timing of fulfilling the start condition can be adjusted to suit the user's convenience.

[0088] In the performance, the actions of each character may be appropriately controlled, for example, all may be controlled by a computer, or only characters other than the user character may be controlled by a computer. Furthermore, the computer-controlled characters may be appropriately controlled and may execute a predetermined action (including both a fixed action and an action that changes depending on various conditions). Furthermore, such actions may be one or more. Specifically, for example, as an aspect in which the other characters are automatically controlled to execute a corresponding action, when the action of the user character in the performance is controlled through the play action, an aspect may be adopted in which an opportunity providing means (43) is provided for providing a selection opportunity for the other characters to select an action to be actually executed by the other characters in the performance from among the multiple actions based on candidate data (OD) described so that the other characters and multiple actions are associated as candidates for actions to be executed by the other characters in the performance.

[0089] Alternatively, if the computer-controlled character has a history of being used in a play as a user character in the past, the computer-controlled character may execute an action that was executed in response to a play action of a user (which may include not only the user currently playing the game, but also other users) in that play. Specifically, in an aspect of the present invention in which a selection opportunity is provided, the game is provided so that each user can select the user character from the plurality of characters, and if there is a history of the other character being selected as the user character by each user in the past, the plurality of actions may include an action executed by the other character in that history. In this case, the past play history of users can be reflected in the actions of characters other than the user character in the performance.

[0090] Various actions may be appropriately adopted as the action for forming a cooperation state and the corresponding action. For example, various actions that move each part of a character, such as the head, hands, or legs, may be appropriately used as the action for forming a cooperation state or the corresponding action. Furthermore, actions such as vocalization or eye contact may be appropriately used as the action for forming a cooperation state or the corresponding action. Specifically, for example, in one aspect of the game system of the present invention, the cooperation state may be formed when the other character included in the visual field of the one character puts the one character into the visual field of the other character, such that the action of putting the other character into the visual field of the one character (IR) functions as the action, and the action of putting the one character into the visual field of the other character (IR) functions as the corresponding action. In this case, the user character and the other character can be made to execute an action corresponding to eye contact as an imitation of the process of matching breathing.

[0091] The start condition may include only the formation of a linked state as a requirement, or may include various other requirements as appropriate. As such other requirements, appropriate conditions such as a user's play behavior, a play situation, or game circumstances may be used. For example, in one aspect of the game system of the present invention, the start condition may further include a requirement of a special action to be performed by one of the characters in the linked state, and may be satisfied when the special action is performed in the linked state.

[0092] The performance may include appropriate parts, for example, not only a part in which a performance is actually performed by a plurality of characters, but also various other parts as appropriate. Specifically, for example, in one aspect of the game system of the present invention, the performance may include a performance part in which the performance is actually performed by the plurality of characters, and a preparation part for indicating the start time of the performance part, and the progress control means may control the progress of the game so that the performance part starts after the preparation part by starting the preparation part as the start of the performance when the start condition is satisfied.

[0093] As the game, various games may be provided as appropriate. Similarly, in such a game, various performances may be performed by a plurality of characters according to the type of game. For example, the play of a game in a sports game such as a soccer game or a baseball game may be used as the performance, and a kickoff or a play ball may be started when a starting condition is satisfied. Alternatively, dancing, playing, or the like in a music game may be used as the performance. Specifically, for example, in one aspect of the game system of the present invention, a music game is provided as the game, in which the timing of a play action to be performed by the user is guided in accordance with the rhythm of a piece of music, and the user character performs a performance action to play the piece of music in association with the play action, and the performance may be the performance of each of the plurality of characters in the music game.

[0094] On the other hand, the computer program (PG2) of the present invention is configured to cause the input device and a computer (41) connected to the display device to function as each of the means of the game system described above.

[0095] The control method of the present invention causes a computer (41) connected to an input device (OS) for inputting a user's play and a display device (47) for displaying a game screen (50) including a plurality of characters (54) including a user character (54C) as a character operated through the user's play, to execute a condition determination step of determining whether a start condition is satisfied when another character (54B) executes a corresponding action as a predetermined action corresponding to an action executed by at least one character (54C) of the plurality of characters, the start condition including at least a linkage state between the one character and the other character, and a progress control step of controlling the progress of the game so that the performance is started when the start condition is satisfied when the start condition is satisfied, while the start of the performance is put on hold until the start condition is satisfied. The game system of the present invention can be realized through the computer program or the control method of the present invention. [Explanation of symbols]

[0096] 1. Game System 2. Central server 4 HMD type game console (game system) 41 Control unit (computer) 43 Progress control unit (condition determination means, progress control means, character control means, opportunity provision means) 47 Display (display device) 50 Game Screen 54 Character image (character) 54B Second character image (other character) 54C 3rd character image (user character, one character) IR View Range OS operation stick (input device)

Claims

A game system including actions performed by a plurality of characters including a user character operated through a user's play behavior, discriminating means for discriminating whether or not a cooperation state is at least formed between the one character and another character, the cooperation state being a state indicating that the other character has performed a corresponding action corresponding to an action performed by at least one of the plurality of characters; progress control means for controlling the progress of the game so that the action is started when the cooperation state is formed; character control means for controlling the other character to perform the corresponding action corresponding to the action by the user character when the user character functions as the one character; A game system comprising: A computer incorporated in a game system including actions performed by a plurality of characters including a user character operated through a user's play behavior, discriminating means for discriminating whether or not a cooperation state is at least formed between the one character and another character, the cooperation state being a state indicating that the other character has performed a corresponding action corresponding to an action performed by at least one of the plurality of characters; progress control means for controlling the progress of the game so that the action is started when the cooperation state is formed; character control means for controlling the other character to perform the corresponding action corresponding to the action by the user character when the user character functions as the one character; A computer program that functions as: A control method for a game system including actions performed by a plurality of characters including a user character operated through a user's play behavior, a discriminating step of discriminating whether or not a cooperation state is at least formed between the one character and another character, the cooperation state being a state indicating that the other character has performed a corresponding action corresponding to an action performed by at least one of the plurality of characters; a progress control step of controlling the progress of the game so that the action is started when the cooperation state is formed; When the user character functions as the one character, a character control step of controlling the other character so as to execute the corresponding action corresponding to the action by the user character; A control method comprising: