Game program, game processing method, and information processing device

The game program addresses player discomfort from camera changes by controlling camera state transitions between lock-on and normal modes at varying speeds based on game conditions, thereby enhancing game immersion.

JP2025042730APending Publication Date: 2025-03-28KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
JP2023149833
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-15
Publication Date
2025-03-28

AI Technical Summary

Technical Problem

Conventional game technologies cause discomfort to players due to unintended camera changes when the lock-on function is released, leading to a decrease in game immersion.

Method used

A game program and method that control the camera state based on game modes, switching from lock-on to normal mode at different speeds depending on predetermined conditions, ensuring a smoother transition and reducing player discomfort.

Benefits of technology

The solution improves game immersion by minimizing player discomfort caused by camera changes, allowing for a more engaging gaming experience by adjusting camera transition speeds based on specific game conditions.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025042730000001_ABST
    Figure 2025042730000001_ABST
Patent Text Reader

Abstract

To provide a game program, a game processing method, and an information processing device capable of enhancing absorption in a game by reducing a feeling of discomfort by a camera change that a player is subjected to.SOLUTION: In a game in which the state of a camera is changed according to a control mode of the camera, a game program causes an information processing device 3 to function as a camera control unit 17 for changing the state of the camera from a lock-on state to a normal state at a first change speed if a predetermined condition is satisfied when switching the mode from a lock-on mode to a normal mode, and changing the state of the camera from the lock-on state to the normal state at a second change speed lower than the first change speed if the predetermined condition is not satisfied.SELECTED DRAWING: Figure 2
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Description

[Technical field]

[0001] The present invention relates to a game program, a game processing method, and an information processing device. [Background technology]

[0002] Conventionally, there are known games equipped with a so-called lock-on function that allows a player to fix the aim on an enemy character and automatically follow the enemy character as it moves by a predetermined operation. For example, in the game described in Patent Document 1, even when the player character moves, the player character is controlled to continue facing the locked-on enemy character, and the camera is controlled so that the player character and the locked-on enemy character are within the display screen. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2007-312930 A Summary of the Invention [Problem to be solved by the invention]

[0004] In the above conventional technology, when the lock-on is released due to the disappearance of the locked-on enemy character, etc., the camera returns to normal control, which may cause a change in the camera state. Since the change in the screen due to this change in the camera state is unintended by the player, the player may feel uncomfortable.

[0005] The present invention has been made in consideration of such problems, and aims to provide a game program, a game processing method, and an information processing device that can improve the sense of immersion in the game by reducing the sense of discomfort experienced by the player due to camera changes. [Means for solving the problem]

[0006] In order to achieve the above-mentioned object, the game program of the present invention causes an information processing device to function as a camera control unit that, when switching from a first mode to a second mode in a game in which the camera state is changed depending on the game mode, changes the camera state from the camera state of the first mode to the camera state of the second mode at a first change rate if a predetermined condition is satisfied, and changes the camera state from the camera state of the first mode to the camera state of the second mode at a second change rate slower than the first change rate if the predetermined condition is not satisfied.

[0007] In addition, in order to achieve the above-mentioned object, the game processing method of the present invention is a game processing method executed by an information processing device, and in a game in which a camera state is changed depending on the game mode, when switching from a first mode to a second mode, if a predetermined condition is satisfied, the camera state is changed from the camera state of the first mode to the camera state of the second mode at a first change rate, and if the predetermined condition is not satisfied, the camera state is changed from the camera state of the first mode to the camera state of the second mode at a second change rate slower than the first change rate.

[0008] In addition, in order to achieve the above-mentioned object, the information processing device of the present invention has a camera control unit that, when switching from a first mode to a second mode in a game in which the camera state is changed depending on the game mode, changes the camera state from the camera state of the first mode to the camera state of the second mode at a first change rate if a predetermined condition is satisfied, and changes the camera state from the camera state of the first mode to the camera state of the second mode at a second change rate slower than the first change rate if the predetermined condition is not satisfied. Effect of the Invention

[0009] According to the game program of the present invention, the sense of immersion in the game can be improved by reducing the sense of discomfort felt by the player due to camera changes. [Brief description of the drawings]

[0010] [Figure 1] 1 is a diagram illustrating an example of an overall configuration of a game system according to an embodiment. [Diagram 2] FIG. 2 is a block diagram illustrating an example of a functional configuration of an information processing device. [Diagram 3] FIG. 13 is a diagram illustrating an example of a game screen in a normal mode. [Figure 4] FIG. 13 is a diagram showing an example of a game screen in a lock-on mode. [Diagram 5] 13 is a diagram showing an example of a game screen when the lock-on mode is switched to the normal mode as a result of the disappearance of an enemy character. FIG. [Figure 6] 1 is a graph showing an example of a first change rate and a second change rate, with the vertical axis representing the state of the camera and the horizontal axis representing time. [Figure 7] 11 is a graph showing an example of a case in which the second change rate is switched to the first change rate to change the camera state when a certain condition is satisfied while the camera state is being changed at the second change rate, with the vertical axis representing the camera state and the horizontal axis representing time. [Figure 8] 11 is a flowchart illustrating an example of a processing procedure executed by an information processing device. [Figure 9] 13 is a graph showing an example of a case in which the second change speed is changed depending on the size of an enemy character, with the vertical axis representing the state of the camera and the horizontal axis representing time. [Figure 10] 11 is a graph showing an example of a case where the camera state is curvedly interpolated from the locked-on state to the normal state, with the vertical axis representing the camera state and the horizontal axis representing time. [Figure 11] FIG. 13 is a block diagram illustrating an example of a functional configuration of an information processing device in a modified example in which a player sets the rate of change. [Figure 12] FIG. 2 is a block diagram illustrating an example of a hardware configuration of an information processing device. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0012] <1. Overall structure of the game system> An example of the overall configuration of a game system 1 according to an embodiment will be described with reference to Fig. 1. As shown in Fig. 1, the game system 1 includes an information processing device 3, a game controller 5, and a display device 7. The game controller 5 and the display device 7 are connected to the information processing device 3 so as to be able to communicate with each other via wire or wirelessly.

