Program, image-drawing method, and game device

The program addresses the issue of missed commentary and decreased motivation in fighting games by using a navigator character to reproduce messages across various game scenes, thereby enhancing player engagement and motivation.

JP2025092197AActive Publication Date: 2025-06-19CYGAMES INC
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Patent Information

Application Number
JP2023207926
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-08
Publication Date
2025-06-19
Estimated Expiration
2043-12-08

AI Technical Summary

Technical Problem

In conventional fighting games, players often miss commentary lines due to high background music volumes or focus on gameplay, and there is a lack of engaging content outside battle scenes, leading to decreased player motivation.

Method used

A program that selects a navigator character and reproduces messages linked to specific game scenes and conditions, enhancing player motivation by displaying and voicing these messages across various game scenes.

Benefits of technology

The solution effectively enhances player motivation by ensuring commentary and encouragement are visible and audible throughout the game, maintaining engagement beyond battle scenes.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a program capable of increasing a player's willingness of playing a game.SOLUTION: An information processing terminal 2 for drawing multiple game scenes includes: a selection section 44 for selecting at least one character as a navigator from among multiple characters; a reproduction message determination section 45 for managing at least one reproduction condition set for each game scene and multiple messages corresponding to a navigator associated with the reproduction condition and determining at least one message selected from the multiple messages according to a reproduction condition as a reproduction message; and a drawing reproduction section 46 for drawing multiple different game scenes commonly including a navigator and reproducing a reproduction message.SELECTED DRAWING: Figure 3
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Description

Technical Field

[0001] The present invention relates to a program, an image drawing method, and a game device.

Background Art

[0002] Conventionally, during play, there is known a fighting game having a mechanism in which a commentator or narrator pre-selected by a player gives commentary or narration in favor of the player.

[0003] For example, Patent Document 1 discloses a fighting game and an example of a notification image notified to a player during the game.

[0004] Non-Patent Document 1 discloses a technique in which a navigator, which is a character that supports the player side, gives various advices according to the situation. Further, Non-Patent Document 1 describes that this navigator can be changed.

Prior Art Documents

Patent Documents

[0005]

Patent Document 1

Non-Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0006] By the way, in conventional fighting games, the voices of play-by-play or commentary are played, but the lines of the play-by-play announcer or commentator are not displayed. For this reason, when the volume of the BGM or the like is high or the player is concentrating on the game, the player may miss the lines of the play-by-play announcer or commentator and may not know what was said. Even when using the technology disclosed in Patent Document 1, the content of play-by-play or commentary that would make the player a fan is not displayed on the screen.

[0007] Also, in the technology disclosed in Non-Patent Document 1 or in other games, in the battle scenes of fighting games, lines that encourage the player are played. However, outside of the battle scenes, no lines are played, so there is a risk that the player's motivation may decrease in game scenes other than the battle scenes. Also, lines that have nothing to do with the player's operations are often played, and it was difficult for the player to become attached to the character. Also, when the player plays the game alone, even if the play content is good, the player cannot share the feeling with others and tends to feel lonely. For this reason, there has been a demand for a mechanism that enhances the player's motivation in various game scenes.

[0008] The present invention has been made in view of such circumstances, and an object thereof is to enhance the player's motivation to continue playing the game.

Means for Solving the Problems

[0009] The program according to the present invention is for drawing a plurality of game scenes, and includes a procedure for selecting at least one character from a plurality of characters as a navigator, at least one reproduction condition set for each game scene, and a plurality of messages corresponding to the navigator linked to the reproduction condition. It manages, a procedure for determining at least one message selected from a plurality of messages according to the reproduction condition as a reproduction message, and a procedure for drawing or reproducing the reproduction message in a plurality of different game scenes, and causes a computer to execute them.

Effects of the Invention

[0010] According to the present invention, by rendering or playing back playback messages by a navigator in a plurality of different game scenes, the player's motivation to continue the game can be enhanced. Problems, configurations, and effects other than those described above will be clarified by the following description of the embodiments.

Brief Description of the Drawings

[0011]

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Embodiments for Carrying Out the Invention

[0012] Hereinafter, embodiments for carrying out the present invention will be described with reference to the accompanying drawings. In this specification and the drawings, components having substantially the same function or configuration are denoted by the same reference numerals, and redundant descriptions are omitted.

[0013] <Definition of Terms> First, the definitions of terms commonly used in this specification will be described. The terms described below are those used in the game to which the present invention is applied.

[0014] (Game) First, the game will be described. A game is a pastime in which various information processing terminals execute a game program to obtain a predetermined effect. The game includes at least one of video data, image data, audio data, book data, and text data, and is expressed by appropriately combining a plurality of data. Usually, a game can be advanced by a player, who is a natural person, performing various operations. However, it is also possible to automatically advance the game by the player giving a predetermined instruction.

[0015] (Game medium) In a game, identification IDs (IDs) are assigned to various elements. An element to which an identification ID is assigned and which is managed by the identification ID is called a "game medium". Game media are often used in the internal processing of games. For this reason, unlike the objects displayed on the screen, whether or not a game medium is displayed on the screen is not a concern.

[0016] For example, as game media, characters in the game, items (equipment items, consumable items, character costumes, etc.), cards, elements selected in a lottery game, etc. are assumed. Also, as game media, items that include one or more of the following uses and functions are assumed. For example, an item that changes (strengthens or weakens) other game media, an item that changes (strengthens or weakens) some parameter, an item that can obtain a price by consuming a game medium, an item that is an object of formation by the player and exhibits an effect in the game, etc.

[0017] (Object) In a game, a screen is displayed on the display device of the terminal on which the player plays the game. Various computer graphics images (hereinafter abbreviated as "images") are displayed as objects on the screen. Here, objects are broadly divided into two-dimensional images and three-dimensional images. An object in a two-dimensional image is an image configured by two-dimensional computer graphics, such as an illustrated image of the game medium (characters, items, etc.) or an image of a user interface (buttons, virtual pads, etc.). Similarly, an object in a three-dimensional image is an image configured by three-dimensional computer graphics, such as a character, item, background, etc.

[0018] (attribute) An attribute is data used to classify game media, and is a part of data commonly assigned to multiple game media or multiple objects. For example, an attribute may be data for distinguishing a certain character, or data for determining the rarity of a certain item. Attributes are often displayed on the screen when playing a game. However, attributes may be used only in the internal processing of a program and may not be displayed on the screen.

[0019] (currency) Games use currency to be exchanged for items and the like. This currency can be either paid currency that has value in the real world or parameters that are used only within the game. Paid currency includes, for example, cash, electronic money, in-game currency that is purchased for a fee, etc. Parameters that are used only within the game include in-game currency that is provided free of charge within the game. Furthermore, in-game currency also includes, for example, free currency that is consumed in a lottery process described below. Note that points and the like used in games may also be used in the same sense as currency.

