Computer system and game system

The computer system addresses the issue of player disadvantages in real-time multiplayer games by predicting and adjusting production video displays to minimize the impact on game progress, thereby enhancing player awareness and reaction time.

JP2025095435APending Publication Date: 2025-06-26BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2023211434
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-14
Publication Date
2025-06-26

AI Technical Summary

Technical Problem

In real-time multiplayer games, the display of production videos can cause players to miss critical in-game events, leading to disadvantages such as being attacked first or placed in a geographically disadvantageous position.

Method used

A computer system that controls game execution, including production video display control, game progress control, and prediction determination to assess visual disadvantages. This system changes display controls to minimize player disadvantages by predicting and adjusting the timing and content of production video displays.

Benefits of technology

The system effectively reduces player disadvantages by ensuring that critical in-game events are not missed during production video displays, enhancing player awareness and reaction time.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a technique capable of reducing a player's disadvantage following display of performance images.SOLUTION: A server system for controlling execution of a real-time game performs control for displaying a given performance image when a given performance starting condition is satisfied. A game is progressed regardless of whether a performance image 10 is under display control. However, when a performance starting condition is satisfied, it is predicted and determined whether a disadvantageous situation condition showing that visual disadvantage in terms of game play because of display of a performance image at given timing is equal to or more than a certain degree is satisfied, and display control of a performance image is changed according to the determination result.SELECTED DRAWING: Figure 3
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Description

Technical Field

[0001] The present invention relates to a computer system that controls the execution of a game and the like.

Background Art

[0002] The display of production images in video games is an important factor in enhancing the interest of the game. For example, Patent Document 1 describes an example of an inserted image, which can be regarded as an example of a production image.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] The production image is displayed so as to cover part or all of the game space image showing the state of the game space. For example, there are those in which a production image of full-screen size is displayed and then the display returns to the game space image, and those in which a production image of full-screen size or partial-screen size slides in from the edge of the screen of the game space image into the screen and slides out and disappears from the screen. Such a production image is also called a "cut-in production" or the like.

[0005] Since the production image is displayed so as to cover the game space image, if the game progresses while the production image is being displayed, the player will be in a state where they cannot temporarily grasp the state of the game space. In conventional games, the game progress control during the display of the production is temporarily stopped, and when the display of the production image ends, the game progress control is restarted. Thus, even if the player could not temporarily grasp the state of the game space, there were no adverse effects.

[0006] However, for example, in the case of a real-time battle game between player teams, the game progresses even while the production video is being displayed. Therefore, a player watching the production video is less likely to grasp the situation while the production video is being displayed, increasing the likelihood of suffering disadvantages. For example, if a player cannot grasp that a character of the opposing team is approaching while the production video is being displayed, they may suffer disadvantages such as being attacked first or being placed in a geographically disadvantageous position.

[0007] The problem to be solved by the present invention is to provide a technology capable of reducing the disadvantages of players associated with displaying production videos.

Means for Solving the Problem

[0008] A first invention for solving the above problems is a computer system that controls the execution of a game, production video display control means (for example, the production video display control unit 220 in FIG. 14, the production video definition data 580 in FIG. 17, steps S30 and S50 in FIG. 20, step S110 in FIG. 21) that performs control to display a given production video when a given production activation condition is satisfied, game progress control means (for example, the game progress control unit 212 in FIG. 14, the play data 700 in FIG. 15, step S20 in FIG. 20) that performs game progress control to advance the game regardless of whether the production video is being displayed under the control of the production video display control means, and the production video display control means prediction determination means (for example, the prediction determination unit 222 in FIG. 14, the disadvantage definition data 520 in FIG. 5, the applicable disadvantage situation condition data 730 in FIG. 18, step S54 in FIG. 20) that predicts and determines whether a disadvantage situation condition indicating that there is a certain degree or more of visual disadvantage in the game play due to the display of the production video at a given timing is satisfied when the production activation condition is satisfied. A computer system having display control change means (for example, the display control change unit 224 in FIG. 14, the change pattern definition data 550 in FIG. 12, step S96 in FIG. 23) that changes the display control of the production video according to the determination result of the prediction determination means.

[0009] "Visual disadvantage" means a disadvantage caused by at least a part of the game space image becoming invisible to the player.

[0010] According to the first invention, before displaying the production video, the computer system can change the display control of the production video when it is predicted that a certain degree or more of visual disadvantage may occur to the player by displaying the production video. Therefore, it is possible to reduce the disadvantage to the player associated with displaying the production video.

[0011] According to the second invention, in the above computer system, the prediction determination means is a computer system that predicts and determines whether the disadvantage situation condition is satisfied at the timing based on the progress situation of the game.

[0012] According to the second invention, the computer system can perform prediction determination based on the progress situation of the game.

[0013] According to the third invention, in the above computer system, the prediction determination means is a computer system that predicts and determines whether the disadvantage situation condition (for example, the applicable disadvantage situation condition data 730 in FIG. 18) is satisfied at the timing based on the player's game operation situation.

[0014] According to the third invention, the computer system can perform prediction determination based on the player's game operation situation.

[0015] The fourth invention is a computer system in which the adverse situation condition is a condition that is determined to be satisfied when a given adverse tolerance condition (for example, the application adverse tolerance condition data 731 in FIG. 18) indicating that the adverse is less than a certain degree is insufficient, and the prediction determination means predicts and determines whether the adverse tolerance condition is satisfied, thereby predicting and determining whether the adverse situation condition is satisfied.

[0016] According to the fourth invention, the computer system can determine that the adverse situation condition is satisfied when a given adverse tolerance condition indicating that the adverse is less than a certain degree is insufficient.

[0017] The fifth invention is a computer system further comprising adverse situation condition setting means (for example, the adverse situation condition setting unit 226 in FIG. 14, the second setting screen W12 in FIG. 7, the application adverse situation condition data 730 in FIG. 18) for setting the adverse situation condition based on the player's setting operation in the above computer system.

[0018] According to the fifth invention, the player himself / herself can set the adverse situation condition.

[0019] The sixth invention is a computer system in which the display control change means changes the timing of displaying the production video according to the determination result of the prediction determination means (for example, the display start timing Ts' in FIG. 9, the delay setting 574 in FIG. 12, step S82 in FIG. 21).

[0020] According to the sixth invention, the computer system can change the timing of displaying the production video according to the prediction determination result.

[0021] The seventh invention is a computer system in which the display control change means delays the timing of displaying the production video when the determination result of the prediction determination means is affirmative compared to when it is negative (for example, the display start timing Ts' in FIG. 9).

[0022] According to the seventh invention, the computer system can display the production video that satisfies the production activation condition at a timing later than when the production activation condition is not satisfied.

[0023] The eighth invention is the computer system described above, wherein the prediction determination means executes the prediction determination related to the timing as a first prediction determination, and when the determination result of the first prediction determination is affirmative, after the timing, a second prediction determination for predicting a resolution timing that becomes a timing not satisfying the disadvantageous situation condition is executed (for example, the display start timing Ts' in FIG. 9, step S68 in FIG. 22), and the display control change means performs control to display the production video based on the resolution timing when the determination result of the first prediction determination is affirmative.

[0024] According to the eighth invention, the computer system can display the production video based on the timing predicted to eliminate the disadvantage.

[0025] The ninth invention is the computer system described above, wherein the display control change means displays the production video according to the operation input of the player after the timing has elapsed when the determination result of the prediction determination means is affirmative (for example, the display start timing Ts' in FIG. 9).

[0026] According to the ninth invention, it becomes possible to display the production video according to the operation input of the player after the timing satisfying the disadvantageous situation condition.

[0027] The tenth invention is the computer system described above, wherein the display control change means changes the display control content of the production video according to the determination result of the prediction determination means (for example, from the affirmative in step S80 to step S82 in FIG. 21).

[0028] According to the tenth invention, the computer system can change the display control content of the production video.

[0029] According to the eleventh invention, in the computer system, when the determination result of the prediction determination means is affirmative, the display control change means changes the display control content of the production video so that the display time is shorter than when the determination result is negative (for example, the delay setting 574 in FIG. 12, step S82 in FIG. 21), which is a computer system.

[0030] According to the twelfth invention, in the computer system, when the determination result of the prediction determination means is affirmative, the display control change means changes the display control content of the production video so that the playback speed is faster than when the determination result is negative (for example, the playback speed magnification of the reduction setting 575 in FIG. 12, step S82 in FIG. 21), which is a computer system.