[0013] The information processing device 3 is, for example, a stationary game machine. However, it is not limited to this, and may be, for example, a portable game machine that is integrally equipped with an input unit, a display unit, etc. In addition to game machines, it may be, for example, computer equipment such as a server computer, a desktop computer, a notebook computer, a tablet computer, or a device with a telephone function such as a smartphone, a mobile phone, or a phablet.

[0014] A player performs various operational inputs using a game controller 5. In the example shown in Fig. 1, the game controller 5 has, for example, a cross key 9, a plurality of operation buttons 11, a joystick 13, a touch pad 15, and the like.

[0015] <2. Functional configuration of information processing device> Next, an example of a functional configuration of the information processing device 3 will be described with reference to FIG. 2 and FIG. 3 to FIG.

[0016] As shown in FIG. 2, the information processing device 3 includes a camera control unit 17, a first determination unit 19, and a second determination unit .

[0017] The camera control unit 17 controls the state of a virtual camera for capturing images of the virtual space and generating a game image. The virtual space may be a two-dimensional space or a three-dimensional space, but in this embodiment, a case where the virtual space is a three-dimensional space will be described. The "camera state" includes, for example, the coordinates of the camera in the virtual space, the coordinates of the camera's gaze point, the camera direction, the angle of view (focal length), and the like. The camera control unit 17 has a normal mode and a lock-on mode as camera control modes (one example of a game mode). The normal mode and the lock-on mode can be switched at any timing according to the player's operation.

[0018] The normal mode (an example of the second mode) is a mode in which the camera's gaze point is made to follow the player character (an example of the second object) which is a game character operated by the player. In the normal mode, the camera control unit 17 controls the camera to be in a normal state (an example of the state of the camera in the second mode). The normal state is a state of the camera that is set in advance so that the surrounding situation of the player character can be easily grasped. For example, the normal state is set so that the player character is looked down at a predetermined depression angle from a predetermined height position at a point a predetermined distance away from the player character in a predetermined direction, and the player character is located approximately in the center of the game screen. In addition, when the player character moves in the normal mode, the camera control unit 17 changes the state of the camera according to the movement of the player character. For example, the camera control unit 17 controls the camera to maintain the normal state by following the movement of the player character.

[0019] Also, in the normal mode, the camera control unit 17 changes the camera direction to an arbitrary direction according to the player's operation. For example, the camera control unit 17 changes the camera direction to an arbitrary direction according to the player's operation while maintaining the player character in a state of being positioned approximately at the center of the game screen. This allows the player to display the player character and its surroundings from an arbitrary direction. Note that the "player's operation" here is not limited to the case where the player directly operates the camera direction, but includes the case where the player indirectly operates the camera direction by operating the player character (the case where the camera changes its direction following the movement of the player character). In contrast, the "operation that changes the camera state by the player", which is a requirement of the "predetermined condition" described later, refers to the case where the player directly operates the camera direction, and does not include the case where the player indirectly operates the camera direction by operating the player character. In order to distinguish between these operations, in this embodiment, the former camera operation is appropriately called the "first camera operation" and the latter camera operation is appropriately called the "second camera operation".

[0020] FIG. 3 shows an example of a game screen in normal mode. In the example shown in FIG. 3, the player character PC is displayed looking down at a predetermined depression angle from a position a predetermined distance above and behind the player character PC, and is located approximately in the center of the game screen, by the camera controlled to the normal state. Also, in the example shown in FIG. 3, an enemy character EC is present on the right side in front of the player character PC. In this state, when the player changes the camera direction by operating the first camera, the player character PC is maintained in a state of being located approximately in the center of the game screen, and the player character PC and the surrounding situation can be displayed from any direction. Therefore, depending on the camera direction, the enemy character EC may be out of the game screen and not displayed.

[0021] The player character PC is typically a human character, but may be a non-human character, such as an animal, a living thing other than a human or animal, a virtual living thing, a robot, a machine, or an object such as an article or object.

[0022] The lock-on mode (an example of a first mode) is a mode in which the camera's gaze point is made to follow an object (an example of a first object) other than the player character. In the lock-on mode, the camera control unit 17 controls the camera to be in a lock-on state (an example of a camera state in the first mode). The lock-on state is a camera state that is set in advance to make the camera's gaze point follow a game character selected by the player so that the player can easily become aware of a specific game character. For example, the lock-on state is set so that the game character to be locked on is located approximately in the center of the game screen while both the player character and the game character to be locked on are included in the game screen. Note that the game character to be locked on is not limited to being selected by the player, but may be automatically selected by the game program. In addition, the lock-on target is not limited to being a game character, and may be an object such as a vehicle, a machine, an object, or an object. When at least one of the player character and the game character to be locked on moves in the lock-on mode, the camera control unit 17 controls the camera to maintain the lock-on state by following their movement.