[0020] (Reward) Players can obtain rewards by playing the game. Rewards are broadly classified into those attached to the player ID assigned to identify the player and those not attached to the player ID. Examples of rewards attached to the player ID include items, etc. Rewards such as items are used for fluctuations in predetermined parameters (experience points, stamina, the right to draw, etc.) or for advancing the game. Also, as rewards, for example, the release of playable quests, the enabling of obtaining character skills or abilities, the enabling of viewing music videos, etc. are also envisioned. Rewards not attached to the player ID include, for example, the display of reward images or reward videos, the occurrence of events specific to the game, etc.

[0021] (Lottery Process) In the game, a lottery process may be carried out to give benefits to players. The lottery process is a process of probabilistically determining the result by using software random numbers generated within the game. In software random numbers, the same value is generated if the seed value is the same. In the lottery process, instead of software random numbers, a pre-created pseudo-random number sequence may be used to determine the result. The lottery process is broadly classified into a process of consuming a predetermined price to determine a reward by the lottery process (the so-called gacha process) and other processes.

[0022] The process of consuming a predetermined price to determine a reward by the lottery process includes a non-restoring lottery (a process with a fixed lottery probability or a process with a fluctuating lottery probability) and a restoring lottery (a process in which the number of items, etc. is announced and the target item can be obtained by repeating the lottery times). Other processes include the lottery process for game rewards, the matching process in a game where characters fight each other, the damage calculation process when giving an attack, the action determination process of NPCs (Non-Player Characters: characters not operated by the player), etc.

[0023] (Game Effects) In the game, there are effects (referred to as "game effects") associated with a game medium, an object, or the like. Examples of game effects include character skills, abilities, special abilities, and the like. A game effect has some influence on the progress of the game, and the activation conditions for activating the game effect, the application target of the game effect, and the effect amount of the game effect are defined by arbitrary combinations.

[0024] [One Embodiment] <Example of the Overall Configuration of the Game System> First, a configuration example of a game system according to an embodiment of the present invention will be described. This game system is configured by combining a game server that distributes a game and an information processing terminal. The game distributed by the game server includes a program and data related to the game.

[0025] <Overview of the Game System> FIG. 1 is an overall configuration diagram showing an overview of a game system 10 according to an embodiment. The game system 10 includes a game server 1, a smartphone 2A, and a PC (Personal Computer) 2B. The smartphone 2A and the PC 2B can be connected to the game server 1 via a network N such as the Internet. In the following description, the smartphone 2A and the PC 2B are collectively referred to as the information processing terminal 2. As the information processing terminal 2, for example, a dedicated game terminal may be used.

[0026] The game server 1 is an example of a first information processing device constituting the game system 10. The game server 1 manages game programs and data, and distributes game programs and data to the information processing terminal 2 based on a data acquisition request from the authenticated information processing terminal 2.

[0027] The information processing terminal 2 processes the game program and data received from the game server 1. And the program according to this embodiment controls the display forms such as text and images displayed on the output device 27 (an example of a display unit) according to the instructions input via the input device 26 (an example of an input unit) as the game progresses.

[0028] In the smartphone 2A, a touch panel display device in which the input device 26 and the output device 27 are integrated is used. The smartphone 2A may be a tablet terminal. Also, in the PC 2B, the input device 26 and the output device 27 are separate. Note that the PC 2B may be configured as a desktop PC with the input device 26 and the output device 27 separately connected to the desktop PC.

[0029] The information processing terminal 2 is an example of a second information processing device that constitutes the game system 10. The information processing terminal 2 can store data including the program that is the basis of the game downloaded from the game server 1 in the storage device 22 shown in FIG. 2 described later.

[0030] Note that the information processing terminal 2 can also read data including the program that is the basis of the game from a memory, an optical disk, etc. And the game is expressed by the information processing terminal 2 executing the program read from the storage device 22. Also, when the processing result of the game processed by the game server 1 is distributed to the information processing terminal 2, the information processing terminal 2 can, for example, display the processing result using an Internet browser or allow the player to progress the game.

[0031] The information processing terminal 2 selects a program based on an operation signal input from the input device 26 by an operation performed by the player, and outputs a video signal adjusted to the screen of the output device 27 to the output device 27. The output device 27 displays a video based on the video signal. The operation signal input from the input device 26 is, for example, a signal corresponding to each operation stick and operation button of the controller. The player can input an instruction or operate a character through the input device 26.

[0032] The information processing terminal 2 stores the game data downloaded from the game server 1 in the storage device 22 shown in FIG. 2 described later. Further, the information processing terminal 2 performs processes such as reading the game data from the storage device 22 and executing a program, drawing a screen in accordance with an operation signal input from the input device 26, and displaying the screen by the output device 27. For example, when the player operates through the input device 26, the information processing terminal 2 displays on the output device 27 a screen on which various scenes including characters (hereinafter also referred to as game scenes) are drawn.

[0033] As operations on the character input from the input device 26, for example, there are various command inputs such as an instruction to move the character within the game scene, selection of a specific menu from various menus, selection of the character operated by the player, and response to the conversation uttered by the character. Further, in the game system 10 according to the present embodiment, a navigator is displayed in various game scenes, and has a function of the navigator talking to the player when a specific condition is satisfied.

[0034] A navigator is a type of character that has the function of giving advice to players or encouraging them to maintain their motivation to continue the game, regardless of whether the game is in an offline state or an online connection. The navigator is not the character operated by the player, nor is it different from the avatar operated in the mini-games described later. The game is provided with various game scenes shown in FIGS. 4 to 7 described later. The navigator is displayed, for example, in an animation that appears in the corner of the game scene and exits after saying a word when the playback conditions corresponding to the game scene are satisfied. At this time, the navigator appears from outside the screen of the game scene. After that, a playback message suitable for the playback conditions is displayed in a balloon, and the playback message is also read out in voice.

[0035] In addition, the navigator can take poses and expressions according to the content of the playback message. It is expected that by the navigator praising, talking to, or playing a message for the player during the game play, stress or boredom in the player's game play will be alleviated. Note that after the navigator finishes reading the playback message, after a predetermined time has elapsed, or by transitioning to another game scene, the navigator becomes invisible. After the navigator becomes invisible, advice for more detailed game strategies may be displayed in text.

[0036] The player can perform an operation of selecting at least one character selected from a plurality of characters in advance as the navigator. An example of an operation performed from the input device 26 is also a tap operation of touching the screen of the output device 27 with a finger or a pen. The characters and game scenes displayed on the output device 27 change according to the operation performed by the input device 26.