[0031] According to the thirteenth invention, in the computer system, when the determination result of the prediction determination means is affirmative, the production video is a video obtained by reducing the production video when the determination result is negative, which is a computer system.

[0032] According to any one of the eleventh to thirteenth inventions, the computer system can reduce the visual disadvantage in the game play due to the display of the production video by shortening the display time of the production video.

[0033] According to the fourteenth invention, in the computer system, the display control change means changes at least one of the display size (for example, the display size change setting 572 in FIG. 12), the display position (for example, the display position change setting 573 in FIG. 12), the color information (for example, the color information change setting 576 in FIG. 12), and the transparency (for example, the transparency change setting 577 in FIG. 12) according to the determination result of the prediction determination means, which is a computer system.

[0034] According to the 14th invention, the computer system can reduce the visual disadvantage in the game play caused by the display of the production video by changing at least one of the display size, display position, color information, and transparency of the production video.

[0035] The 15th invention is a computer system further comprising notification control means (for example, the notification control unit 228 in FIG. 14, the change reason notification display 22 in FIG. 3, the change reason notification text 526 in FIG. 5, step S82 in FIG. 21) for notifying, when the determination result of the prediction determination means is affirmative, of the change in the display control content of the production video by the display control change means in the above computer system.

[0036] According to the 15th invention, the computer system can notify the player of the change in the display control content.

[0037] The 16th invention is a computer system as described above further comprising display control content setting means (for example, the display control content setting unit 230 in FIG. 14, the first setting screen W11 in FIG. 6, the second setting screen W12 in FIG. 7, the third setting screen W13 in FIG. 8, the permission basic pattern ID list 738 in FIG. 18, step S14 in FIG. 20) for performing the setting regarding the change in the display control content of the production video based on the player's setting operation.

[0038] According to the 16th invention, the player can perform the setting regarding the change in the display control content of the production video by himself / herself.

[0039] The 17th invention is a computer system as described above, wherein the production video display control means includes detection means (for example, the detection unit 232 in FIG. 14, step S124 in FIG. 21) for detecting that the disadvantageous situation condition is satisfied during the display control of the production video, and display suspension means (for example, the display suspension unit 234 in FIG. 14, step S126 in FIG. 21) for suspending the display control of the production video in response to the detection by the detection means.

[0040] According to the seventeenth invention, when the disadvantageous situation condition is satisfied during the display control of the production video, the computer system can stop the display control of the production video.

[0041] The eighteenth invention is a computer system in the above computer system, wherein the production video display control means further includes situation explanation display control means (for example, the situation explanation display control unit 236 in FIG. 14, the situation explanation display 24 in FIG. 3, the situation explanation definition data 540 in FIG. 13, steps S114 to S116 in FIG. 21) that performs display control of a situation explanation that explains the progress of the game during the display control of the production video.

[0042] According to the eighteenth invention, the computer system can inform the player of the progress of the game during the display control of the production video.

[0043] The nineteenth invention is a computer system that controls the execution of a game, including production video display control means for performing control to display a given production video when a given production activation condition is satisfied, and game progress control means for performing game progress control to advance the game regardless of whether or not the production video is being displayed under the control of the production video display control means. The production video display control means uses a predetermined machine learning model to predict and determine whether a disadvantageous situation condition indicating that there is a certain degree or more of visual disadvantage in the game play when the production activation condition is satisfied and the production video is displayed based on the progress of the game and / or the game operation status of the player, outputs the content of the change in the display control of the production video when satisfied, determines the content of the change in the display control of the production video according to the content of the display control change, and controls the display of the production video according to the content of the display control change.

[0044] According to the nineteenth invention, the same effect as that of the first invention can be obtained.

[0045] The 20th invention is a game system comprising a player terminal which is a player-machine interface, and a server system which is a computer system of any one of the 1st to 19th inventions.

[0046] According to the 20th invention, a game system capable of obtaining the same effects as those of the 1st to 19th inventions can be realized.

Brief Description of Drawings

[0047]

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Modes for Carrying Out the Invention

[0048] Hereinafter, examples of embodiments of the present invention will be described. However, it goes without saying that the forms to which the present invention is applicable are not limited to the following embodiments. FIG. 1 is a system configuration diagram showing an example of the configuration of a game system to which the present invention is applied. The game system 1000 is a computer system for executing a given online game in which players 2 using player terminals 1500 operate their respective player characters to play.

[0049] The game system 1000 is a computer system including a server system 1100 and player terminals 1500 (1500a, 1500b,...) for each user that are connected to enable data communication via a network 9. The player terminal 1500 is a man-machine interface (MMIF) in the game system 1000.

[0050] The network 9 refers to a communication path that allows data communication. In other words, the network 9 includes a dedicated line (dedicated cable) for direct connection, a LAN (Local Area Network) using Ethernet (registered trademark), a telephone communication network, a cable network, the Internet, and the like.

[0051] The server system 1100 is a game server that performs various processes such as providing a predetermined user registration procedure, managing registered user information, and generating and managing various data for executing the game.

[0052] The server system 1100 has a control board 1150 mounted on a main unit. The control board 1150 is mounted with various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as a VRAM, RAM, and ROM, and a communication device 1153. Some or all of the functions mounted on the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field Programmable Gate Array), or a SoC (System on a Chip).

[0053] Although the server system 1100 is depicted as if it were a single server device, it may be realized by a configuration of multiple devices. For example, the server system 1100 may be configured with multiple blade servers that share functions and are connected to each other via an internal bus so that data communication is possible. The server system 1100 may also include a database and online storage.

[0054] The player terminal 1500 is a computer system that is used by the player 2 to play the game, and serves as a man-machine interface in the game system 1000 .

[0055] The player terminal 1500 (1500a, 1500b, …) is a computer system connectable to a network 9 such as, for example, a personal computer, a smartphone, a wearable computer, a portable game device, a home game device, a tablet computer, and the like.

[0056] The player terminal 1500 includes an operation input device, an image display device, and a control board 1550. Examples of the operation input device include a touch panel 1506, a keyboard, a game controller, a mouse, and the like. Examples of the image display device include a touch panel 1506, a head-mounted display, a glass-type display, and the like.

[0057] The control board 1550 is equipped with a CPU 1551, various microprocessors such as a GPU and a DSP, various IC memories 1552 such as VRAM, RAM, and ROM, and a communication module 1553 connected to the network 9. These elements mounted on the control board 1550 are electrically connected via a bus circuit or the like and are connected so as to enable data reading / writing and signal transmission / reception. Part or all of the control board 1550 may be configured with an ASIC, an FPGA, or an SoC.

[0058] The control board 1550 stores a program and various data for realizing the functions of the player terminal 1500 in the IC memory 1552. The player terminal 1500 realizes functions as a man-machine interface of the game system 1000 and as a game client by executing a predetermined application program.

[0059] Note that the player terminal 1500 is configured to download a program and various data necessary for playing a game from the server system 1100, but may be configured to read from a storage medium such as a separately obtained memory card.

[0060] FIG. 2 is a diagram for explaining the game executed by the game system 1000, and is a diagram showing an example of transition of a display screen including before and after displaying a production video.

[0061] The game executed by the game system 1000 is a multiplayer game in which a plurality of players participate simultaneously, and is a real-time team battle game. As game rules, for example, the player characters of each team sortie from their respective bases arranged in the game space. Then, while engaging in a battle encounter with the player characters of the opposing team, they aim to destroy the base of the opposing team while acquiring flags arranged in various places in the game space. The team that destroys the base first becomes the winner. If neither team can destroy the base within the time limit, the team with the larger number of acquired flags becomes the winner.

[0062] On the player terminal 1500 of each player 2, as a display image, a game space image W2 showing the player character P1 operated by the user and the state of the game space around it is displayed. In the example of the game space image W2, it shows the state when the player character P1 reaches the flag point Fg and acquires one flag. There are no enemy characters around. The game space image W2 may be, for example, an image from a first-person perspective.

[0063] On the player terminal 1500 of player 2 where the game progress condition satisfies a given production activation condition, the production video 10 is displayed. In the example of FIG. 2, one of the production activation conditions is satisfied by acquiring a flag. On the player terminal 1500 of player 2 who has acquired the flag, a video praising the achievement is displayed as the production video 10. Note that the production video 10 is not limited to a full-screen size video, but may also be a partial-size video. Also, the production video 10 is not limited to a video, but may also be a still image.