[0023] FIG. 4 shows an example of a game screen in the lock-on mode. FIG. 4 is a game screen showing the same game situation as FIG. 3. In the example shown in FIG. 4, the camera controlled to the lock-on state displays the enemy character EC at approximately the center of the game screen while including both the player character PC and the enemy character EC, which is the target of the lock-on, in the game screen from behind the player character PC. For example, the player character PC and the enemy character EC may be displayed in a larger size than in the normal mode. In this state, even if the enemy character EC moves or the player character PC moves due to the player's operation, the state in which the enemy character EC is displayed at approximately the center of the game screen while including both the player character PC and the enemy character EC in the game screen from behind the player character PC is maintained. In the example shown in FIG. 3, a mark M indicating that the enemy character EC is the target of the lock-on is displayed on the enemy character EC.

[0024] As described above, the camera control unit 17 changes the camera state (camera coordinates, coordinates of the gaze point, camera direction, angle of view, etc.) according to the camera control mode. For this reason, as shown in FIG. 3 and FIG. 4, the camera state may differ between the normal mode and the lock-on mode even in the same game situation. When the normal mode and the lock-on mode are switched by the player's operation, the player intentionally performs the mode switching operation, so the player is unlikely to feel strange even if a change occurs in the game screen due to a change in the camera state. On the other hand, the lock-on mode may be switched to the normal mode even if the player does not perform a mode switching operation, for example, when the enemy character EC to be locked on changes to a predetermined state. The "predetermined state" includes, for example, being unable to fight, dying, disappearing, a predetermined status, etc. In such a case, if a change occurs in the screen due to a change in the camera state, the player may feel strange because the change in the screen is unintended by the player.

[0025] FIG. 5 shows an example of a game screen when the lock-on mode is switched to the normal mode as a result of the disappearance of the enemy character EC. As shown in FIG. 5, the screen changes as the camera switches from the locked-on state to the normal state. In the example shown in FIG. 5, the state of the camera (camera coordinates, coordinates of the gaze point, camera direction, angle of view, etc.) changes, so that the player character PC moves to approximately the center of the game screen and zooms out slightly, and the angles of the player character PC and the background change, etc. Note that the enemy character EC may not disappear, but may be displayed in, for example, a fallen state.

[0026] Therefore, in this embodiment, when switching from lock-on mode to normal mode without a switching operation by the player, the camera control unit 17 changes the camera state from the locked-on state to the normal state at a first change rate if a specified condition is satisfied, and changes the camera state from the locked-on state to the normal state at a second change rate slower than the first change rate if the specified condition is not satisfied.

[0027] FIG. 6 shows an example of the first and second change speeds in a graph with the vertical axis representing the state of the camera and the horizontal axis representing time. In the example shown in FIG. 6, in the case of the first change speed, the state of the camera changes from the locked-on state to the normal state during the passage of time T1. The time T1 is set to a relatively short time, for example, about 0.1 to 0.5 seconds. In the case of the second change speed, the state of the camera changes from the locked-on state to the normal state during the passage of time T2. The time T2 is set to a relatively long time, for example, about 20 to 30 seconds. In the example shown in FIG. 6, the state of the camera changes from the locked-on state to the normal state while linearly interpolating the difference therebetween over the time T1 or time T2. In other words, both the first and second change speeds are constant. Note that the times T1 and T2 may be set to times other than those mentioned above.

[0028] The "predetermined condition" is, for example, that the player has performed a second camera operation that changes the state of the camera. The first determination unit 19 shown in FIG. 2 determines that the predetermined condition is satisfied when the player has performed the second camera operation, and determines that the predetermined condition is not satisfied when the player has not performed the second camera operation. The second camera operation is, for example, an operation to change the direction of the camera. When the player has performed the second camera operation, the camera state is changed by intentionally moving the camera, so that it is considered that there is little risk that the player will feel uncomfortable even if the state of the camera is changed at a relatively fast first change speed. For this reason, the first determination unit 19 determines that the predetermined condition is satisfied.

[0029] The "predetermined condition" is, for example, that the game character to be locked on has changed to a predetermined state accompanied by a predetermined effect related to the camera. The second determination unit 21 shown in FIG. 2 determines that the predetermined condition is satisfied when the enemy character EC has changed to a predetermined state accompanied by a predetermined camera effect related to the camera, and determines that the predetermined condition is not satisfied when the enemy character EC has changed to a predetermined state without a camera effect. The "predetermined condition" includes, for example, being unable to fight, dying, disappearing, a predetermined status, and the like. The camera effect is, for example, a change in the camera state (camera coordinates, coordinates of the gaze point, camera direction, angle of view, etc.) that is executed as an effect when the player character activates a specific attack or skill. When a camera effect is executed, the camera is moved and the camera state is changed, so it is considered that there is little risk that the player will feel uncomfortable even if the change is made at the relatively fast first change speed. For this reason, the second determination unit 21 determines that the predetermined condition is satisfied.