[0037] <Hardware Configuration Example of Game System> Next, a hardware configuration example of the game system 10 according to an embodiment will be described. FIG. 2 is a block diagram showing a hardware configuration example of the game system 10.

[0038] (Configuration Example of Game Server) Game server 1 is an example of a computer that operates as a computer capable of executing various programs. This game server 1 includes a processing device 11, a storage device 12, and a network interface 14, each connected to a bus 13.

[0039] The processing device 11 is composed of, for example, at least one of a CPU (Central Processing Unit), an MPU (Microprocessor Unit), a GPU (Graphics Processing Unit), and an FPGA (Field Programmable Gate Array). The processing device 11 reads the program code of the software that realizes each function according to this embodiment from the storage device 12, loads it into a temporary storage unit (not shown) provided in the storage device 12, and executes the program code. The processing device 11 performs, for example, arithmetic processing of the game or processing necessary for drawing an object on the screen of the information processing terminal 2.

[0040] The storage device 12 is composed of, for example, a ROM (Read Only Memory) and a RAM (Random Access Memory). For the ROM, an optical disk, a magneto-optical disk, a DVD (Digital Versatile Disc)-ROM, a CD-ROM, a Blu-ray (registered trademark) disk, etc. are used. For the RAM, an SRAM (Static Random Access Memory), a DRAM (Dynamic Random Access Memory), etc. are used. Variables, parameters, etc. generated during the arithmetic processing of the processing device 11 are temporarily written into the storage device 12, and these variables, parameters, etc. are appropriately read by the processing device 11.

[0041] In addition, the storage device 12 is composed of, for example, at least one of an HDD (Hard Disk Drive), an SSD (Solid State Drive), and a flash memory. The storage device 12 stores the OS (Operating System) of the game server 1, various parameters, and a program for operating the game server 1. As described above, the storage device 12 stores programs, data, etc. necessary for the operation of the processing device 11, and is used as an example of a computer-readable non-transitory storage medium storing the programs executed by the game server 1.

[0042] For the network interface 14, for example, a NIC (Network Interface Card) or the like is used. The network interface 14 can transmit and receive various data to and from the information processing terminal 2 via a dedicated line or the like connected to the terminals of the NIC through the network N.

[0043] (Configuration example of information processing terminal) The information processing terminal 2 is an example of a computer that operates as a computer capable of executing various programs. The information processing terminal 2 includes a processing device 21, a storage device 22, and a network interface 24, which are respectively connected to the bus 13.

[0044] The processing device 21 is constituted by, for example, at least one of a CPU, an MPU, a GPU, and an FPGA. The processing device 21 reads out the program code of software that realizes each function according to the present embodiment from the storage device 22, loads it into a temporary storage unit (not shown) provided in the storage device 22, and executes the program code. The processing device 21 performs, for example, arithmetic processing of a game or processing necessary for drawing an object on the screen of the information processing terminal 2. Further, the processing device 21 performs processing such as processing of the OS of the information processing terminal 2 and management of data input / output performed in each part within the information processing terminal 2. Further, when handling information related to a game, the processing device 21 can output, through the input / output interface 25, not only an image signal but also an audio signal, an operation signal of an actuator, etc. to the output device 27.

[0045] The storage device 22 is constituted by, for example, a ROM and a RAM. For the ROM, an optical disk, a magneto-optical disk, a DVD-ROM, a CD-ROM, a Blu-ray (registered trademark) disk, etc. are used. For the RAM, an SRAM, a DRAM, etc. are used. Variables, parameters, etc. generated during the arithmetic processing of the processing device 21 are temporarily written into the storage device 22, and these variables, parameters, etc. are appropriately read out by the processing device 21. Further, the processing device 11 performs, for example, processing necessary for drawing a two-dimensional object or a three-dimensional object that constitutes a character or a background on the screen of the output device 27.

[0046] Further, the storage device 22 is constituted by, for example, at least one of an HDD, an SSD, and a flash memory. In the storage device 22, in addition to the OS of the information processing terminal 2 and various parameters, a program for operating the information processing terminal 2, a game program, etc. are stored. As described above, the storage device 22 stores programs, data, etc. necessary for the operation of the processing device 21, and is used as an example of a computer-readable non-transitory storage medium storing a program executed by the information processing terminal 2.

[0047] For the network interface 24, for example, a NIC or the like is used. The network interface 24 can transmit and receive various data to and from the game server 1 via a dedicated line or the like connected to the terminals of the NIC through the network N, or can communicate with other information processing terminals 2.

[0048] The input / output interface 25 converts the operation signal received from the input device 26 into data in a predetermined format and passes the converted data to the processing device 21. Also, the input / output interface 25 converts the data of the screen drawn by the processing device 21 into a video signal and outputs it to the output device 27.

[0049] The input device 26 is a device that receives input instructions or various information from the player. As the input device 26, for example, there is a pointing device capable of inputting coordinate information of a position designated by the player. This pointing device is a mouse, a touch panel device, or the like. The touch panel device is configured by combining the input device 26 and the output device 27. Also, the input device 26 may be a game controller, a keyboard, a microphone, a GPS (Global Positioning System) device, or various sensors. As various sensors, for example, an acceleration sensor (six-axis sensor, gyro sensor, etc.), an optical sensor (camera, etc.), a pressure sensor (pressure-sensitive touch sensor, etc.), a barometric pressure sensor, etc. are assumed.

[0050] The output device 27 is a device that outputs the information processed by the processing device 21. As the output device 27, for example, there are a display device (display device, touch panel device, etc.), an audio device (speaker, headphones, etc.), an actuator (vibration device, tactile feedback, etc.), etc. When the output device 27 is a display device, a video based on the video signal received from the input / output interface 25 is displayed on the display device. When the output device 27 is an audio device, sounds such as BGM (Back Ground Music), sound effects, and character voices are emitted. When the output device 27 is an actuator, it vibrates according to the scene of the game or tactile feedback is provided.

[0051] <Functional Configuration Example of Game System> Next, a functional configuration example of the game system 10 will be described with reference to FIG. 3. FIG. 3 is a block diagram showing a functional configuration example of the game system 10. In FIG. 3, the description of the communication network N is omitted.

[0052] (Functional Configuration Example of Game Server) The game server 1 includes a communication unit 31, a game processing unit 32, and a storage unit 33.

[0053] The communication unit 31 controls communication with the information processing terminal 2. For example, when the communication unit 31 receives a data acquisition request or the like transmitted from the information processing terminal 2, it outputs the data acquisition request to the game processing unit 32, and transmits the game data processed by the game processing unit 32 to the information processing terminal 2. The functions of the communication unit 31 are realized by the processing device 11 and the network interface 14 shown in FIG. 2.