[0064] When the performance video 10 ends, the display image of the player terminal 1500 of player 2 who has acquired the flag returns to the game space image W4. The game space image W4 after the display of the performance video 10, compared with the game space image W2 before the display of the performance video 10, since player 2 did not perform any operations while watching the performance video 10, the position of the player character P1 has not changed. There are still no enemy characters around.

[0065] Since the game of this embodiment is in real-time control, the game progresses even while the performance video 10 is being displayed. In the example of FIG. 2, fortunately, no disadvantageous situation has occurred for player 2 who has acquired the flag during the performance video 10. However, since part or all of the game space image is hidden by the performance video 10, the game situation cannot be visually confirmed, and player 2 who has acquired the flag cannot respond even if the situation changes unfavorably.

[0066] For example, if the approaching state of the enemy character is reflected in the game space image, player 2 who has acquired the flag can prepare for battle. At least if the radar display unit 12 that simply displays the character arrangement in the game space in symbols is visible, it is possible to prepare for battle. However, if they cannot be seen in the performance video 10, disadvantageous situations such as being attacked preemptively without being able to prepare for battle or being placed in a geographically advantageous position may occur.

[0067] Such a situation is a problem in real-time multiplayer games. If it is a single-player game, such problems will not occur if the game progress is temporarily stopped during the display of the performance video 10. Even in a multiplayer game, if it is a game in which all users fight against NPCs (non-player characters) as the same team and the game progress is temporarily stopped during the display of the performance video 10, such problems will not occur. However, if the game progress is stopped in a real-time multiplayer game, it will be boring for players other than player 2 who is watching the performance video 10.

[0068] Therefore, the server system 1100 reduces the disadvantages caused by the display of the production video 10 to the player 2 viewing the production video 10. Specifically, it predicts the occurrence of disadvantages during the display of the production video 10, and if the occurrence is predicted (when the determination result is affirmative), it changes the display control of the production video 10 so as to reduce the disadvantages.

[0069] FIG. 3 is a diagram showing an example of the transition of the display image when the display control of the production video 10 is changed. First, the production activation condition is satisfied because the player character P1 has acquired a flag.

[0070] Here, within the required time of the production video 10 for which the production activation condition is satisfied, the server system 1100 predicts and determines whether a disadvantage will occur for the player 2 (in the example of FIG. 3, the player who has acquired the flag: hereinafter referred to as the "production target player") who has satisfied the production activation condition.

[0071] FIG. 4 is a diagram for explaining the prediction determination. Regarding the prediction determination, the server system 1100 accumulates and stores the per-player game operation history data 705 and the game progress status data 710 during the game progress.

[0072] The per-player game operation history data 705 is prepared for each player and stores the content of the operation input by the player in chronological order. According to the per-player game operation history data 705, it is possible to trace in chronological order what operations the player has input at what times, so the per-player game operation history data 705 can also be said to be the per-player game operation status data 706.

[0073] The game progress status data 710 stores various data describing the game progress status in chronological order. The game progress status data 710 includes the character control history data 712 prepared for each player character.

[0074] The character control history data 712 stores information on when and how the player character was controlled. Specifically, the character control history data 712 stores, for example, a character ID, a player ID, position coordinates, a velocity vector, ability parameter values, an attack hit rate, etc. related to the player character within the game space.

[0075] When the production activation condition is satisfied, the server system 1100 refers to the player-specific game operation history data 705 and the game progress status data 710. Then, it predicts whether a disadvantage will occur for the player 2 who views the production video 10 that satisfies the production activation condition during the required time length of the production video 10 from the timing when the production activation condition was satisfied.

[0076] The example in FIG. 4 shows a prediction example in the situation of FIG. 3. The server system 1100 obtains the position of each enemy character E that will move during the display scheduled time as a predicted position based on the latest velocity vector obtained for each enemy character E (E1, E2). Then, it anticipates that an adverse situation of "enemy approach / encounter" will occur when any of the predicted positions of the enemy characters E (E1, E2) enters within a predetermined distance from the player character P1 of the production target player.

[0077] Also, in the example of FIG. 4, the server system 1100 determines whether the friendly character P2 and the enemy character E3 are in combat based on the game operation status and the game progress status, that is, whether the opponent character has entered within the attack range 14 of one character. If it is determined that they are in combat, it determines whether the enemy character E3 is dominant. If the enemy character E3 is determined to be dominant, it anticipates that an adverse situation of "possible friendly rescue" will occur. In the example of FIG. 4, the determination of the dominance of the enemy character E3 is made based on, for example, a high attack hit rate of the enemy character E3, a low HP of the friendly character P2, the use of a special move by the enemy character E3, the absence or small number of recovery items possessed by the friendly character P2, etc.

[0078] When it is predicted that a disadvantage will occur, the prediction determination result is affirmative, and the server system 1100 changes the display control of the effect video 10 whose activation condition is satisfied from the initial setting.

[0079] Returning to FIG. 3, the server system 1100 changes the content of the display control so that the display size of the effect video 10 (10') is smaller than the initial setting based on the result of the prediction determination. Also, the content of the display control is changed so that the display size and display position are such that the enemy characters E1 and E2 are not hidden and the radar display unit 12 is not hidden.

[0080] As a result, even when the effect video 10 (10') is being displayed, a part of the game space image W4 is visible to the player being targeted by the effect, so the approach of the enemy characters E1 and E2 can be visually recognized and the player can prepare for battle. In the example of the game space image W8 after the display of the effect video 10 (10'), the player being targeted by the effect places the directional mine 26 during or immediately after the display of the effect video 10 to prepare for battle and prepares a counterattack against the enemy's preemptive attack. That is, it is possible to prevent or reduce the disadvantage to the player being targeted by the effect.

[0081] FIGS. 3 and 4 are merely examples of disadvantages. FIG. 5 is a diagram showing an example of the data configuration of the disadvantage definition data 520 that defines disadvantages. The disadvantage definition data 520 stores the disadvantage situation condition data 524 and the change reason notification text 526 in association with the disadvantage ID 522.

[0082] The disadvantage situation condition data 524 indicates the criteria for determining that there is a certain degree or more of disadvantage to the player being targeted by the effect. In FIG. 5, the disadvantage situation condition data 524 is described as explanatory text, but in reality, it is described by combining parameters such as the type of operation input, the order of operation inputs, the threshold values and ranges of parameter values that describe the game operation status and the game progress status, and the like.

[0083] The server system 1100 refers to the per-player game operation history data 705 and the game progress status data 710, and predicts that when the criteria indicated by the disadvantage definition data 520 are met, a disadvantage situation corresponding to the disadvantage ID 522 of the met criteria will occur.

[0084] In the initial setting, the server system 1100 makes a prediction determination for all the disadvantages defined by the disadvantage definition data 520. However, player 2 can specify in advance the types of disadvantages that the server system 1100 predicts and determines before the game starts, and the content of the change in the display control of the production video 10 when the occurrence of a disadvantage is predicted. In that case, the server system 1100 will make a prediction determination limited to the disadvantages specified by player 2.

[0085] FIG. 6 is a diagram showing an example of the first setting screen W11 related to the change in the display control of the production video 10. The first setting screen W11 is displayed on the player terminal 1500 and accepts basic setting operations related to the display control of the production video 10. As basic settings, the following three types are prepared. First basic setting: "Display the production video as usual even if a disadvantage is predicted." This means that the display control of the production video is not changed and it is displayed as in the initial setting. Second basic setting: "Change the display control of the production video according to the situation." Third basic setting: "Do not display the production video when a disadvantage is predicted."

[0086] On the first setting screen W11, the first selection operation icons 30 (30a, 30b, 30c) for each basic setting are displayed. When the icon is touched, a check mark is displayed, indicating that the basic setting of the icon has been selected.

[0087] On the first setting screen W11, when the first determination operation icon 32 is operated in a state where the second basic setting "Change the display control of the production video according to the situation" is selected, the second setting screen W12 as shown in FIG. 7 is displayed on the player terminal 1500.

[0088] On the second setting screen W12, a second selection operation icon 36 is displayed in association with an explanatory display 34 of each disadvantageous situation defined by the disadvantage definition data 520. The player 2 selects a disadvantage that he does not want to occur while the production video 10 is being displayed for himself, and performs a selection operation (for example, a touch operation) on the second selection operation icon 36.