[0030] It should be noted that the "predetermined condition" is not limited to a change to a predetermined state accompanied by a predetermined effect related to the camera, and may be determined to be satisfied when a change to a predetermined state occurs without a predetermined effect related to the camera. In this case, the "predetermined state" may include, for example, a state in which the enemy character EC is attacked by the player character or the like (a so-called defeated state), a state in which the enemy character EC is removed from the game screen and is no longer displayed, and the like.

[0031] Furthermore, when a predetermined condition is satisfied while the state of the camera is being changed at the second rate of change, the camera control unit 17 switches the second rate of change to the first rate of change to change the state of the camera. An example of the change in the state of the camera in this case is shown in Fig. 7. In the example shown in Fig. 7, while the state of the camera is changing from the locked-on state at the second rate of change, a predetermined condition is satisfied at time T3, and thereafter the rate of change is switched from the second rate of change to the first rate of change to change to the normal state.

[0032] Furthermore, when the player character PC is moved by the player while the camera state is being changed from the locked-on state to the normal state at the second change speed, the camera control unit 17 changes the state of the camera in response to the movement of the player character PC while changing the state to the normal state at the second change speed. That is, the camera control unit 17 adds the amount of change in the case where the state is changed at the second change speed to the amount of change in the camera when the player character PC moves. In this case, the camera is changed to follow the movement of the player character PC in parallel with the change to the normal state at the second change speed. In this case, the second change speed does not change, and the camera switches to the normal state after the passage of time T2.

[0033] The above-described processing in each processing unit is not limited to these examples of division of processing, and may be performed by a smaller number of processing units (e.g., one processing unit), or may be performed by a further subdivided processing unit. The functions of each processing unit described above are implemented by a game program executed by a CPU 301 (see FIG. 12) described later, but some of them may be implemented by actual devices such as dedicated integrated circuits such as ASICs (Application Specific Integrated Circuits) and FPGAs (Field Programmable Gate Arrays), or other electric circuits.

[0034] <3. Processing procedure executed by the information processing device> Next, an example of a processing procedure executed by the information processing device 3 will be described with reference to Fig. 8. The processing procedure shown in Fig. 8 is an example of a game processing method executed by the information processing device 3.

[0035] In step S5, the information processing device 3 controls the camera control unit 17 to set the camera in the normal mode to the normal state.

[0036] In step S10, the information processing device 3 determines whether or not a lock-on operation for switching the normal mode to the lock-on mode has been performed by the player. The lock-on operation is performed by selecting a game character to be locked on. If the information processing device 3 determines that a lock-on operation has not been performed (step S10: NO), the information processing device 3 returns the process to step S5. On the other hand, if the information processing device 3 determines that a lock-on operation has been performed (step S10: YES), the information processing device 3 proceeds to the next step S15.

[0037] In step S15, the information processing device 3 switches the normal mode to the lock-on mode by the camera control unit 17, and controls the camera to be in a locked-on state in the lock-on mode.

[0038] In step S20, the information processing device 3 determines whether or not a lock-on release operation for switching the lock-on mode to the normal mode has been performed by the player. If the information processing device 3 determines that a lock-on release operation has been performed (step S20: YES), the information processing device 3 shifts the process to step S35 described below. On the other hand, if the information processing device 3 determines that a lock-on release operation has not been performed (step S20: NO), the information processing device 3 shifts the process to the next step S25.

[0039] In step S25, the information processing device 3 determines whether or not the game character to be locked on has reached a predetermined state. As described above, the predetermined state includes, for example, being unable to fight, death, disappearance, a predetermined status, and the like. If the information processing device 3 determines that the game character has not reached a predetermined state (step S25: NO), the information processing device 3 returns the process to step S15. On the other hand, if the information processing device 3 determines that the game character has reached a predetermined state (step S25: YES), the information processing device 3 proceeds to the next step S30.

[0040] In step S30, the information processing device 3 determines whether or not a predetermined condition is satisfied by the first determination unit 19 and the second determination unit 21. As described above, the first determination unit 19 determines that the predetermined condition is satisfied when the player performs the second camera operation, and determines that the predetermined condition is not satisfied when the player does not perform the second camera operation. In addition, the second determination unit 21 determines that the predetermined condition is satisfied when the enemy character EC changes to a predetermined state accompanied by a camera direction in the above step S25, and determines that the predetermined condition is not satisfied when the enemy character EC changes to a predetermined state without a camera direction. When the information processing device 3 determines that the predetermined condition is satisfied (step S30: YES), it proceeds to the next step S35.

[0041] In step S35, the information processing device 3 switches the lock-on mode to the normal mode by the camera control unit 17, and returns the state of the camera from the locked-on state to the normal state at the first change speed. After that, the information processing device 3 proceeds to the process of step S60 described later.

[0042] On the other hand, in the above step S30, if the information processing device 3 determines that the predetermined condition is not satisfied (step S30: NO), the process proceeds to the next step S40.

[0043] In step S40, the information processing device 3 switches the lock-on mode to the normal mode by the camera control unit 17, and starts returning the state of the camera from the locked-on state to the normal state at the second rate of change.