[0054] Based on the data acquisition request input from the communication unit 31, the game processing unit 32 selects and reads out the game data used in the information processing terminal 2 from the storage unit 33. Then, the game processing unit 32 outputs the read game data to the communication unit 31. Note that the game processing unit 32 can also output the data of the processing result to the communication unit 31 after performing processing based on the read game data. The functions of the game processing unit 32 are realized by the processing device 11 and the storage device 12 shown in FIG. 2.

[0055] The storage unit 33 stores game data. The functions of the storage unit 33 are realized by the storage device 12 shown in FIG. 2. In addition, the storage unit 33 also stores data of players who play the game. The player data is used for player authentication processing and the like.

[0056] (Functional Configuration Example of Information Processing Terminal) The information processing terminal 2 includes a communication unit 41, an input unit 42, an input reception unit 43, a selection unit 44, a reproduction message determination unit 45, a drawing reproduction unit 46, an image output unit 47, an output unit 48, and a storage unit 49.

[0057] The communication unit 41 transmits, as a data acquisition request, data and the like that the game the player plays requests to acquire, to the game server 1. Then, the communication unit 41 writes the game data distributed from the game server 1 into the storage unit 49. The functions of the communication unit 41 are realized by the processing device 21 and the network interface 24 shown in FIG. 2.

[0058] The input unit 42 outputs an operation signal generated based on the operation input by the player to the input reception unit 43. The operation input by the player is, for example, an operation of tapping the screen of the input device 26, an operation of designating a specific icon within the screen with the input device 26, and the like. Also, the player performs operations such as selecting various items from the menu screen and selecting a navigator. These operations can be input by the player tapping or clicking. The functions of the input unit 42 are realized by the input device 26 shown in FIG. 2. In the following description, it is assumed that the operation performed by the input unit 42 is a tap. The operation by clicking may be read as the operation by tapping.

[0059] The input reception unit 43 receives the operation signal from the input unit 42. The input reception unit 43 receives, as the operation signal, an instruction to select a navigator from the input unit 42, for example. The functions of the input reception unit 43 are realized by the input / output interface 25 shown in FIG. 2.

[0060] The selection unit 44 selects at least one character as a navigator from a plurality of characters based on the operation by the input unit 42. Here, the selection unit 44 can select an operation character that the player operates via the input unit 42 from a plurality of characters. Also, the selection unit 44 can select a navigator that the player cannot operate from a plurality of characters. The selection of the navigator may be performed automatically or via the input unit 42. Therefore, even when the player has not selected a navigator, a special character may be selected as the navigator by the selection unit 44.

[0061] The playback message determination unit 45 manages at least one playback condition set for each game scene and a plurality of messages corresponding to the navigator associated with the playback condition. The messages corresponding to the navigator associated with the playback condition are, for example, lines such as the navigator encouraging the player, play advice, etc. are assumed. When the navigator is determined, the playable messages are determined. That is, only the messages corresponding to the navigator can be played. For each navigator, it is assumed that the gist of the messages is the same but the tone, ending, etc. are different.

[0062] Then, the playback message determination unit 45 determines at least one message selected from a plurality of messages according to the playback condition as the playback message. When the playback message determination unit 45 determines at least one message from a plurality of messages as the playback message, a lottery process is performed. By this lottery process, the playback message determination unit 45 can determine the playback messages in an order that is difficult for the player to predict. Also, the playback message determination unit 45 stores the playback message identifier of the playback message played by the drawing playback unit 46 in the played list 100 (see FIG. 8 described later) created in the storage unit 49. By using the played list 100, the playback message determination unit 45 can manage the playback order so that a certain number or more of different messages are determined as playback messages and are not repeatedly played until they are played.

[0063] However, the playback message determination unit 45 does not determine a playback message in a game scene where the playback prohibition flag is set. For example, in an option selection scene (not shown) that transitions from the main menu scene 60 shown in FIG. 4 described later, many items are displayed. Therefore, if the navigator and the playback message are displayed, some items will be difficult to see. In such a game scene where it is unnatural to display the navigator and the playback message, the navigator and the playback message are not played back.

[0064] The drawing playback unit 46 draws or plays back a playback message in a plurality of different game scenes. The playback by the drawing playback unit 46 includes, in addition to the display of the navigator and the playback message, voice playback in which the playback message is read out by voice corresponding to the navigator. The drawing playback unit 46 draws an image to be displayed on the output unit 48 based on the operation signal received by the input reception unit 43. The drawn image includes, for example, text, a two-dimensional image or a three-dimensional image of an object including a player character operated by the player, and other characters. Further, the drawing playback unit 46 plays back the voice of the navigator reading out the playback message, and draws a game scene including the navigator and the text of the playback message.

[0065] The image output unit 47 outputs the image drawn by the drawing playback unit 46 to the output unit 48. For example, the images of each game scene shown in FIGS. 4 to 7 described later are output to the output unit 48. The function of the image output unit 47 is realized by the input / output interface 25 shown in FIG. 2.

[0066] The output unit 48 displays the image output by the image output unit 47. Further, the output unit 48 sounds out the voice of the playback message played back by the drawing playback unit 46 to a speaker which is an example of the output device 27. The function of the output unit 48 is realized by the output device 27 shown in FIG. 2.

[0067] The storage unit 49 stores the game data received by the communication unit 41 from the game server 1. The function of the storage unit 49 is realized by the storage device 22 shown in FIG. 2.

[0068] Here, with reference to FIGS. 4 to 7, a configuration example of a game scene will be described. In the present embodiment, the game scene includes at least one of at least a main menu scene 60 constituting a main menu, an online lobby scene 70 waiting for entry into a battle, a battle waiting scene 80 waiting for battle matching, and a battle result display scene 90 representing a battle result. The main menu scene 60 shown in FIG. 4, the online lobby scene 70 shown in FIG. 5, the battle waiting scene 80 shown in FIG. 6, and the battle result display scene 90 shown in FIG. 7 are all examples of game scenes that can be transitioned by a player's operation.

[0069] FIG. 4 shows an example of the main menu scene 60 displayed after the game is started. The main menu scene 60 is an example of a game scene including a main menu. The main menu scene 60 includes a navigator display area 61, a playback message display area 62, a menu display area 63, and a background image display area 64.

[0070] At the lower right of the main menu scene 60, a navigator display area 61 and a playback message display area 62 are included. In the navigator display area 61, a navigator that is an arbitrary character selected by the player from a plurality of characters is displayed. In the playback message display area 62, the playback message determined by the playback message determination unit 45 is displayed. In the main menu scene 60, messages such as information on the entire game and information for enhancing the motivation of the player who will play the game from now on are determined as playback messages.