[0089] When the second decision operation icon 38 is operated on the second setting screen W12, a third setting screen W13 as shown in FIG. 8 is then displayed. The third setting screen W13 displays basic pattern icons 40 (40a, 40b,...) corresponding to the basic patterns of the display content of the production video 10 and a permission setting operation icon 42. The basic pattern indicates a basic classification of how to change the control content of the initial setting of the production video 10. The change of the control content of the production video 10 is realized as one or a combination of these basic patterns.

[0090] The permission setting operation icon 42 switches between setting (round mark "OK") / not setting (cross mark "NG") each time it is operated. In the initial display state of the third setting screen W13, all the basic patterns are set to "set", and the player 2 performs a setting operation to leave the basic patterns he likes. Alternatively, the player 2 selects a basic pattern that he feels is not preferable for himself and sets it not to be set.

[0091] The types and contents of the basic patterns can be set as appropriate. For example, the first basic pattern corresponding to the basic pattern icon 40a is to stop the production display itself ("display stop" in FIG. 8). The second basic pattern corresponding to the basic pattern icon 40b is to change the display size of the production video 10 by reduction or trimming ("size change" in FIG. 8). The third basic pattern corresponding to the basic pattern icon 40c is to change the display position ("position change" in FIG. 8). The fourth basic pattern corresponding to the basic pattern icon 40d is a delay in the display start timing ("start delay" in FIG. 8). The fifth basic pattern corresponding to the basic pattern icon 40e is the shortening of the display time length of the production video 10 ("Reduction" in Fig. 8). The sixth basic pattern corresponding to the basic pattern icon 40f is the change in the hue of the production video 10 ("Color change" in Fig. 8). The seventh basic pattern corresponding to the basic pattern icon 40g is the change in the transparency of the production video 10 ("Transparency UP" in Fig. 8). Of course, the basic patterns are not limited to these examples and can be set as appropriate.

[0092] The first to third basic patterns aim to reduce the area covered by the production video 10. The fourth and fifth basic patterns aim to reduce the time length covered by the production video 10. The sixth basic pattern aims to make the production video 10 less conspicuous than the game space image. The seventh basic pattern aims to make the game space image visible through the production video 10.

[0093] Fig. 9 is a diagram for explaining the fourth basic pattern. When the prediction determination result of disadvantage is negative (Fig. 9(1)), the display start timing Ts of the production video 10 remains the initial setting of the display start timing of the production video 10, that is, immediately after the production activation condition is satisfied. However, when the prediction determination result of disadvantage is positive, that is, when the occurrence of disadvantage is predicted (Fig. 9(2)), the display start timing of the production video 10 is delayed as the fourth basic pattern (Ts' in Fig. 9).

[0094] The delay time may be a preset predetermined time or the required time of the production video 10. It is also possible to determine the timing at which the predicted disadvantage is eliminated and delay the display start timing until the elimination timing. For example, when the disadvantage is "missing the acquisition opportunity of an item drop whose appearance time in the game space is limited", the timing at which the dropped item disappears is the elimination timing. In this case, the display start timing is delayed after the elimination timing. Also, the delay time may be until a predetermined delay release operation by the player to be produced is input.

[0095] FIG. 10 is a diagram for explaining the fifth basic pattern. When the prediction determination result of the disadvantage is negative (FIG. 10(1)), the display time length L of the production video 10 is the time length required from the start to the end of the display of the production video 10. However, when the prediction determination result of the disadvantage is positive (FIG. 10(2)), the display time length is shortened as the fifth basic pattern (Ld in FIG. 10).

[0096] The shortening of the display time length may be realized by reducing the content of the production video 10. Specifically, it may be realized by reducing the number of cuts (partial videos) constituting the production video 10 or shortening the time of each cut. The production video 10 with the shortened display time length is preferably a digest version that selects only the highlights. Also, it is possible to realize the shortening of the display time length by making the playback speed of the production video 10 faster than the initial setting value.

[0097] FIG. 11 is a diagram for explaining the sixth and seventh basic patterns. When the prediction determination result of the disadvantage is positive (FIG. 11(2)), as the sixth basic pattern, the color information of the production video 10 may be changed from the initial setting. It may also be rephrased as "changing the color tone", "changing the color shade", or "changing the tone". When the prediction determination result of the disadvantage is positive (FIG. 11(3)), as the seventh basic pattern, the transparency of the production video 10 may be increased from the initial setting.

[0098] For each performance video 10, at least one appropriate change pattern is applied as an initial setting according to the performance purpose and the content of the video. The change pattern is composed of one or more basic patterns. For example, in the example of the performance video 10(10’) in FIG. 3, a change pattern composed of the second basic pattern (display size change) and the third basic pattern (display position change) is applied. By varying the number and combination of the basic patterns that make up the change pattern, various variations can be prepared for the change of display control.

[0099] FIG. 12 is a diagram showing an example of the data configuration of the change pattern definition data 550. The change pattern definition data 550 is prepared in advance for each change pattern (for each variation in the number and combination of basic patterns). One change pattern definition data 550 includes a change pattern ID 551, a used basic pattern list 553, change requirement data 560, and change content setting data 570.

[0100] The used basic pattern list 553 indicates which of the first to seventh basic patterns are combined to create the change pattern.

[0101] The change requirement data 560 is data that defines the conditions to be satisfied for applying the change pattern, and indicates in what situation and for what kind of performance video 10 the display control can be changed from the initial setting. The change requirement data 560 is described by combining one or more sub-conditions with AND or OR. Examples of sub-conditions include a video type condition 561, a performance category condition 562, a disadvantage ID condition 563, a disadvantage number condition 564, and the like.

[0102] The video type condition 561 indicates the type of video (moving image or still image). The production category condition 562 is a condition regarding the production purpose. The categorization can be set as appropriate. For example, the production that greatly affects the outcome of a game such as flag acquisition can be categorized as major production, the production accompanying the activation of a special move can be categorized as standard production, the production for creating an atmosphere can be categorized as minor production, etc. The disadvantage ID condition 563 is a condition regarding the type of disadvantage. The disadvantage number condition 564 is a condition regarding the number of disadvantages that are predicted to occur during the display of the production video 10 to be displayed next. Note that these sub-conditions can also be set to "no setting" or "no restriction".

[0103] The change content setting data 570 defines how to change the content of the display control. For example, the change content setting data 570 includes a display suspension setting 571, a display size change setting 572, a display position change setting 573, a delay setting 574, a reduction setting 575, a color information change setting 576, a transparency change setting 577, etc. Of course, other data can also be appropriately included according to the number and content of the change patterns.

[0104] The display suspension setting 571 is a setting corresponding to the first basic pattern and is flag information. When the flag is set, even if there is a production video 10 that satisfies the production activation condition, the display is not performed.

[0105] The display size change setting 572 is a setting corresponding to the second basic pattern and indicates how to change the initial display size. For example, it can be a setting regarding the display magnification, the direction and amount of trimming, the mask for trimming. The display size is not limited to being fixed and can also be set to change over time.

[0106] The display position change setting 573 is a setting corresponding to the third basic pattern and indicates how to change the initial display position. The display position is not limited to being fixed and can also be set to change over time.

[0107] The delay setting 574 is a setting corresponding to the fourth basic pattern, and stores, for example, a specified value of the delay time, a predetermined value indicating the cancellation timing, a predetermined value indicating waiting for a cancellation operation, and the like.

[0108] The reduction setting 575 is a setting corresponding to the fifth basic pattern, and specifies how much and how to reduce. For example, it stores a predetermined value indicating content reduction, a playback speed magnification, and the like.

[0109] The color information change setting 576 is a setting corresponding to the sixth basic pattern, and specifies how to change the color. For example, it stores a color tone change amount, a specified color tone palette, and the like.

[0110] The transparency change setting 577 is a setting corresponding to the seventh basic pattern, and stores a setting value of the transparency.

[0111] Depending on the settings of the change content setting data 570, various change patterns can be prepared. And by appropriately setting the change requirement data 560, it becomes possible to diversely set how to change the content of the display control in a situation where the activation condition of which production video 10 is satisfied and what kind of disadvantages are predicted.

[0112] However, when actually changing the display control of the production video 10, referring to the used basic pattern list 553, a change pattern that uses a basic pattern set as not permitted by the player 2 on the third setting screen W13 (see FIG. 8) is not applied. In addition, in a special case where any change pattern becomes inapplicable according to the setting result of the third setting screen W13, a predetermined basic pattern (for example, the seventh basic pattern) may be applied.