[0044] In step S45, the information processing device 3 determines whether or not a predetermined condition is satisfied by the first determination unit 19. In step S45, the first determination unit 19 determines that the predetermined condition is satisfied if the player has operated the second camera, and determines that the predetermined condition is not satisfied if the player has not operated the second camera. When the information processing device 3 determines that the predetermined condition is satisfied (step S45: YES), it proceeds to the next step S50.

[0045] In step S50, the information processing device 3 switches the second change speed to the first change speed and returns the camera to the normal state by the camera control unit 17. After that, the information processing device 3 proceeds to the process of step S60 described later.

[0046] On the other hand, in the above step S45, if the information processing device 3 determines that the predetermined condition is not satisfied (step S45: NO), the process proceeds to the next step S55.

[0047] In step S55, the information processing device 3 determines whether or not the return of the camera state to the normal state at the second change speed has been completed. If the return has not been completed (step S55: NO), the information processing device 3 returns the process to the above step S45. On the other hand, if the return has been completed (step S55: YES), the information processing device 3 proceeds to the next step S60.

[0048] In step S60, the information processing device 3 determines whether or not a predetermined game ending operation has been performed by the player. If the information processing device 3 determines that the game ending operation has not been performed (step S60: NO), the information processing device 3 returns the process to step S5. On the other hand, if the information processing device 3 determines that the game ending operation has been performed (step S60: YES), the information processing device 3 ends this flowchart.

[0049] The above-mentioned processing procedure is an example, and at least a part of the above procedure may be deleted or changed, or a procedure other than the above may be added. Also, the order of at least a part of the above procedure may be changed, or a plurality of procedures may be combined into a single procedure. For example, in the above step S25, in addition to determining whether the game character to be locked on has reached a predetermined state, it may be determined whether any condition for switching from the lock-on mode to the normal mode without a switching operation by the player is satisfied.

[0050] <4. Effects of the embodiment> As described above, the game program of this embodiment causes the information processing device 3 to function as a camera control unit 17 that, when switching from lock-on mode to normal mode in a game in which the camera state is changed depending on the camera control mode, changes the camera state from the locked-on state to the normal state at a first change rate if a specified condition is satisfied, and changes the camera state from the locked-on state to the normal state at a second change rate slower than the first change rate if the specified condition is not satisfied.

[0051] . As a result, in a game situation where the player is unlikely to feel uncomfortable, the camera state is changed from the locked-on state to the normal state at a relatively fast first change speed, while in a game situation where the player is likely to feel uncomfortable, the camera state can be changed from the locked-on state to the normal state at a relatively slow second change speed. Therefore, even in a game situation where the player is likely to feel uncomfortable, the camera state is changed slowly to prevent a sudden change, thereby reducing the discomfort felt by the player due to the camera change. As a result, the discomfort felt by the player can be reduced regardless of the game situation, and the player's immersion in the game can be improved. In addition, in a game situation where the player is unlikely to feel uncomfortable, the camera state is changed quickly to facilitate the progress of the game.

[0052] Furthermore, particularly in this embodiment, when a predetermined condition is satisfied while the camera state is being changed at the second change rate, the camera control unit 17 switches the second change rate to the first change rate to change the camera state.

[0053] As a result, for example, in a game situation where the player is likely to feel uncomfortable, the camera state can be changed at the relatively slow second change speed, and in the meantime, when the game situation becomes one where the player is unlikely to feel uncomfortable, the camera state can be changed at the relatively fast first change speed. In this way, the change speed of the camera state can be flexibly switched according to the game situation.

[0054] Furthermore, particularly in this embodiment, the game program causes the information processing device 3 to further function as a first judgment unit 19 that judges that a predetermined condition is satisfied when a second camera operation is performed by the player, and that judges that the predetermined condition is not satisfied when a second camera operation is not performed by the player.

[0055] When the player performs the second camera operation, the player intentionally changes the camera state, so there is little risk that the player will feel uncomfortable even if the camera state is changed at the relatively fast first change speed. On the other hand, when the player does not perform the second camera operation, if the camera state is changed at the relatively fast first change speed, a screen change that is not intended by the player will occur, so the player may feel uncomfortable. Therefore, by determining that a predetermined condition is satisfied when the player performs the second camera operation, the camera state can be changed quickly, and the game progress can be made smooth without making the player feel uncomfortable. On the other hand, by determining that a predetermined condition is not satisfied when the second camera operation is not performed, the camera state can be changed gradually, and the player's sense of discomfort can be reduced.

[0056] In particular, in this embodiment, the lock-on mode is a mode in which the camera's gaze point is made to follow a predetermined selected game character, and the normal mode is a mode in which the camera direction can be changed to any direction in response to the player's first camera operation. This makes it possible to change the camera state from one in which the player is easily aware of a specific game character to one in which the player is easily able to grasp the situation around the player character, while suppressing any sense of discomfort felt by the player.

[0057] Furthermore, particularly in this embodiment, the game program causes the information processing device 3 to further function as a second judgment unit 21 that judges that a specified condition is satisfied when the game character to be locked on changes to a specified state, and that judges that the specified condition is not satisfied when the game character to be locked on has not changed to the specified state.