[0071] Examples of the playback conditions and playback messages of the playback message in the main menu scene 60 are given below. (Playback condition 1) The player has played the game for the first time today. Playback message "Let's go to that island in today's game." (Playback Condition 2) New download content has been distributed. Playback message: "Check out the new download content." (Playback Condition 3) There is a reward in the present box. Playback message: "Check out the present." (Playback Condition 4) The play date of the game has entered a new year. Playback message: "Let's adventure together this year too." (Playback Condition 5) The player has cleared the daily challenge. Playback message: "Cleared the daily challenge."

[0072] The navigator and the playback message are not always displayed on the main menu screen 60. When specific playback conditions set on the main menu screen 60 are met, the navigator is displayed in the navigator display area 61, and the playback message determined by lottery according to the met playback condition is displayed in the playback message display area 62. Also, in synchronization with the display of the playback message, a voice with the same content as the playback message is played from the speaker.

[0073] Examples of playback conditions on the main menu screen 60 include, for example, the player starting to play the game today, new download content being distributed, there being a reward in the present box, a new year arriving, the player clearing the daily challenge, etc. When these playback conditions are met, the playback message corresponding to the navigator associated with the playback condition is displayed in the playback message display area 62.

[0074] When the playback of the playback message ends, the navigator disappears from the navigator display area 61, and the playback message disappears from the playback message display area 62. After the navigator and the playback message are played in the main menu screen 60, for example, after 30 seconds (an example of the first specified time) have elapsed, a message different from the played message is determined as the playback message and is displayed in the playback message display area 62. Note that different values may be set for the first specified time for each game scene. For example, the waiting scene 80 shown in FIG. 6 described later is a waiting screen that is displayed until matching with other players is performed. Therefore, when transitioning to the waiting scene 80, it is better for the player's mood to be lifted if the navigator and the playback message are played immediately. For this reason, in the waiting scene 80, the first specified time may be set to a short time such as 1 second.

[0075] The menu display area 63 includes menus for, for example, single mode, battle mode, training mode, and story mode. The single mode is a mode in which the player plays the game alone. The battle mode is a mode in which the opponent character operated by another player battles the operation character 51 operated by the player himself / herself. The opponent character includes not only the character operated by another player connected online but also a non-player character automatically operated by a computer program. The training mode is a mode for the player to conduct battle training. The story mode is a mode for the player to enjoy a story composed of a game scenario or the like.

[0076] The background image display area 64 displays the background image of the main menu screen 60. Here, images of two characters are shown in the background image display area 64. The background image display area 64 may be a landscape image or an image of an arbitrary character selected by the player.

[0077] FIG. 5 is a diagram showing an example of the display of the online lobby scene 70. The online lobby is a field within the game where avatars wait for players to play mini - games with the operation characters they operate. In the mini - game, the player operates a character different from the character used in battles as a three - dimensional avatar. The avatar is at least one character selected by the player from a plurality of characters. The avatar is a character different from the character used in battles and also different from the navigator. That is, the character used in battles, the avatar, and the navigator can each be independently selected by the player. However, the character used in battles, the avatar, and the navigator can be arbitrarily selected by the player. Therefore, the player can also select and set the same character as the character used in battles, the avatar, and the navigator.

[0078] The online lobby scene 70 includes a navigator display area 71, a playback message display area 72, an operation character display area 73, and a lobby information display area 74.

[0079] The navigator is displayed in the navigator display area 71. The playback message is displayed in the playback message display area 72. The navigator displayed in the navigator display area 71 is the same character as the navigator displayed in the navigator display area 61 of FIG. 4. In the online lobby scene 70, for the players who enter the online lobby, messages such as the fact that they have participated in the mini - game and content to promote communication with other players are determined as playback messages.

[0080] The playback conditions and examples of the playback messages in the online lobby scene 70 are given below. (Playback condition 1) The player himself / herself has entered the online lobby. Playback message: "Welcome to the online lobby." (Playback condition 2) The number of players in the online lobby exceeds x% of the specified number. Replay message: "It seems the online lobby is crowded today." (Replay condition 3) There is another player followed by the self-player in the online lobby. Replay message: "Player A you are following is here. Let's say hello." (Replay condition 4) The self-player has entered a mini-game. Replay message: "Do your best in the mini-game."

[0081] The operation character is displayed in the operation character display area 73. The lobby information display area 74 displays the information of the online lobby. The information of the online lobby includes, for example, the information of the location of the online lobby, the information of the date when the player entered the online lobby, etc.

[0082] Figure 6 is a diagram showing an example display of the waiting-for-battle scene 80. Waiting for battle means that the operation character operated by the player waits for a battle with the operation character operated by another player. The player can select an arbitrary character from a plurality of characters and operate the selected character to fight.

[0083] In the case of an online battle, it is required that the other player be at approximately the same level as the player's level. For this reason, matching with the operation characters of other players is performed. Since this matching takes time, the waiting-for-battle scene 80 is displayed.

[0084] The waiting-for-battle scene 80 includes a navigator display area 81, a replay message display area 82, a self-operation character display area 83, and a waiting information display area 84.

[0085] In the navigator display area 81, a navigator is displayed. In the playback message display area 82, a playback message is displayed. The navigator displayed in the navigator display area 81 has the same character as the navigator displayed in the navigator display area 61 of FIG. 4. In the battle waiting scene 80, a message that encourages the player or gives advice on how to play during the waiting period for the player to match with other players is determined as the playback message.

[0086] Examples of the playback conditions and playback messages for the playback message in the battle waiting scene 80 are given below. (Playback condition 1) The player has entered an online battle. Playback message "I'm looking forward to seeing what kind of battle it will be today." (Playback condition 2) The player has matched with another player in an online battle. Playback message "The opponent seems strong, but I'm sure I can win."

[0087] In the self-operated character display area 83, information on the operated character operated by the player is displayed. In the waiting information display area 84, as information indicating that the player is waiting for a battle, for example, a message indicating that the player is looking for an opponent is displayed. When the player stops the battle, a message that can cancel the battle entry by pressing the B button of the input device 26 (for example, a controller) shown in FIG. 2 is also displayed.

[0088] FIG. 7 is a diagram showing a display example of the battle result display scene 90. The battle result is a screen on which the result of the battle game is displayed. In the battle game, the operated character of the player and the operated character of another player battle. When the physical strength value of either operated character becomes zero due to the battle, the battle ends. The operated character whose physical strength value has become zero loses, and the operated character whose physical strength value remains more than zero wins.

[0089] The battle result display screen 90 includes a navigator display area 91, a playback message display area 92, a self-player operation character information display area 93, an other-player operation character information display area 94, and a battle result display area 95.

