Computer system and game system

The computer system addresses the issue of players losing sight of the game space during production video displays in multiplayer games by predicting and mitigating disadvantages through operation substitution and notification controls, maintaining competitive gameplay.

JP2025102508APending Publication Date: 2025-07-08BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2023219996
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-26
Publication Date
2025-07-08

AI Technical Summary

Technical Problem

In real-time multiplayer games, the display of production videos can cause players to temporarily lose sight of the game space, leading to potential disadvantages such as being attacked or placed in unfavorable positions, especially in competitive scenarios where game progression continues.

Method used

A computer system that controls game execution by displaying production videos in a manner that minimizes player disadvantage, including predictive disadvantage determination, operation substitution, and notification controls to ensure the player's character is not at a disadvantage during video display.

Benefits of technology

The system reduces player disadvantages by predicting potential adverse situations, substituting player operations, and providing notifications, ensuring the player's character remains competitive during production video displays.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a technology to reduce a disadvantage to a player when a performance video is displayed.SOLUTION: A server system executes control to display a given performance video when a given performance activation condition is satisfied, and executes game progressing control to progress a game regardless of whether or not display control of the performance video is being executed. The server system executes operation substitution control to perform an operation of a player character while display control of the performance video is being executed, for a player.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 one of the important factors that enhance the interest of the game. For example, Patent Document 1 describes an example of an inserted image that can be cited 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 ongoing 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 again, or 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 effect".

[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 resumed. 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 multiplayer game where players compete against each other, the game progresses even while the production video is being displayed. Therefore, a player watching the production video may find it difficult to grasp the situation while the production video is being displayed, increasing the likelihood of suffering disadvantages. For example, if the approaching of an enemy character cannot be grasped while the production video is being displayed, the player may be subject to 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 the display of 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 in which a player operates a player character to play, production video display control means (for example, the production video display control unit 212 in FIG. 17, the production activation condition data 522 in FIG. 19, steps S24, S52, and S56 in FIG. 26) 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 216 in FIG. 17, step S18 in FIG. 26) 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 operation substitution control means (for example, the operation substitution control unit 218 in FIG. 17, steps S72 and S108 in FIG. 27) that executes operation substitution control to substitute the operation of the player character during the display control of the production video on behalf of the player.

[0009] According to the first invention, during the display control of the production video, the computer system executes control to substitute the operation of the player character. Therefore, even if the situation of the game space cannot be temporarily grasped when the production video is displayed, it is possible to reduce the associated disadvantages for the player.

[0010] According to the second invention, in the above computer system, prediction determination means (for example, the prediction determination unit 214 in FIG. 17, the disadvantage definition data 540 in FIG. 5, step S28 in FIG. 26) for predicting and determining whether or not 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 by the production video display control means is satisfied is further provided, and the operation substitution control means performs the operation substitution control when the determination result of the prediction determination means is affirmative. It is a computer system.

[0011] "Visual disadvantage" means a disadvantage caused by at least a part of the game space image becoming invisible.

[0012] According to the second invention, the computer system can execute operation substitution control when it is predicted that a disadvantage will occur for the player during the display control of the production video.

[0013] According to the third invention, in the above computer system, disadvantage situation condition setting means (for example, the disadvantage situation condition setting unit 220 in FIG. 17, the second setting screen W12 in FIG. 9, the applicable disadvantage ID list 725 of the operation substitution setting data 720 in FIG. 11, step S12 in FIG. 26) for setting the disadvantage situation condition based on the setting operation of the player is further provided. It is a computer system.

[0014] According to the third invention, the computer system can set the conditions for executing the operation substitution control based on the setting operation of the player.

[0015] The fourth invention is a computer system in which the prediction determination means predicts and determines whether or not the disadvantageous situation condition is satisfied based on the progress of the game.

[0016] According to the fourth invention, the computer system can predict and determine whether or not the disadvantageous situation condition is satisfied based on the progress of the game.

[0017] The fifth invention is a computer system in the above computer system, further comprising operation proxy-related notification control means (for example, the operation proxy-related notification control unit 222 in FIG. 17, the operation proxy content notification 16 and progress notification 15 in FIG. 3, the progress notification definition data 580 in FIG. 20, the operation proxy content notification definition data 630 in FIG. 21, step S142 in FIG. 30, step S204 and step S212 in FIG. 31) that performs notification control to notify the player of the content of the operation proxy control by the operation proxy control means and / or the progress of the game during the operation proxy control.