[0058] When the game character to be locked on has changed to a predetermined state, a camera effect may be executed before the game character reaches the predetermined state, in which case the camera state has already changed due to the camera effect, so that the player is unlikely to feel uncomfortable even if the camera is quickly changed from the locked-on state to the normal state. On the other hand, when the game character to be locked on has not changed to a predetermined state, the camera effect has not been executed and the camera state has not changed, so that if the camera is quickly changed from the locked-on state to the normal state, a screen change that is not intended by the player occurs, so that the player may feel uncomfortable.

[0059] Therefore, by determining that a predetermined condition is satisfied when the lock-on target game character has changed to a predetermined state, the camera state can be changed quickly, and the game can proceed smoothly without causing the player to feel uncomfortable.On the other hand, by determining that the predetermined condition is not satisfied when the lock-on target game character has not changed to a predetermined state, the camera state can be changed gradually, and the uncomfortable feeling caused to the player by the camera change can be reduced.

[0060] Furthermore, particularly in this embodiment, if the player character PC moves while the camera control unit 17 is changing from the locked-on state to the normal state at the second change speed, the camera control unit 17 changes the camera state in accordance with the movement of the player character PC while changing to the normal state at the second change speed.

[0061] In normal mode, when the player character PC moves, the camera state changes according to the movement of the player character PC. This makes it possible to maintain a camera state that makes it easy to grasp the situation around the player character PC. Also, when the player character PC moves while the camera state is slowly changing from the lock-on mode to the normal mode, the camera state changes to follow the movement of the player character PC while continuing the slow change. This makes it possible to reduce the sense of incongruity felt by the player when the player operates the player character PC to move, since the camera state changes naturally even while the camera state is slowly changing from the lock-on mode to the normal mode.

[0062] <5. Modifications, etc.> The present invention is not limited to the above-described embodiment, and various modifications are possible without departing from the spirit and technical concept of the present invention.

[0063] (5-1. Changing the transformation speed depending on the enemy character) For example, the camera control unit 17 may change at least one of the first change speed and the second change speed based on the type or size of the lock-on target game character, or the distance between the camera and the lock-on target game character.

[0064] Fig. 9 shows an example of the change in the state of the camera when the second change speed is changed according to the size of the enemy character EC. In the example shown in Fig. 9, the second change speed becomes slower as the size of the enemy character EC increases. That is, the time T2 required to change from the locked-on state to the normal state is the longest when the enemy character EC is large, the shortest when the enemy character EC is small, and the time T2b when the enemy character EC is medium in size, which is intermediate between the times T2a and T2c.

[0065] In addition to the size of the enemy character EC, the second change speed may be changed according to the type of enemy character EC or the distance between the camera and the enemy character EC. For example, if the enemy character EC is a special character such as a boss character, the second change speed may be slowed down, and if the enemy character EC is a minor character, the second change speed may be fastened. Also, the second change speed may be slowed down as the distance between the camera and the enemy character EC becomes closer. Also, the first change speed may be changed in the same manner as the second change speed, for example.

[0066] According to this modification, the second speed of change of the camera when a predetermined condition is not satisfied can be varied depending on the type or size of the lock-on target or the distance between the camera and the lock-on target. For example, when the lock-on target is a boss character or a large character, or when the distance between the camera and the lock-on target is close, the change in the screen due to the change in the camera state is more noticeable than when the lock-on target is a minor character or a small character, or when the distance between the camera and the lock-on target is far, and the player is more likely to feel uncomfortable. For this reason, by slowing down the second speed of change in such cases, the player's sense of discomfort can be reduced.

[0067] (5-2. When interpolating the camera state along a curve) In the above embodiment, the case where the camera state changes from the locked-on state to the normal state while linearly interpolating the difference between them over time T1 or T2 has been described, but the method of interpolating the camera state is not limited to linear. For example, the camera state may change from the locked-on state to the normal state while interpolating in a curved line. In other words, the camera state may change while changing the rate of change in a curved line.

[0068] FIG. 10 shows an example of the state change of the camera in this modified example. In the example shown in FIG. 10, in both the first and second change speeds, the state of the camera changes from the locked-on state to the normal state during the same time T. In the first change speed, the state of the camera changes abruptly at first and then gradually becomes gentler as time passes, whereas in the second change speed, the state of the camera changes gently at first and then gradually becomes abrupt as time passes. Note that only the second change speed may be changed in a curved manner, and the first change speed may be changed in a linear manner. Also, the time T may be made different between the first change speed and the second change speed. Also, the shape of the curve may be made different depending on the type or size of the lock-on target, the distance between the camera and the lock-on target, and the like.

[0069] When the lock-on mode is switched to the normal mode without a switching operation by the player, the player is more likely to feel discomfort due to the camera change in the time period immediately after the switch than in the time period some time after the switch. According to this modification, the second change speed is slower than the first change speed in the time period immediately after the switch, so that the discomfort felt by the player due to the camera change can be reduced.

[0070] (5-3. Avoiding Obstacles) When the camera moves to change from the locked-on state to the normal state, there may be an object that obstructs the camera's movement. If the camera's movement is hindered by contact between the camera and the object, the camera will not be able to smoothly transition from the locked-on state to the normal state, which may cause the player to feel uncomfortable.