[0090] In the navigator display area 91, a navigator is displayed. In the playback message display area 92, a playback message is displayed. The navigator displayed in the navigator display area 91 is the same character as the navigator displayed in the navigator display area 61 of FIG. 4. In the battle result display screen 90, a message that boosts the player's motivation or comforts the player according to the player's battle result is determined as the playback message.

[0091] The playback conditions and examples of the playback messages for the battle result display screen 90 are given below. (Playback condition 1) The self-player has won y times. Playback message: "Amazing! That's y wins already. Let's try one more battle!" (Playback condition 2) The self-player has used a specific action (e.g., a throw) a predetermined number of times. Playback message: "You've grown to be able to use that move."

[0092] In the self-player operation character information display area 93, self-player operation character information such as the image icon, name, and health gauge of the self-player's operation character is displayed. In the other-player operation character information display area 94, other-player operation character information such as the image icon, name, and health gauge of the other-player's operation character is displayed.

[0093] In the battle result display area 95, the battle result is displayed. Usually, "WIN" indicating the victory of the self-player's operation character and "DEFEAT" indicating defeat are displayed. However, in the example of FIG. 7, since the health value of the self-player's operation character did not decrease, "PERFECT" indicating a complete victory is displayed.

[0094] In the battle scene, since the navigation and the playback of the playback message may interfere with the operation, it is assumed that the playback conditions are not set or the playback prohibition flag is set. However, even in the battle scene, there is also a desire for the player to want the navigator to cheer. Therefore, a predetermined playback condition related to the battle game may be provided during the battle. In this case, when the player is at a disadvantage (for example, the physical strength value is half of the initial value) as the playback condition, the playback prohibition flag may be turned off, and the navigation and the playback of the playback message may be performed. Also, a predetermined first specified time related to the battle game may be provided during the battle. For example, by making the predetermined first specified time related to the battle game longer than the first specified time defined for other game scenes, when the battle time is prolonged, the navigation and the playback of the playback message may be performed to liven up the battle.

[0095] FIG. 8 is a diagram showing a configuration example of the played list 100. The played list 100 is configured in the storage unit 49 of FIG. 3, and information (for example, a playback message identifier) of the playback message played by the drawing playback unit 46 is stored. The played list 100 stores playback message identifiers up to the storage capacity.

[0096] The playback message determination unit 45 accesses the played list 100 and determines a playback message associated with a playback message identifier not stored in the played list 100. For example, a lottery process is used for the determination of the playback message.

[0097] Here, the playback message identifier stored in the played list 100 will be described. The played list 100 is provided for each game scene, for example. The playback message identifiers are stored in the played list 100 in the playback order from the top. Assume that the storage capacity of the played list 100 is seven. Also, assume that the playback message identifier is represented by, for example, playback message n (n is a natural number), and ten playback messages are prepared.

[0098] (1) If seven playback messages have already been played, the playback history list 100 stores seven playback message identifiers. Messages with the playback message identifiers stored in the playback history list 100 are excluded from the lottery target. Therefore, a message with a playback message identifier not stored in the playback history list 100 is selected, and a different playback message is played. As a result, the same playback message is not repeatedly played in a short period of time.

[0099] (2) Suppose that the playback message determination unit 45 determines the playback message 8 when the playback condition for a certain game scene is satisfied. However, the number of playback message identifiers stored in the playback history list 100 is the same as the "7", which is the storage capacity. Therefore, the playback message determination unit 45 resets the playback history list 100. Resetting the playback history list 100 is a process of erasing all the playback message identifiers stored in the playback history list 100.

[0100] (3) The playback message determination unit 45 stores the playback message identifier of at least one playback message played immediately before the reset in the reset playback history list 100. By storing the playback message identifier in the playback history list 100, the playback message determination unit 45 does not have to determine the playback message played immediately before the reset when determining the next playback message.

[0101] (4) In subsequent processing, when the playback message determination unit 45 determines a playback message and the playback message is played by the rendering playback unit 46, the process of storing the playback message identifier of the playback message in the playback history list 100 continues.

[0102] Note that, as a reset of the played list 100, some of the played message identifiers stored in the played list 100 may be left. For example, one or two played message identifiers may be left. Also, for a message that is played only once at a certain specific event, after the message is played, the played message identifier of the message may always be stored in the played list 100. Therefore, even after the played list 100 is reset, a message that is played only once at a specific event is not played.

[0103] FIG. 9 is a flowchart showing an example of the reproduction process of a played message. This flowchart mainly shows the process of the played message determination unit 45.

[0104] First, the game scene transitions (S1). When the game scene is changed by an operation of the game performed via the input unit 42, the played message determination unit 45 stops the reproduction of the navigator and the played message that were being performed in the game scene before the transition, and determines a played message again. For example, after the game is started, the process by the played message determination unit 45 starts at the timing of transitioning to the main menu scene 60 shown in FIG. 4. The subsequent processes are assumed to be performed while the main menu scene 60 is being displayed. Also, when a played message is being reproduced in the following flowchart, it is assumed that the navigator is also being displayed.

[0105] Next, the played message determination unit 45 starts checking the reproduction conditions periodically (S2). The check of the reproduction conditions by the played message determination unit 45 may be performed, for example, immediately after the transition of the game scene, or may be performed after 5 seconds have elapsed after the transition of the game scene.

[0106] Next, the playback message determination unit 45 determines whether a certain function in the game scene is a function with the playback prohibition flag set (S3). The playback prohibition flag is set to prohibit the playback of the navigator even when the game scene satisfies the playback conditions. For example, in addition to the above-described option selection scene, when the game scene fades to black, the playback of the navigator and the playback message is prohibited at timings such as during a pause. Therefore, the playback prohibition flag is set in accordance with the timing of the fade to black of the game scene.

[0107] If it is a function with the playback prohibition flag set (YES in S3), the playback message determination unit 45 ends this process. On the other hand, if it is not a function with the playback prohibition flag set (NO in S3), the playback message determination unit 45 determines whether a playback message is being played back by the drawing playback unit 46 (S4). If a single playback message is long, the playback conditions are checked in step S2 during the playback of the playback message. However, when the playback conditions are satisfied, it is necessary to prevent another playback message from being overlaid on the playback message being played. Therefore, the process of step S4 is performed.

[0108] If the playback message is being played back (YES in S4), the playback message determination unit 45 ends this process. On the other hand, if the playback message is not being played back (NO in S4), the playback message determination unit 45 determines whether the first specified time has elapsed after the playback of the playback message ends (S5). The first specified time is, for example, one minute. The process of step S5 is performed to avoid a hasty display where the navigator is displayed again immediately after the playback of the playback message ends and the navigator becomes invisible, and the playback of the next playback message starts. Therefore, the playback message determination unit 45 determines a message different from the played-back message as the playback message after the first specified time has elapsed since the navigator and the playback message are played in the game scene.