[0113] Returning to FIG. 3, when it is predicted that a disadvantage will occur while displaying the production video 10 that satisfies the production activation condition, the display control is changed and the change reason notification display 22 is displayed.

[0114] The change reason notification display 22 displays a change reason notification text 526 corresponding to the predicted disadvantage (see FIG. 5). The player 2 can know the reason why the display control of the production video 10 is changed by the change reason notification display 22. By knowing the reason, even if a part of the game space image W2 becomes invisible due to the production video 10, the player can be prepared, contributing to the reduction of disadvantages. Note that the change reason notification display 22 is not limited to text, and may be an icon using symbol marks or the like.

[0115] Also, while the production video 10 that satisfies the production activation condition is being displayed, if a predetermined situation is detected, a situation explanation display 24 that explains the situation is displayed. The "predetermined situation" mentioned here includes a situation regarded as a disadvantage for the production target player based on the disadvantage definition data 520 (see FIG. 5). Also, the "predetermined situation" includes a situation that may occur as a result of a disadvantage, and a situation that is not a disadvantage but is appropriate for providing information or raising awareness.

[0116] FIG. 13 is a diagram showing a data configuration example of situation explanation definition data 540 related to the situation explanation display 24. The situation explanation definition data 540 stores the situation ID 542, the situation determination criterion data 544, and the explanation text 546 in association with each other. Note that the situation determination criterion data 544 is described as an explanatory text in FIG. 13, but in actuality, it is described by combining the types of operation inputs, the order of operation inputs, the game operation status, the threshold values and ranges of parameter values describing the game progress status, and the like. The situation explanation display 24 displays the explanation text 546. Note that the situation explanation display 24 is not limited to text, and may be an icon using symbol marks or the like.

[0117] In this way, even if a part or all of the game space image is covered by the display of the production video 10 due to the change in the control content of the production video 10, the change reason notification display 22, and the situation explanation display 24, the disadvantage for the player 2 viewing the production video 10 can be reduced.

[0118] Next, the functional configuration will be described. FIG. 14 is a block diagram showing a functional configuration example of the server system 1100. The server system 1100 includes an operation input unit 100s, a server processing unit 200s, a sound output unit 390s, an image display unit 392s, a communication unit 394s, and a server storage unit 500s.

[0119] The operation input unit 100s is a means for inputting various operations for the management of the server system 1100. For example, a keyboard, a touch panel, a mouse, etc. correspond to this.

[0120] The server processing unit 200s is realized by a processor such as a CPU, GPU, ASIC, FPGA, etc. that is an arithmetic circuit, and other electronic components such as an IC memory, and performs input / output control of data with each functional unit including the operation input unit 100s and the server storage unit 500s. Then, based on a predetermined program, data, data received from an operation input signal from the operation input unit 100s, etc., it executes various arithmetic processes to integrally control the operation of the server system 1100.

[0121] The server processing unit 200s includes a user management unit 202, a game management unit 210, a timing unit 280s, a sound generation unit 290s, an image generation unit 292s, and a communication control unit 294s.

[0122] The user management unit 202 performs processing related to the user registration procedure of the game system 1000 and storage management of various information associated with the user account.

[0123] The game management unit 210 includes a game progress control unit 212 and a production video display control unit 220.

[0124] The game progress control unit 212 performs various controls related to game execution. Specifically, it sets the game space by arranging background objects in the virtual three-dimensional space, and arranges characters such as player characters and various NPCs in the game space. Then, it controls the actions of the player character according to the operation input by the player 2, and automatically controls the actions of the NPCs according to the game progress situation. In addition, it determines the game score. Since the game of this embodiment is a real-time multiplayer game, the game progress control unit 212 advances the game regardless of whether the display control of the production video 10 is in progress.

[0125] The production video display control unit 220 performs control to display a given production video 10 when a given production activation condition is satisfied. The production video display control unit 220 includes a prediction determination unit 222, a display control change unit 224, an adverse situation condition setting unit 226, a notification control unit 228, a display control content setting unit 230, a detection unit 232, a display stop unit 234, and a situation explanation display control unit 236.

[0126] When the production activation condition is satisfied, the prediction determination unit 222 predicts and determines whether or not an adverse situation condition is satisfied, which indicates that there is a certain degree or more of visual disadvantage in the game play due to the display of the production video 10 at a given timing, based on the game progress situation and the player's game operation situation (see FIG. 4). The situation where the adverse situation condition is satisfied can be said, conversely, to be a situation where a given adverse tolerance condition indicating that the disadvantage is less than a certain degree is not satisfied. Therefore, it can also be said that the prediction determination unit 222 predicts and determines whether or not the adverse situation condition is satisfied by predicting and determining whether or not the adverse tolerance condition is satisfied.

[0127] The display control change unit 224 changes the display control of the production video 10 according to the determination result of the prediction determination unit 222. Specifically, the display control change unit 224 (1) When the determination result of the prediction determination unit 222 is affirmative, delays the timing of displaying the production video 10 that satisfies the production activation condition compared to when the determination result is negative. (2) Changes the display control content of the production video 10 that satisfies the production activation condition. Perform at least one of the following. For changes that are delayed, it includes a substantial display suspension that is permanently delayed. For changes to the display control content, it includes shortening the display time length, reducing the content of the production video 10, changing the display size, changing the display position, changing the color information to be displayed, and changing the transparency.

[0128] The disadvantageous situation condition setting unit 226 sets the disadvantageous situation condition based on the player's setting operation. The display control of the first setting screen W11 (see FIG. 6) and the second setting screen W12 (see FIG. 7) and the control for storing the results of the user's setting operations on these setting screens correspond to this.

[0129] When the determination result of the prediction determination unit 222 is affirmative, the notification control unit 228 notifies about the change in the display control content of the production video by the display control change unit 224. The control related to the display of the change reason notification display 22 (see FIG. 3) corresponds to this.

[0130] The display control content setting unit 230 makes settings regarding the change in the display control content of the production video 10 by the display control change unit 224 based on the player's setting operation. The display control of the third setting screen W13 (see FIG. 8) and the control for storing the results of the setting operation correspond to this.

[0131] The detection unit 232 detects that the disadvantageous situation condition has been satisfied during the display control of the production video 10.

[0132] The display suspension unit 234 suspends the display control of the production video in response to the detection by the detection unit 232.

[0133] The situation explanation display control unit 236 performs display control of a situation explanation that explains the progress of the game during the display control of the production video 10. The control related to the display of the situation explanation display 24 (see FIG. 3) corresponds to this.

[0134] The timing unit 280s performs various timings such as the current date and time and the time limit using the system clock.

[0135] The sound generation unit 290s is realized by executing an IC or software that generates and decodes voice data. The sound generation unit 290s outputs the generated voice signal to the sound output unit 390s. The sound output unit 390s is realized by a speaker or the like and emits sound based on the voice signal.

[0136] The image generation unit 292s generates images of various management screens for system management of the server system 1100 and outputs the image data to the image display unit 392s. Also, it generates part or all of the images to be displayed on the player terminal 1500. The image display unit 392s is realized by a device that displays images, such as a flat panel display, a head-mounted display, or a projector.

[0137] The communication control unit 294s executes data processing related to data communication and realizes data exchange with an external device via the communication unit 394s. The communication unit 394s is connected to the network 9 to realize communication. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack of a wired communication cable, a control circuit, etc. In the example of FIG. 1, the communication device 1153 corresponds to this.

[0138] The server storage unit 500s stores programs, various data, etc. for realizing various functions for integrally controlling the server system 1100 by the server processing unit 200s. Also, the server storage unit 500s is used as a working area for the server processing unit 200s and temporarily stores calculation results and the like executed by the server processing unit 200s according to various programs. These functions are realized by, for example, an IC memory such as a RAM or ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or DVD, an online storage, etc. In the example of FIG. 1, the storage media such as the IC memory 1152 and the hard disk mounted on the server system 1100 correspond to this.

[0139] FIG. 15 is a diagram showing an example of programs and data stored in the server storage unit 500s. The server storage unit 500s stores a server program 501, a client program 503 for distribution, game initial setting data 510, user management data 600, play data 700, and the current date and time 900. Note that the server storage unit 500s also appropriately stores other programs and data (such as timers, counters, various flags, etc.).