[0071] In this modification, when the camera contacts an object (an example of a third object) that is an obstacle while changing the state of the camera at the second change speed, the camera control unit 17 changes the state of the camera while avoiding the object. This makes it possible to change the state of the camera smoothly by avoiding the obstacle even if there is an obstacle that hinders the change of the state of the camera.

[0072] (5-4. When the player sets the speed of change) For example, the player may be able to freely set the rate of change. In this modification, as shown in FIG. 11, the information processing device 3 has a rate setting section 23 in addition to the camera control section 17, the first determination section 19, and the second determination section 21 described above. The rate setting section 23 variably sets the magnitude of at least one of the first rate of change and the second rate of change based on the input of the player. Only either the first rate of change or the second rate of change may be set, or both the first rate of change and the second rate of change may be set. The rate of change may be set by the player specifying, for example, times T1, T2, the number of frames, or the like.

[0073] According to this modification, the player can freely set at least one of the first change speed and the second change speed, which allows the player to adjust the second change speed to a speed that does not feel strange to the player or to suit his / her preference.

[0074] (5-5. When switching lock-on targets) In the above embodiment, the case where there is only one enemy character EC has been described, but the present invention can also be applied to a game in which there are multiple enemy characters EC and when the enemy character EC1 that is the lock-on target becomes unable to fight or in a other predetermined state, the lock-on target automatically shifts to the next enemy character EC2. In this case, the camera control unit 17 changes the camera state from a state in which the enemy character EC1 is the lock-on target (a state of the camera in the first mode) to a state in which the enemy character EC2 is the lock-on target (an example of a state of the camera in the second mode). At that time, the camera control unit 17 may change the camera state at a first change speed when a predetermined condition is satisfied, and may change the camera state at a second change speed slower than the first change speed when the predetermined condition is not satisfied.

[0075] In this modified example, the first determination unit 19 may determine that the predetermined condition is satisfied when the player performs a switching operation of the lock-on target, and may determine that the predetermined condition is not satisfied when the player does not perform a switching operation. The second determination unit 21 may determine that the predetermined condition is satisfied when the enemy character EC1 changes to a predetermined state accompanied by a predetermined camera effect related to the camera, and may determine that the predetermined condition is not satisfied when the enemy character EC1 changes to a predetermined state without a camera effect.

[0076] In addition, the camera control unit 17 may switch the second change speed to the first change speed if a predetermined condition is satisfied while changing the camera state at the second change speed from a state in which the enemy character EC1 is the lock-on target to a state in which the enemy character EC2 is the lock-on target.

[0077] According to this modified example, when the lock-on target automatically shifts between multiple enemy characters EC, the sense of discomfort felt by the player due to the camera change can be reduced, and the player's sense of immersion in the game can be improved.

[0078] (5-6.Others) Although the above describes a case where the mode is switched from the lock-on mode to the normal mode, the present invention is not limited to this. For example, the present invention may be applied to a case where the mode is switched from a performance mode in which a predetermined performance involving a change in the state of the camera is executed to the normal mode.

[0079] Although the above describes the case where the present invention is applied to a game from a third-person perspective, the present invention can also be applied to a game from a first-person perspective.

[0080] The above-described game can also be applied to an online game. In this case, the information processing device 3 is connected to a server device via the Internet, for example, and the server device is provided with a part or all of the functional configuration of the information processing device 3 shown in Fig. 2 or Fig. 11. In this case, the server device corresponds to an example of the information processing device.

[0081] The present invention can also be applied to games in which the state of the camera changes depending on the game mode, including a wide variety of games, such as simulation games, role-playing games, adventure games, action games, and fighting games.

[0082] In addition to the above, the methods according to the above-mentioned embodiments and each modified example may be appropriately combined and used. Although not illustrated individually, the above-mentioned embodiments and each modified example may be implemented with various modifications without departing from the spirit thereof.

[0083] The problems and effects that the above-described embodiments and modifications are intended to solve are not limited to those described above. The embodiments and modifications may solve problems or achieve effects that are not described above, or may solve only some of the problems or achieve only some of the effects that are described.

[0084] <6. Hardware configuration of information processing device> Next, an example of a hardware configuration of the information processing device 3 will be described with reference to FIG.

[0085] 12, the information processing device 3 includes, for example, a CPU 301, a ROM 303, a RAM 305, a GPU 306, a dedicated integrated circuit 307 constructed for a specific purpose, such as an ASIC (Application Specific Integrated Circuit) or an FPGA (Field Programmable Gate Array), an input device 313, an output device 315, a recording device 317, a drive 319, a connection port 321, and a communication device 323. These components are connected to each other via a bus 309, an input / output interface 311, etc. so as to be able to transmit signals to each other.

[0086] The game program can be recorded, for example, in the ROM 303, the RAM 305, or a recording device 317 such as a hard disk.

[0087] The game program may also be temporarily or permanently (non-temporarily) recorded on a removable recording medium 325, such as a magnetic disk such as a flexible disk, various types of CDs, MO disks, DVDs, and other optical disks, or a semiconductor memory. Such recording medium 325 may also be provided as so-called package software. In this case, the game program recorded on the recording medium 325 may be read by the drive 319 and recorded on the recording device 317 via the input / output interface 311, the bus 309, and the like.