[0109] After the reproduction of the reproduction message ends, if the first specified time has not elapsed (NO in S5), the reproduction message determination unit 45 ends this process. On the other hand, after the reproduction of the reproduction message ends, if the first specified time has elapsed (YES in S5), the reproduction message determination unit 45 determines whether the reproduction conditions are satisfied (S6).

[0110] If the reproduction conditions are not satisfied (NO in S6), the reproduction message determination unit 45 ends this process. On the other hand, if the reproduction conditions are satisfied (YES in S6), the reproduction message determination unit 45 selects a reproduction message by lottery (S7). Here, the lottery process of the reproduction message performed by the reproduction message determination unit 45 will be described.

[0111] The reproduction message determination unit 45 selects one message from a plurality of messages according to any one of lottery, priority order, or reproduction frequency order, and stores the information of the reproduction message reproduced by the drawing reproduction unit 46 in the reproduced list 100. When determining the reproduction message, the reproduction message determination unit 45 excludes the reproduction message associated with the information of the reproduction message already stored in the reproduced list 100 from the reproduction target.

[0112] In the lottery process of the reproduction message by the reproduction message determination unit 45, first, by specifying the game scene, a process of narrowing down the items for checking the reproduction conditions is performed. This process corresponds to steps S1 and S2 described above. Since different reproduction conditions are associated with each game scene, the reproduction conditions are narrowed down for the specified game scene. Next, the reproduction message determination unit 45 checks whether the reproduction conditions associated with the game scene are satisfied. This process corresponds to step S6 described above.

[0113] Next, the playback message determination unit 45 determines whether to conduct the final lottery. Here, in the lottery process, messages are narrowed down in the order of playback frequency and priority, and one message is determined as the playback message through the final lottery. In the narrowing-down process in the order of playback frequency, the playback message determination unit 45 uses the parameter of the playback frequency order attached to the message. The playback frequency is a value represented by probability and is set as a specified value. However, for example, it may be a variable value that varies according to the level of the player.

[0114] If a message is attached with a high playback frequency (for example, 1.0), it is selected so that its playback frequency is higher than that of a message attached with a lower playback frequency (for example, 0.9). At this time, calculations such as multiplying the playback frequencies are performed. A message attached with a high playback frequency (for example, 1.0) is 1.0×1.0 = 1.0, so it proceeds to the next stage with a 100% probability. On the other hand, a message attached with a low playback frequency (for example, 0.9) is 0.9×0.9 = 0.81, so it proceeds to the next stage with an 81% probability.

[0115] When there are multiple messages that have proceeded to the next stage through the above calculation in the order of playback frequency, the playback message determination unit 45 selects the message to proceed to the final lottery according to the priority attached to each message. For example, assume that there are three messages, and the priorities attached to each message are "4", "3", and "4". The playback message determination unit 45 advances the two messages attached with the high priority "4" to the final lottery. Then, the playback message determination unit 45 executes the final lottery for the two messages. In this final lottery, the probability of one message being selected is assumed to be equally likely. Through the above process, the playback message determination unit 45 determines one message as the playback message from multiple messages through the lottery process.

[0116] Next, the playback message determination unit 45 determines whether the playback message determined by lottery has already been played (S8). For a playback message that has already been played, the playback message identifier is stored in the played list 100. Therefore, when the playback message determination unit 45 determines that the playback message determined by lottery has already been played (YES in S8), it returns to step S7 to re-lottery the playback message.

[0117] On the other hand, when the playback message determination unit 45 determines that the playback message determined by lottery has not already been played (NO in S8), it determines one message selected from a plurality of messages as the playback message. The drawing playback unit 46 draws or plays the playback message determined by the lottery of the playback message determination unit 45 (S9), and ends this process.

[0118] In step S9, when the game scene in which the navigator is drawn and the playback message is being played changes to a different game scene, the drawing playback unit 46 erases the drawn navigator and stops the playback of the playback message. When the game scene changes, the playback message determination unit 45 returns to step S1 again to start this process.

[0119] Also, in step S9, after the second specified time has elapsed since the start of drawing the navigator and the start of playing the playback message, the drawing playback unit 46 erases the drawn navigator and stops the playback of the playback message. The time when the reading of the playback message ends is defined as the second specified time. The second specified time may be, for example, a fixed time such as 30 seconds, or may be different depending on the character. Alternatively, the second specified time may be the time obtained by adding several seconds to the playback time of the playback message.

[0120] Also, in step S7, when the number of reproduced message identifiers stored in the reproduced list 100 increases, the number of messages that can be selected by the reproduction message determination unit 45 decreases. In this case, the reproduction message determination unit 45 may extract messages with high priority and perform the final lottery without calculating the order of reproduction frequencies. Further, when the number of reproduced message identifiers stored in the reproduced list 100 increases and the number of messages that can be selected by the reproduction message determination unit 45 becomes two, the final lottery may be performed without calculating the order of reproduction frequencies and selecting based on priority. Also, when the number of messages that can be selected by the reproduction message determination unit 45 becomes one, the reproduction message determination unit 45 may determine the reproduction message without performing the final lottery, ignoring the order of reproduction frequencies and priority assigned to the message.

[0121] In the game system 10 according to the embodiment described above, at least one character selected in advance by the player from a plurality of characters serves as a navigator, and when the reproduction conditions of the game scene are satisfied, a reproduction message that encourages the player is reproduced. By rendering or reproducing the reproduction message by the navigator in various game scenes, the player's motivation to continue the game can be enhanced.

[0122] The navigator and the reproduction message are displayed in the upper most display layer of the game scene at the lower right corner of the screen, so they are not hidden by other objects in the game scene and are easily visible to the player. Since the player does not need to transition to a dedicated screen for displaying the navigator and the reproduction message, the number of player operations and the display time do not need to be increased. For this reason, it becomes difficult for the player to feel stress due to the display of the navigator and the reproduction message. Also, the navigator and the reproduction message become non-displayed after being displayed for only a few seconds, which is the reading time of the reproduction message, so there is no hindrance to the player's operation. Also, since the reproduction message is displayed, it becomes easier for the player to confirm what kind of reproduction message the navigator has reproduced even when the player plays the game with the sound muted.

[0123] In addition, since the navigator and the playback message are displayed as much as possible when the playback conditions of the game scene are met, players are more likely to expect that the navigator will be displayed and the playback message will be played. Also, since the navigator and the playback message are not displayed in situations where playback is not appropriate, such as when the game scene fades to black, players are more likely to become engrossed in the game they are playing. In this way, even in a battle game where players are likely to feel lonely, the navigator can boost the player's motivation for the game by cheering, inspiring, or giving advice on game strategies.