[0140] The server program 501 is a program for realizing the functions as the user management unit 202 and the game management unit 210.

[0141] The client program 503 for distribution is the original of the client program provided to and executed on the player terminal 1500.

[0142] The game initial setting data 510 stores various initial setting data related to the game. For example, it stores data of the game space, model data of the player character, initial setting values of the ability parameter values of the player character, etc.

[0143] In addition, the game initial setting data 510 includes disadvantage definition data 520 (see FIG. 5), prediction exclusion situation definition data 530, situation explanation definition data 540 (see FIG. 13), change pattern definition data 550 (see FIG. 12), and production video definition data 580.

[0144] The prediction exclusion situation definition data 530 defines situations in which the prediction determination itself before the display of the production video 10 that satisfies the production activation condition may be excluded or omitted. The prediction-excluded situation definition data 530 stores, for example, as shown in FIG. 16, the exclusion situation ID 532 and the exclusion situation determination criterion data 534 in association with each other. Examples of the exclusion situation include, for example, when the operation input of the player to be directed or other players is not performed within a predetermined period after the production activation condition is satisfied. The predetermined period mentioned here can be set as appropriate. Also, an example is when the operation input of the player to be directed or other players is an operation type that does not affect the game progress situation. Examples of the "operation that does not affect the game progress situation" mentioned here include, for example, a menu display operation, a game controller setup operation, an item online purchase operation, and the like.

[0145] The production video definition data 580 is prepared for each type of the production video 10 and stores various initial setting data related to the production video 10. One production video definition data 580 stores, for example, as shown in FIG. 17, the production video ID 581, the production activation condition data 582, and the production video metadata 583. Also, it stores the initial display control content data 584, the initial setting production video data 585, and the production video data 586 after change. Of course, other data may also be stored as appropriate.

[0146] The production video metadata 583 includes, for example, the video type of the production video 10, the production category, the required time, the reduction target range information, and the like. The reduction target range information is specified, for example, by the range of video frame numbers, threshold values, cut numbers, etc. of the video. The reduction target range information is referred to when reducing the display time as a change in display control or when making a change in display control to reduce the content of the production video 10. When generating the production video data 586 after change, which is the production video 10 (10'; see FIG. 3) after the display control change, from the initial setting production video data 585 each time, a part of the initial setting production video data 585 is omitted and generated according to the specification of the reduction target range information.

[0147] The initial display control content data 584 stores the initial display size, initial display position, initial display duration, etc. It may also include information such as the initial delay duration, the initial delay cancellation operation waiting flag, the initial playback speed, the initial display color information, the initial transparency, etc.

[0148] The initial setting production video data 585 and the changed production video data 586 are the video data of the production video 10 or the video material data for generating the production video 10. The changed production video data 586 is used when delaying the display start timing as a change in display control. The changed production video data 586 may be prepared in advance, or may be generated or display-controlled each time based on the reduction target range information.

[0149] Returning to FIG. 15, the user management data 600 is prepared for each user who has completed the registration procedure and stores the registration information of the user and various data associated with the user. One user management data 600 includes, for example, user accounts, team registration data, save data such as player characters, etc. Of course, other data can also be included as appropriate.

[0150] The play data 700 is created for each game play and includes various data related to the game progress control of the game play. One play data 700 includes, for example, a play ID 701, a team-by-team player account list 703, player-by-player game operation history data 705 (see FIG. 4), game progress status data 710 (see FIG. 4), and player-by-player display control data 720. Of course, other data can also be included as appropriate.

[0151] The game progress status data 710 includes character control history data 712. The character control history data 712 is prepared for each player character and NPC, and stores various data about the position and state of the character in the game space in chronological order. One piece of character control history data 712 stores information such as, for example, a character ID, a player account, position coordinates in the game space, a velocity vector, ability parameter values (e.g., HP, attack power, movement power, number of remaining bullets, etc.). Of course, other data may also be stored as appropriate.

[0152] The player-specific display control data 720 is prepared for each player and stores various data related to the control of the display screen on the player's player terminal 1500, as shown in FIG. 18, for example. The player-specific display control data 720 includes, for example, a player account 721, display image data 722, game space image data 724 and production video data 726 that are the sources of the display image. It also includes application disadvantage situation condition data 730, a permission basic pattern ID list 738, and production video display control data 740. Of course, other data may also be included as appropriate.

[0153] The application disadvantage situation condition data 730 is data indicating the setting content of the disadvantage situation conditions applied to the production video 10 of the player, and is set according to the results of setting operation inputs on the first setting screen W11 and the second setting screen W12 (see FIGS. 6 and 7). The application disadvantage situation condition data 730 includes a basic setting 732 and an application disadvantage ID list 734. The application disadvantage situation condition data 730 can also be said to be application disadvantage tolerance condition data 731 applied to the change in the display control of the production video 10.

[0154] The permission basic pattern ID list 738 indicates the change patterns that are permitted to be used when changing the display control of the production video 10. In the initial setting, all change pattern IDs are included in the list, but it is changed according to the results of the setting operations on the third setting screen W13 (see FIG. 8).

[0155] The performance video display control data 740 stores various data related to the generation and display control of the performance video 10. For example, the performance video display control data 740 includes a display target performance video ID 741, a performance target player account 742, a predicted occurrence disadvantage ID 743, a predicted elimination timing 744, and applicable display control content data 745. Of course, other data can also be included as appropriate.

[0156] The initial value of the predicted occurrence disadvantage ID 743 is not set. When a disadvantage ID that is positively determined occurs in the prediction determination, it is added. The predicted elimination timing 744 stores the timing (e.g., number of seconds, number of frames, etc.) at which the disadvantage indicated by the disadvantage ID set in the predicted occurrence disadvantage ID 743 is eliminated. The applicable display control content data 745 includes, for example, an applicable display size, an applicable display position, an applicable display time length, an applicable playback speed, applicable display color information, applicable transparency information, etc.

[0157] FIG. 19 is a functional block diagram showing an example of the functional configuration of the player terminal 1500. The player terminal 1500 includes an operation input unit 100, a terminal processing unit 200, a sound output unit 390, an image display unit 392, a communication unit 394, and a terminal storage unit 500.

[0158] The operation input unit 100 outputs an operation input signal corresponding to various operation inputs made by the player to the terminal processing unit 200. For example, it can be realized by a push switch, a touch panel, a joystick, a touch pad, a trackball, an acceleration sensor, a gyro, etc.

[0159] The terminal processing unit 200 is realized by, for example, a microprocessor such as a CPU or GPU, and electronic components such as an IC memory, and controls the data input / output between each functional unit including the operation input unit 100 and the terminal storage unit 500. Then, based on a predetermined program, data, an operation input signal from the operation input unit 100, and various data received from the server system 1100, it executes various arithmetic processes to control the operation of the player terminal 1500.

[0160] The terminal processing unit 200 includes a client control unit 260, a timing unit 280, a sound generation unit 290, an image generation unit 292, and a communication control unit 294.

[0161] As control as a client in the game system 1000, the client control unit 260 performs various controls to make the player terminal 1500 function as a MMIF (man-machine interface). Specifically, the client control unit 260 includes an operation input information providing unit 261 and a display control unit 262.

[0162] The operation input information providing unit 261 performs control to transmit operation input information to the server system 1100 according to the input from the operation input unit 100.

[0163] The display control unit 262 performs control to display various images based on the data received from the server system 1100.

[0164] The timing unit 280 uses the system clock to measure the current date and time, the time limit, etc.

[0165] The sound generation unit 290 is realized by, for example, a digital signal processor (DSP), a processor such as a voice synthesis IC, an audio codec capable of playing back voice files, etc., generates sound signals of music, sound effects, various operation sounds, and outputs them to the sound output unit 390. The sound output unit 390 is realized by a device that outputs (plays) sound based on the sound signal input from the sound generation unit 290 such as a speaker.

[0166] The image generation unit 292 generates and outputs an image signal for displaying an image based on the control of the client control unit 260 to the image display unit 392. In the example of FIG. 1, a GPU (Graphics Processing Unit) mounted on the control board 1550, a graphic controller, a graphic board, etc. correspond to this. The image display unit 392 is realized by a device that displays an image such as a flat panel display, a head-mounted display, a projector, etc.

[0167] The communication control unit 294 executes data processing related to data communication and realizes data exchange with an external device via the communication unit 394. The communication unit 394 is connected to the network 9 to realize communication. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack of a wired communication cable, a control circuit, etc. In the example of FIG. 1, the communication module 1553 corresponds to this.