[0018] According to the fifth invention, the computer system can notify the player of the content of the operation proxy control and / or the progress of the game during the operation proxy control.

[0019] The sixth invention is a computer system in the above computer system, wherein the operation proxy-related notification control means performs the notification control in response to the end of the display control of the production video by the production video display control means (for example, step S200 → step S204, step S212 in FIG. 31).

[0020] According to the sixth invention, the computer system can perform notifications related to operation proxy in response to the end of the display control of the production video.

[0021] The seventh invention is a computer system, further comprising operation tendency determination means for determining the operation tendency of the player (for example, the operation tendency determination unit 224 in FIG. 17, the situation-specific operation tendency data 750 in FIG. 12, step S22 in FIG. 26), wherein the operation proxy control means executes the operation proxy control based on the operation tendency determined by the operation tendency determination means (for example, step S72 in FIG. 27).

[0022] According to the seventh invention, the computer system can perform operation proxy control based on the operation tendency of the player.

[0023] The eighth invention is a computer system, further comprising control specification setting means for setting the control specification of the operation proxy control based on the setting operation of the player (for example, the control specification setting unit 226 in FIG. 17, the third setting screen W13 in FIG. 10, the control specification data 727 in FIG. 11, step S12 in FIG. 26). The operation proxy control means executes the operation proxy control according to the control specification set by the control specification setting means (for example, steps S106 and S108 in FIG. 27).

[0024] According to the eighth invention, the computer system can perform operation proxy control according to the control specification set by the player.

[0025] The ninth invention is a computer system, wherein the operation proxy control means executes the operation proxy control based on at least one of information related to the production video (for example, the production video ID condition 611 in FIG. 13), the display timing of the production video by the production video display control means (for example, the production video display timing condition 614 in FIG. 13), and the progress status of the game at the display timing (for example, the prerequisite game progress status condition 616 in FIG. 13) (for example, steps S104 to S108 in FIG. 27).

[0026] According to the ninth invention, the computer system can execute proxy control based on at least one of information related to production images, the display timing of production images, and the progress of the game at the display timing.

[0027] The tenth invention is the computer system described above, in which the proxy control means determines the end timing of the proxy control based on the progress of the game or the player's instruction operation (for example, the proxy control end timing definition data 671 in FIG. 18, steps S230 to S234 in FIG. 31).

[0028] According to the tenth invention, the computer system can determine the end timing of the proxy control based on the progress of the game or the player's instruction operation.

[0029] The eleventh invention is the computer system described above, further comprising a return protection control means that executes return protection control for setting the parameters of the player character to a predetermined advantageous state for a predetermined time after the end of the proxy control by the proxy control means (for example, the return protection control unit 228 in FIG. 17, the ability parameter values of the character control history data 732 in FIG. 12, step S238 in FIG. 31).

[0030] According to the eleventh invention, the computer system can temporarily protect the player character at the end of the proxy control.

[0031] The 12th invention is a computer system that further includes a suspension control means (e.g., suspension control unit 230 in FIG. 17, step S160 → step S194 in FIG. 30) for suspending the display control of the production video by the production video display control means based on a suspension operation of the player, and a privilege granting control means (e.g., privilege granting control unit 232 in FIG. 17, viewing privilege definition data 640 in FIG. 22, production viewing history data 780 in FIG. 23, step S240 in FIG. 31) for executing privilege granting control to grant a privilege to the player based on the displayed portion of the production video that has been displayed until it is suspended by the suspension control means.

[0032] According to the 12th invention, the computer system can grant a privilege to the player according to the displayed portion of the production video viewed by the player.

[0033] The 13th invention is a computer system in which the privilege granting control means executes, as the privilege granting control, control for changing the parameter value of the player character to a more advantageous value (e.g., player character parameter value change data 645c in FIG. 22).

[0034] According to the 13th invention, the computer system can change the parameter value of the player character to a more advantageous value as a privilege.