[0088] The game program may also be recorded, for example, on a download site, another computer, or another recording device (not shown). In this case, the game program is transferred via a network NW such as a LAN or the Internet, and the communication device 323 receives this program. The program received by the communication device 323 may then be recorded in the recording device 317 via the input / output interface 311, the bus 309, etc.

[0089] The game program may also be recorded in, for example, an appropriate external connection device 327. In this case, the game program may be transferred via an appropriate connection port 321 and recorded in the recording device 317 via the input / output interface 311, the bus 309, etc.

[0090] Then, the CPU 301 executes various processes according to the programs recorded in the recording device 317, thereby realizing the processes of the camera control unit 17, the first determination unit 19, the second determination unit 21, etc. described above. At this time, the CPU 301 may, for example, directly read and execute the programs from the recording device 317, or may execute the programs after first loading them into the RAM 305. Furthermore, when the CPU 301 receives a program via the communication device 323, the drive 319, or the connection port 321, for example, the CPU 301 may directly execute the received program without recording it in the recording device 317.

[0091] Furthermore, the CPU 301 may perform various processes based on signals and information input from an input device 313, such as a microphone, mouse, keyboard, etc. (not shown), including the above-mentioned game controller 5, as necessary.

[0092] The GPU 306 performs processing for image display, such as rendering processing, in response to instructions from the CPU 301 .

[0093] Then, the CPU 301 and the GPU 306 output the results of the above-mentioned processing from an output device 315 including, for example, the above-mentioned display device 7. Furthermore, the CPU 301 and the GPU 306 may transmit the results of this processing via a communication device 323 or a connection port 321 as necessary, or may record the results in the recording device 317 or recording medium 325. [Explanation of symbols]

[0094] 1. Game System 3. Information processing equipment 5. Game Controllers 7 Display device 17 Camera control section 19 1st Judgment Section 21 Second Judgment Section 23 Speed ​​setting section EC Enemy character (an example of the first object) PC player character (an example of a second object)

Claims

1. An information processing device, In a game in which the state of the camera changes depending on the game mode, when switching from a first mode to a second mode, changing a state of the camera from a state of the camera in the first mode to a state of the camera in the second mode at a first rate of change when a predetermined condition is satisfied; a camera control unit that changes a state of the camera from a state of the camera in the first mode to a state of the camera in the second mode at a second change rate that is slower than the first change rate when the predetermined condition is not satisfied; A game program to function as a.

2. The camera control unit is when the predetermined condition is satisfied while the state of the camera is being changed at the second rate of change, the second rate of change is switched to the first rate of change to change the state of the camera. The game program according to claim 1 .

3. The information processing device, a first determination unit that determines that the predetermined condition is satisfied when an operation for changing a state of the camera is performed by a player, and that the predetermined condition is not satisfied when the operation is not performed by the player; The game program according to claim 2, further functioning as:

4. The first mode is a mode in which the gaze point of the camera is made to follow a first object other than a second object operated by a player, The second mode is a mode in which the gaze point of the camera is made to follow the second object; The game program according to any one of claims 1 to 3.

5. The first mode is a mode in which the gaze point of the camera is made to follow a first object other than a second object operated by a player, The information processing device, a second determination unit that determines that the predetermined condition is satisfied when the first object has changed to a predetermined state, and that the predetermined condition is not satisfied when the first object has not changed to the predetermined state; 3. The game program according to claim 1 or 2, further functioning as a

6. The camera control unit is when a second object operated by a player moves in the second mode, a state of the camera is changed in response to the movement of the second object; when the second object moves during a change from a state of the camera in the first mode to a state of the camera in the second mode at the second change speed, the state of the camera is changed in response to the movement of the second object while changing to the state of the camera in the second mode at the second change speed; 3. The game program according to claim 1 or 2.

7. The first mode is a mode in which the gaze point of the camera is made to follow a first object other than a second object operated by a player, The camera control unit is At least one of the first rate of change and the second rate of change is changed based on a type or a size of the first object, or a distance between the camera and the first object.

3. The game program according to claim 1 or 2.

8. The camera control unit is when the camera comes into contact with a third object while changing the state of the camera at the second change speed, the state of the camera is changed while avoiding the third object. The game program according to any one of claims 1 to 3.

9. The information processing device, a speed setting unit that variably sets the magnitude of at least one of the first change speed and the second change speed based on an input from a player; The game program according to any one of claims 1 to 3, further functioning as a game program.

10. A game processing method executed by an information processing device, comprising: In a game in which the state of the camera changes depending on the game mode, when switching from a first mode to a second mode, changing a state of the camera from a state of the camera in the first mode to a state of the camera in the second mode at a first rate of change when a predetermined condition is satisfied; A game processing method comprising a step of changing the state of the camera from the state of the camera in the first mode to the state of the camera in the second mode at a second change rate slower than the first change rate when the specified condition is not satisfied.

11. In a game in which the state of the camera changes depending on the game mode, when switching from a first mode to a second mode, changing a state of the camera from a state of the camera in the first mode to a state of the camera in the second mode at a first rate of change when a predetermined condition is satisfied; a camera control unit that changes a state of the camera from a state of the camera in the first mode to a state of the camera in the second mode at a second change rate that is slower than the first change rate when the predetermined condition is not satisfied; An information processing device having the above configuration.

Citation Information

Patent Citations

  • Game apparatus and game control method

    JP2007312930A