[0168] The terminal storage unit 500 stores a program for realizing a given function in the terminal processing unit 200, various data, etc. Further, it is used as a work area of the terminal processing unit 200, and temporarily stores calculation results executed by the terminal processing unit 200 according to various programs, input data input from the operation input unit 100, etc. Such functions are realized by, for example, an IC memory such as a RAM or a ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or a DVD. In the example of FIG. 1, the IC memory 1552 mounted on the control board 1550 corresponds to this.

[0169] Specifically, the terminal storage unit 500 stores a client program 800 (application program) for making the player terminal 1500 function as a client control unit 260. Also, it stores the received data 810 received from the server system 1100 and the current date and time 900. Of course, other data can also be stored as appropriate.

[0170] FIGS. 20 and 21 are flowcharts for explaining the flow of processing executed by the server system 1100. For convenience, the player to be produced is described as one person, but in actual operation, a plurality of players can be the players to be produced at the same time.

[0171] As shown in FIG. 20, the server system 1100 first performs matching to determine the members of both teams for a battle play (step S10). Next, the first setting screen W11 and the second setting screen W12 are displayed on the player terminal 1500 of each player 2, an operation for setting the disadvantage situation condition is received, and the applicable disadvantage situation condition data 730 is set (step S12).

[0172] Next, the server system 1100 causes the third setting screen W13 to be displayed on the player terminal 1500 of each player 2, receives an operation for setting the change pattern to be permitted, and sets the permitted basic pattern ID list 738 (step S14).

[0173] The server system 1100 starts generating a game space image for each player 2 (step S16) and starts generating a display image for each player 2 (step S18). At this stage, the production video 10 is not displayed. Then, the server system 1100 starts game progress control (step S20).

[0174] When starting the game progress control, the server system 1100 starts accumulating and recording the player-specific game operation history data 705 and the game progress status data 710 (step S22).

[0175] When starting the game progress control, the server system 1100 constantly monitors whether the production activation conditions of each production video 10 are satisfied. If there is a production video 10 whose production activation condition is satisfied (YES in step S30), the server system 1100 creates production video display control data 740 (see FIG. 18). Then, the player 2 who brought about the result of satisfying the production activation condition is set as the production target player (step S32). Next, the initial display control content data 584 (see FIG. 17) of the production video 10 whose production activation condition is satisfied is copied to and initialized in the applicable display control content data 745 (step S34).

[0176] Next, the server system 1100 determines whether it corresponds to the prediction exclusion situation. When it corresponds to the prediction exclusion situation (YES in step S36), the production video 10 for which the production activation condition is satisfied is displayed on the player terminal 1500 of the production target player as it is in the control content of the initial setting of the production video 10 (step S50).

[0177] When it does not correspond to the prediction exclusion situation (NO in step S36), the server system 1100 refers to the basic setting 732 (see FIG. 18) of the application disadvantage situation condition data 730 of the production target player.

[0178] When the basic setting 732 is "do not change" (do not change in step S38), the server system 1100 causes the player terminal 1500 of the production target player to display the production video 10 as it is in the control content of the initial setting of the production video 10 (step S50).

[0179] When the basic setting 732 is "do not display" (do not display in step S38), the server system 1100 does not display the production video 10 for which the production activation condition is satisfied even if there is such a video (step S52).

[0180] When the basic setting 732 is "change according to the situation" (change according to the situation in step S38), the server system 1100 executes a prediction determination process (step S54).

[0181] FIG. 22 is a flowchart for explaining the flow of the prediction determination process. In the prediction determination process, the server system 1100 refers to the application disadvantage ID list 734 of the application disadvantage situation condition data 730 of the production target player (see FIG. 18), and executes loop A for each disadvantage indicated by the list (from step S60 to step S70).

[0182] In Loop A, the server system 1100 first refers to the required time from the production video metadata 583 (see FIG. 17) of the production video 10 for which the production activation condition is satisfied. Then, it predicts and determines whether a disadvantage that is the processing target of Loop A will occur in the future until the required time referred to from the timing when the production activation condition is satisfied has elapsed (step S62).

[0183] Specifically, it refers to the disadvantage situation condition data 524 corresponding to the disadvantage that is the processing target of Loop A from among the disadvantage definition data 520 (see FIG. 5). Then, it determines whether the disadvantage situation condition data 524 is satisfied based on the per-player game operation history data 705 and the game progress status data 710.

[0184] If it is predicted that a disadvantage that is the processing target of Loop A will occur (YES in step S64), the server system 1100 stores the disadvantage ID of the said disadvantage in the predicted occurrence disadvantage ID 743 (see FIG. 18) (step S66). Then, it predicts the predicted elimination timing 744 of the said disadvantage (step S68), and ends Loop A (step S70).

[0185] If Loop A is executed for all the disadvantages indicated by the applicable disadvantage ID list 734, the prediction determination process ends.

[0186] Moving on to FIG. 21, the server system 1100 regards the prediction determination result as negative if the predicted occurrence disadvantage ID 743 remains "not set" as the initial setting. If even one disadvantage ID is set in the predicted occurrence disadvantage ID 743, the prediction determination result is regarded as positive.

[0187] And if the prediction determination result is positive (YES in step S80), the server system 1100 executes the display control change process (step S82).

[0188] FIG. 23 is a flowchart for explaining the flow of the display control change process. In the display control change process, the server system 1100 first performs a primary search for the definition data in which the requirements indicated by the change requirement data 560 (see FIG. 12) are satisfied from the change pattern definition data 550, that is, the change pattern that satisfies the change requirements (step S90).

[0189] Next, from the results of the primary search, a secondary search is performed for the change pattern in which the use basic pattern list 553 is composed of the basic patterns indicated by the permitted basic pattern ID list 738 of the production target player (step S92). That is, it is narrowed down to the change patterns that are composed of the basic patterns permitted by the production target player.

[0190] If there is a match in the secondary search (YES in step S94), the application display control content data 745 (see FIG. 18) in the state initialized in step S34 is changed according to the change content setting data 570 (see FIG. 12) of the corresponding definition data (step S96).

[0191] If there is no match in the secondary search (NO in step S94), a predetermined change is applied to the application display control content data 745 (step S98). For example, it may be changed to increase the transparency to a predetermined value (e.g., 80% or more).

[0192] Returning to FIG. 21, the server system 1100 causes the production video 10 for which the production activation condition is satisfied to be displayed on the player terminal 1500 of the production target player by applying the application display control content data 745 (step S110; the production video 10 (10') in FIG. 3). Further, the server system 1100 also displays the change reason notification display 22 (see FIG. 3) together with the production video 10 (10') after the display control change (step S112).

[0193] While the performance video 10 (10’) is being displayed, the server system 1100 monitors whether there is a situation to be explained defined in the situation explanation definition data 540 (see FIG. 13). If there is a situation to be explained (YES in step S114), the server system 1100 causes the situation explanation display 24 (see FIG. 3) of the situation to be explained to be displayed together with the performance video 10 (10’) (step S116).

[0194] Next, while the performance video 10 is being displayed (YES in step S120), if there is an input of a predetermined display cancellation operation by the performance target player (YES in step S122), the server system 1100 immediately cancels the display of the performance video 10 (step S126).

[0195] Although the display control of the performance video 10 (10’) can be changed to reduce the disadvantages during display, the extent cannot be known unless actual disadvantages occur. If the performance target player feels that the reduction of disadvantages is insufficient with the application of the change pattern, more disadvantages can be reduced by performing a predetermined display cancellation operation.

[0196] Also, even if no prediction determination is made in the first place, it is not always the case that a situation corresponding to a disadvantage does not occur in reality. The player 2 who feels the occurrence of a disadvantage can cancel the display of the performance video 10 by himself / herself to reduce the disadvantage.

[0197] Until the game ends (NO in step S130), the flow from step S30 to step S130 is repeated. When the game ends (YES in step S130), a series of processes is terminated.

[0198] As described above, according to the present embodiment, it is possible to reduce the disadvantages to the player associated with displaying the performance video. In particular, the effect is enhanced in a real-time competitive game between player teams.

[0199] 〔Modification Example〕 The above has described examples of embodiments to which the present invention is applied. However, the applicable forms of the present invention are not limited to the above forms, and components can be added, omitted, or changed as appropriate.