[0035] The 14th invention is a computer system that further includes a disadvantage occurrence determination means (e.g., disadvantage occurrence determination unit 234 in FIG. 17, step S162 in FIG. 30) for determining whether or not the disadvantageous situation condition is satisfied during the display control of the production video by the production video display control means, and a countermeasure control means (e.g., countermeasure control unit 236 in FIG. 17, step S168 in FIG. 30) for executing a predetermined countermeasure control when an affirmative determination is made by the disadvantage occurrence determination means.

[0036] According to the 14th invention, the computer system can cope with an adverse situation condition when it is satisfied during the display control of the production video.

[0037] According to the 15th invention, in the computer system described above, the adverse situation condition includes that the progress result of the game satisfies a given progress result adverse condition (for example, the progress result adverse condition data 545 in FIG. 5), and the coping control means executes, as the coping control, control to cancel the progress result of the game that satisfies the progress result adverse condition.

[0038] According to the 15th invention, the computer system can cancel the progress result of the game caused by an adverse situation.

[0039] According to the 16th invention, in the computer system described above, the production video display control means changes the display mode of the production video based on the progress state of the game during the display control of the production video (for example, the game progress state condition 565 in FIG. 7, steps S180 to S184 in FIG. 30).

[0040] According to the 16th invention, the computer system can change the display mode of the production video based on the progress state of the game during the display control of the production video.

[0041] According to the 17th invention, in the computer system described above, the computer system further includes a situation notification control means (for example, the situation notification control unit 238 in FIG. 17, the progress state notification definition data 580 in FIG. 20, steps S140 to S142 in FIG. 30) that performs control to notify the player of the progress state of the game during the display control of the production video by the production video display control means.

[0042] According to the 17th invention, the computer system can notify the player of the progress state of the game during the display control of the production video.

[0043] The 18th invention is a computer system in which the game is a multiplayer game in which a plurality of players operate their respective player terminals to play, and the production video display control means controls to display the production video on the player terminal of any one of the plurality of players, and controls to notify players other than the player whose production video is to be controlled by the production video display control means that the display control target player is the target of the production video display control (for example, the display control target player notification control unit 240 in FIG. 17, the display control target player notification 20 in FIG. 14, step S110 in FIG. 27), and is a computer system further comprising a display control target player notification control means.

[0044] According to the 18th invention, the computer system can notify players other than the display control target player which player is the display control target player of the production video.

[0045] The 19th invention is a computer system in which the game is a multiplayer game in which a plurality of players operate their respective player terminals to play, and the production video display control means controls to display the production video on the player terminal of any one of the plurality of players, and detects a participating player who has performed a participating play that satisfies a given participating play condition for the player character of the player whose production video is to be controlled by the production video display control means, and controls to give a given privilege to the participating player (for example, the participating privilege giving unit 242 in FIG. 17, the participating privilege definition data 650 in FIG. 18, steps S190 to S192 in FIG. 30), and is a computer system further comprising a participating privilege giving means.

[0046] According to the 19th invention, the computer system can give a given privilege to the participating player.

[0047] The 20th invention is a computer system that controls the execution of a game in which a player operates a player character to play, and 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, Based on a predetermined machine learning model learned based on teacher data that takes the progress of the game as input and outputs the operation content of the player at the time of the progress, based on the progress of the game during the display control of the production video, operation substitution control means for executing operation substitution control for substituting the operation of the player character on behalf of the player, A computer system comprising:

[0048] According to the 20th invention, the same effects as those of the 1st invention can be obtained.

[0049] The 21st invention is a game system comprising a player terminal which is a man-machine interface of the player, and a server system which is a computer system of any one of the 1st to 20th inventions.

[0050] According to the 21st invention, a game system capable of obtaining the same effects as those of the 1st to 20th inventions can be realized.

Brief Description of Drawings

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Mode for Carrying Out the Invention

[0052] Hereinafter, examples of embodiments of the present invention will be described. Of course, the forms to which the present invention can be applied are not limited to the following embodiments. FIG. 1 is a system configuration diagram showing a configuration example of the game system of the present embodiment. 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.

[0053] 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 via a network 9 so as to be capable of data communication. The player terminal 1500 is a man-machine interface (MMIF) in the game system 1000.

[0054] The network 9 means a communication path capable of data communication. That is, the network 9 includes, in addition to a dedicated line (dedicated cable) for direct connection and a LAN (Local Area Network) such as Ethernet (registered trademark), a telephone communication network, a cable network, the Internet, and the like.