[0124] Also, in each scene before and after a battle with another player, such as the main menu scene 60, the battle waiting scene 80, and the battle result display scene 90, messages with optimal content can be played. For example, before a battle, in the main menu scene 60 or the battle waiting scene 80, messages that encourage the player to battle or make the player expect to win are played. Also, after a battle, in the battle result display scene 90, messages that praise or console the player are played. Therefore, the player's desire to battle again is enhanced.

[0125] Also, for each character selected as the navigator, a plurality of messages tailored to the character's personality are prepared and linked. Therefore, players can increase their attachment to the character by selecting their favorite character as the navigator.

[0126] The displayed navigator and playback message automatically become invisible when the playback of the playback message by voiceover ends. Also, even during the voiceover of the playback message, if the player performs an operation to transition to another game scene, the voiceover automatically stops and the navigator automatically becomes invisible. Therefore, the display of the navigator and the playback of the playback message do not impede the player's progress of the game.

[0127] The game scene changes based on the player's input operations. Reproduction conditions are managed for each game scene. Also, a plurality of messages corresponding to the navigator linked to the reproduction conditions can be selected as reproduction messages. However, in order to avoid the same message being repeatedly determined as the reproduction message in a short period of time, the message identifier of the message already reproduced by the reproduced list 100 is managed. As a result, even if the same character's navigator is displayed in the same game scene, the player can expect what reproduction message this navigator will speak.

[0128] [Modification Example] In the above-described embodiment, the same character consistently encouraged the player as the navigator in different game scenes. However, it is also possible to set a navigator for each different game scene, and the messages that each navigator speaks to the player are reproduced.

[0129] Also, the navigator moves and is displayed from outside the screen to the lower right corner of the game scene, but the navigator and the reproduction message may be displayed in other locations (the upper right corner, upper left corner, lower left corner of the game scene). Also, the navigator may be displayed by fade-in and made invisible by fade-out.

[0130] Also, if the priority attached to the message is a predetermined value (for example, "99"), the reproduction message determination unit 45 may determine that message as the reproduction message without performing a lottery. For example, when the current date and time in the game becomes New Year's Day on January 1st, the navigator can reproduce a special message for the player. By this process, the player can receive a special message, for example, immediately after starting the game.

[0131] In addition, the first specified time and the second specified time described with reference to FIG. 9 may be calculated based on the number of frames of the image. For example, the first specified time may be set to a frames, and the second specified time may be set to b frames. Each specified time can be calculated by dividing a frames and b frames by the frame rate (fps: frames per second).

[0132] Note that the present invention is not limited to the above-described embodiments, and it goes without saying that various other application examples and modification examples can be adopted without departing from the gist of the present invention described in the claims. For example, the above-described embodiments have described the configuration of the system in detail and specifically in order to explain the present invention in an easy-to-understand manner, and are not necessarily limited to those having all the configurations described. In addition, it is also possible to add, delete, or replace a part of the configuration of this embodiment with other configurations. Also, the control lines and information lines show those considered necessary for explanation, and not all control lines and information lines are necessarily shown on the product. In practice, it may be considered that almost all components are interconnected.

Explanation of Reference Numerals

[0133] 1... Game server, 2... Information processing terminal, 10... Game system, 44... Selection unit, 45... Reproduction message determination unit, 46... Drawing reproduction unit, 47... Image output unit, 48... Output unit, 49... Storage unit, 60... Main menu scene, 61... Navigator display area, 62... Reproduction message display area, 70... Online lobby scene, 80... Battle waiting scene, 90... Battle result display scene, 100... Played list

Claims

1. A program for rendering a plurality of game scenes, a procedure for selecting at least one of the plurality of characters as a navigator, managing at least one reproduction condition set for each of the game scenes and a plurality of messages corresponding to the navigator associated with the reproduction condition, and determining at least one of the messages selected from the plurality of messages as a reproduction message according to the reproduction condition; and a procedure for rendering or reproducing the reproduction message in a plurality of different game scenes. A program for causing a computer to execute.

2. including a procedure for reproducing a voice in which the navigator reads out the reproduction message and rendering the game scene including the navigator and the text of the reproduction message. The program according to claim 1.

3. a procedure for selecting an operation character that a player operates via an input unit from the plurality of characters, and a procedure for selecting the navigator that cannot be operated by the player from the plurality of characters, wherein the selection of the navigator is performed automatically or via the input unit. The program according to claim 2.

4. including a procedure for stopping the reproduction of the navigator and the reproduction message and re-determining the reproduction message when the game scene is changed by the operation of the game via the input unit. The program according to claim 3.

5. including a procedure for determining, after a first specified time has elapsed since the navigator and the reproduction message were reproduced in the game scene, a message different from the reproduced message as the reproduction message. The program according to claim 4.

6. When the game scene in which the navigator is drawn and the playback message is being played transitions to a different game scene, or after a second specified time has elapsed since the start of drawing of the navigator and the start of playback of the playback message, the procedure includes erasing the drawn navigator and stopping the playback of the playback message. The program according to claim 5.

7. Select one of the plurality of messages according to any one of lottery, priority order, or playback frequency order, store the information of the played playback message in a played list, and at the time of determination of the playback message, exclude the playback message linked to the information of the playback message already stored in the played list from the playback target. The procedure includes. The program according to claim 6.

8. The game scene includes at least one of at least a scene constituting a main menu, a scene waiting to enter a battle, a scene waiting for a battle match, and a scene representing a battle result. The program according to claim 6 or 7.

9. In the game scene where the playback prohibition flag is set, the procedure includes not determining the playback message. The program according to claim 6 or 7.

10. An image drawing method for drawing a plurality of game scenes, Selecting at least one of the plurality of characters as a navigator; Managing at least one playback condition set for each game scene and a plurality of messages corresponding to the navigator linked to the playback condition, and determining at least one of the messages selected from the plurality of messages according to the playback condition as a playback message. Steps, drawing different game scenes that commonly include the navigator, and drawing or playing the playback message Image drawing method. Claim 11 A game device that draws a plurality of game scenes, a selection unit that selects at least one of the plurality of characters as a navigator, a playback message determination unit that manages at least one playback condition set for each of the game scenes and a plurality of messages corresponding to the navigator associated with the playback condition, and determines at least one of the messages selected from the plurality of messages according to the playback condition as a playback message; and a drawing / playback unit that draws different game scenes that commonly include the navigator, and draws or plays the playback message. Game device.

Citation Information

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