[0200] (Modification Example 1) For example, in the first embodiment, an example of realizing an online game with a client-server configuration was shown, but it is not limited to this. For example, it is also possible to realize a game in a system where a plurality of player terminals 1500 are P2P (peer-to-peer) connected. In that case, any one of the player terminals 1500 constituting the P2P functions as the server system 1100 of the first embodiment.

[0201] (Modification Example 2) In the above embodiment, a real-time confrontation game between player teams was taken as an example, but it is not limited to this. Regardless of whether the display control of the production video is in progress or not, as long as it is a game in which the game is controlled to progress, the number of players, the game genre, and the PvP format / PvC format are not limited.

[0202] (Modification Example 3) When the production video display control unit 220 delays the display start timing of the production video 10, it may be possible to add a delay notification unit that displays a predetermined object within the screen to notify the player that the display start of the production video 10 is delayed.

[0203] (Modification Example 4) The prediction determination of disadvantage (step S62 in FIG. 22) may be replaced by a machine learning model (for example, AI (Artificial Intelligence)). Alternatively, it may be a two-stage prediction determination that further adds a second prediction determination by a machine learning model. Specifically, during the development of the game system 1000, sufficient test play is performed, the game progress situation and / or the player's game operation situation are input, and teacher data is created with the output being whether the subsequent player situation meets the disadvantage situation conditions, and the machine learning model is trained. Or, if there is already sufficient data on past game plays, the machine learning model may be trained in the same way using this data. Accordingly, as shown in FIG. 24, the server system 1100 stores machine learning model data 590.

[0204] In a configuration where the prediction determination of disadvantage is a two-stage structure including a first prediction determination based on disadvantage definition data 520 and a second prediction determination using a machine learning model, when either one predicts the occurrence of a disadvantage, the comprehensive prediction determination result may be affirmed. By adopting a two-stage structure, it is possible to increase the accuracy of disadvantage prediction, which is preferable.

[0205] Furthermore, in a two-stage configuration, when the occurrence of a disadvantage is predicted by the machine learning model but not predicted by the disadvantage definition data 520, a process of adding the situation determined to be the occurrence of a disadvantage by the machine learning model to the disadvantage definition data 520 may be performed. Conversely, when the occurrence of a disadvantage is predicted based on the disadvantage definition data 520 but not predicted by the machine learning model, a process of deleting the data described for the situation from the disadvantage definition data 520 may be performed.

Explanation of Signs

[0206] 2…Player 10…Effect video 22…Change reason notification display 24…Situation explanation display 200s…Server processing unit 212…Game progress control unit 220…Performance video display control unit 222…Prediction determination unit 224…Display control change unit 226…Adverse situation condition setting unit 228…Notification control unit 230…Display control content setting unit 232…Detection unit 234…Display suspension unit 236…Situation explanation display control unit 500s…Server storage unit 501…Server program 520…Adverse definition data 526…Change reason notification text 530…Prediction exclusion situation definition data 540…Situation explanation definition data 550…Change pattern definition data 560…Change requirement data 570…Change content setting data 571…Display suspension setting 572…Display size change setting 573…Display position change setting 574…Delay setting 575…Reduction setting 576…Color information change setting 577…Transparency change setting 580…Performance video definition data 582…Performance activation condition data 584…Initial display control content data 585…Initial setting performance video data 700…Play data 705…Player-specific game operation history data 706…Player-specific game operation status data 710…Game progress status data 720…Player-specific display control data 724…Game space image data 726…Performance video data 730…Applied adverse situation condition data 731…Applied adverse tolerance condition data 732…Basic settings 734…Applicable Disadvantage ID List 738…Permission Basic Pattern ID List 740…Performance Video Display Control Data 742…Performance Target Player Account 744…Prediction Resolution Timing 745…Applicable Display Control Content Data 1000…Game System 1100…Server System 1500…Player Terminal

Claims

1. A computer system for controlling the execution of a game, comprising: production video display control means for performing control to display a given production video when a given production activation condition is satisfied; game progress control means for performing game progress control to advance the game regardless of whether or not the production video display control means is controlling the display of the production video; and comprising: the production video display control means includes: prediction determination means for predicting and determining whether or not an adverse situation condition is satisfied, the adverse situation condition indicating that there is a certain degree or more of visual disadvantage in the game play due to the display of the production video at a given timing when the production activation condition is satisfied; display control change means for changing the display control of the production video according to the determination result of the prediction determination means; and having: a computer system.

2. The prediction determination means predicts and determines whether or not the adverse situation condition is satisfied at the timing based on the progress state of the game. The computer system according to claim 1.

3. The prediction determination means predicts and determines whether or not the adverse situation condition is satisfied at the timing based on the game operation state of the player. The computer system according to claim 1.

4. The adverse situation condition is a condition that is determined to be satisfied when a given adverse situation tolerance condition indicating that the adverse situation is less than a certain degree is insufficient. The prediction determination means predicts and determines whether or not the adverse situation condition is satisfied by predicting and determining whether or not the adverse situation tolerance condition is satisfied. The computer system according to claim 1.

5. Adverse situation condition setting means for setting the adverse situation condition based on a setting operation of the player. The computer system according to claim 1, further comprising:

6. The display control change means changes the timing for displaying the production video according to the determination result of the prediction determination means. The computer system according to claim 1.

7. When the determination result of the prediction determination means is affirmative, the display control change means delays the timing for displaying the production video compared to when the determination result is negative. The computer system according to claim 6.

8. The prediction determination means: executes the prediction determination related to the timing as a first prediction determination; When the determination result of the first prediction determination is affirmative, after the timing, execute a second prediction determination for predicting a resolution timing that becomes a timing not satisfying the disadvantageous situation condition. Perform When the determination result of the first prediction determination is affirmative, the display control changing means performs control to display the production video based on the resolution timing. The computer system according to claim 1.

9. When the determination result of the prediction determination means is affirmative, the display control changing means displays the production video in response to an operation input of the player after the timing has elapsed. The computer system according to claim 7.

10. The display control changing means changes the display control content of the production video according to the determination result of the prediction determination means. The computer system according to claim 1.

11. When the determination result of the prediction determination means is affirmative, the display control changing means changes the display control content of the production video so that the display time is shorter than when the determination result is negative. The computer system according to claim 10.

12. When the determination result of the prediction determination means is affirmative, the display control changing means changes the display control content of the production video so that the playback speed is faster than when the determination result is negative. The computer system according to claim 11.

13. When the determination result of the prediction determination means is affirmative, the production video is a video obtained by reducing the production video when the determination result is negative. The computer system according to claim 10.

14. The display control changing means changes at least one of the display size, display position, color information, and transparency of the production video according to the determination result of the prediction determination means. The computer system according to claim 10.

15. Notification control means for notifying, when the determination result of the prediction determination means is affirmative, of a change in the display control content of the production video by the display control changing means The computer system according to claim 10, further comprising.

16. Display control content setting means for performing a setting regarding a change in the display control content of the production video by the display control changing means based on a setting operation of the player The computer system according to claim 10, further comprising.

17. The production video display control means detection means for detecting that the disadvantageous situation condition is satisfied during the display control of the guidance video; display suspension means for suspending the display control of the guidance video in response to the detection by the detection means; The computer system according to claim 1, further comprising: The computer system according to claim 1.

18. The guidance video display control means further includes situation explanation display control means for performing display control of a situation explanation that explains the progress of the game during the display control of the guidance video. The computer system according to claim 1.

19. A computer system for controlling the execution of a game, comprising: guidance video display control means for performing control to display a given guidance video when a given guidance activation condition is satisfied; game progress control means for performing game progress control to advance the game regardless of whether or not the guidance video is being displayed under the control of the guidance video display control means; The computer system is provided with: The guidance video display control means predicts and determines whether or not a disadvantageous situation condition indicating that there is a certain degree or more of visual disadvantage in the game play when the guidance video is displayed by satisfying the guidance activation condition is satisfied, based on the progress of the game and / or the game operation status of the player, and determines the content of the change in the display control of the guidance video using a predetermined machine learning model that outputs the content of the change in the display control of the guidance video when the condition is satisfied, and controls the display of the guidance video according to the content of the display control change. Computer system.

20. A player terminal that is a player's man-machine interface; A server system that is the computer system according to any one of claims 1 to 19; A game system comprising:

Citation Information

Patent Citations

  • Program, image generating device, and image generation system

    JP2019048004A