[0055] The server system 1100 is a computer system that also functions as 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.

[0056] 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).

[0057] 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.

[0058] 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 .

[0059] The player terminals 1500 (1500a, 1500b, . . . ) are computer systems connectable to the network 9, such as personal computers, smartphones, wearable computers, portable game devices, home game devices, tablet computers, and the like.

[0060] 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.

[0061] 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, enabling data reading / writing and signal transmission / reception. Part or all of the control board 1550 may be configured with an ASIC, an FPGA, or a SoC.

[0062] 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 the functions as a man-machine interface of the game system 1000 and as a game client by executing a predetermined application program.

[0063] 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 it may also be configured to read from a storage medium such as a separately obtained memory card.

[0064] FIG. 2 is a diagram for explaining the game executed by the game system 1000 and also shows an example of the transition of the display screen including before and after displaying the production video.

[0065] 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. Among the plurality of players belonging to one team, some players may be computer-controlled players. In that case, the characters of the computer-controlled players become NPCs (non-player characters).

[0066] 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 encounter battles with the player characters of the opposing team, they aim to destroy the base of the opposing team while acquiring the flags arranged throughout 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.

[0067] On each player terminal 1500 of each player 2, as a display image, a game space image W2 showing the player character P1 operated by the player and the state of the surrounding game space is displayed. In the example of the game space image W2, it shows the state where the player character P1 has reached the flag point Fg and acquired one flag. There are no enemy characters around. The game space image W2 may be, for example, an image from the first-person perspective.

[0068] On the player terminal 1500 of player 2 where the game progress situation satisfies a given production activation condition, a 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 of a part of the screen. Also, the production video 10 is not limited to a video, but may also be a still image.

[0069] 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 operate while watching the performance video 10, the position of the player character P1 has not changed. There are still no enemy characters around.

[0070] Since the game of this embodiment is a real-time system, 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 while the performance video 10 is being displayed. However, since part or all of the game space image is hidden by the performance video 10, player 2 who has acquired the flag cannot visually confirm the game situation while watching the performance video 10, so even if the situation changes unfavorably, he cannot respond to it.

[0071] 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 can be seen, it may be possible to prepare for battle. However, if these 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.

[0072] Such a situation is a problem in real-time multiplayer games. In the case of a single-player game, such a problem does not occur if the game progress is temporarily stopped while the performance video 10 is being displayed. Even in a multiplayer game where all users play against NPCs (non-player characters) as the same team, if the performance video 10 is displayed on each user's terminal and the game progress is temporarily stopped during the display, such a problem does not occur. However, if the game progress is stopped in a real-time PvP type multiplayer game, it will be uninteresting for players other than player 2 who is watching the performance video 10.

[0073] 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 (if the result of the prediction determination is affirmative), it changes the display control of the production video 10 so as to reduce the disadvantages. Also, during the display of the production video 10, it executes control in which the server system 1100 substitutes the operation of the player character of the player viewing the production video 10.

[0074] 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 the flag.

[0075] Here, within the required time of the production video 10 for which the production activation condition is satisfied, the server system 1100 makes a prediction determination as to whether a disadvantage will occur for the player 2 (the player who has acquired the flag in the example of FIG. 3: hereinafter referred to as the "display control target player") for whom the production activation condition is satisfied.

[0076] FIG. 4 is a diagram for explaining the prediction determination. Regarding the prediction determination, the server system 1100 accumulates and stores the game progress status history data 730 and the game operation history data 740 for each player during the game.

[0077] The game progress status history data 730 stores various data describing the game progress status in time series. The game progress status history data 730 includes character control history data 732 prepared for each player character and team-specific status data 733 prepared for each team.

[0078] The character control history data 732 stores information on when and how the player character was controlled. Specifically, the character control history data 732 stores, for example, the character ID of the player character, the player account of the player character, and the recording timing. Further, it stores the position of the player character in the game space, the velocity vector, the posture of the player character, the ability parameter values, the used item information, the attack hit rate, and the like. The ability parameter values may include, for example, HP, MP, the remaining number of bullets, and the like.

[0079] The game operation history data 740 stores the content of the operation input by the player in chronological order. According to the game operation history data 740, it is possible to trace in chronological order what operation input the player corresponding to each player character made and when.

[0080] When the production activation condition is satisfied, the server system 1100 refers to the game progress situation history data 730 and the game operation history data 740. 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.

[0081] The example of FIG. 4 shows a prediction example in the situation of FIG. 3. The server system 1100 obtains the position of the enemy character E (E1, E2) advancing during the required time length of the production video 10 as the predicted position based on the latest velocity vector obtained for each enemy character E (E1, E2). Then, it predicts 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 display control target player. The same disadvantage may also be predicted based on the history of the game operation inputs of each player of the enemy characters E (E1, E2). For example, the moving speed may be obtained from the type of the moving operation, and the moving direction may be obtained from the moving direction operation, and the predicted position may be determined based on them.

[0082] Also, in the example of FIG. 4, the server system 1100 determines whether the friendly player character P2 and the enemy character E3 are in combat based on the game operation history and the game progress status history, or whether the opponent character has entered the attack range of one of the characters. If it is determined that they are in combat, it is determined whether the enemy character E3 is in the dominant position. If the enemy character E3 is determined to be in the dominant position, it is predicted that an adverse situation of "there may be friendly rescue" will occur. In the example of FIG. 4, the determination of the dominant position of the enemy character E3 is based on the high attack hit rate of the enemy character E3, the low HP of the friendly player 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 player character P2, etc.

[0083] FIG. 4 is only an example of an adverse situation. FIG. 5 is a diagram showing an example of the data configuration of the adverse situation definition data 540 that defines adverse situations. The adverse situation definition data 540 defines various adverse situations. The adverse situation definition data 540 stores, in association with an adverse situation ID 542, adverse situation condition data 544, an adverse situation explanation text 546, and a progress cancellation permission flag 547 (details will be described later).

[0084] The adverse situation condition data 544 indicates the criteria for determining that there is a certain degree or more of adversity for the player to be the display control target. In FIG. 5, the adverse situation condition data 544 is described as an explanatory text, but in reality, it is described by combining the types of operation inputs, the order of operation inputs, the threshold values and ranges of parameter values that describe the game operation status and the game progress status, etc. The description content may also represent the predicted result of the game progress. In that case, the adverse situation condition data 544 will include the progress result adverse condition data 545.

[0085] Returning to FIG. 3, since the result of the prediction determination is affirmative, the server system 1100 changes the content of the display control of the production video 10 from the initial settings. In the example of FIG. 3, the content of the display control is changed so that the display size of the production video 10 (10’) is smaller than the initial settings. As a result, the player to be subjected to display control, who will view the production video 10 (10’), can catch a glimpse of the game space image W6 hidden by the production video 10 (10’). Therefore, the player to be subjected to display control can visually recognize the approach of the enemy characters E1, E2 and can get ready to fight. That is, the player to be subjected to display control can take actions to reduce the disadvantage while the production video 10 (10’) is being displayed, or can be mentally prepared to take actions immediately after the end of the production display.

[0086] The pattern of change in the display control of the production video 10 is not limited to the example of FIG. 3. FIG. 6 is a diagram showing an example of the basic pattern constituting the change pattern. The type and content of the basic pattern can be set as appropriate. For example, the first basic pattern stops the production display itself. The second basic pattern is a change in the display size of the production video 10 by reduction or trimming. The third basic pattern is a change in the display position. The fourth basic pattern is a change in shortening the display time length of the production video 10. The fifth basic pattern is a change in the color tone of the production video 10. The sixth basic pattern is a change in the transparency of the production video 10. Of course, the basic pattern is not limited to these examples and can be set as appropriate.

[0087] The first to third basic patterns aim to reduce the area covered and hidden by the production video 10.

[0088] The fourth basic pattern aims to reduce the duration of time covered by the production video 10. Specifically, when the result of the prediction determination of disadvantage is affirmative, the production video 10 changes the display control content so as to shorten the display duration L according to the initial control content to a display duration L’ (<L). The shortening of the display duration may be realized by reducing the content of the production video 10. For example, 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 duration is preferably a digest version that selects only the highlights. Also, it may be possible to realize the shortening of the display duration by making the playback speed of the production video 10 faster than the initial set value.

[0089] The fifth basic pattern aims to make the production video 10 less conspicuous than the game space image. Specifically, the color information of the production video 10 is changed from the initial setting. It may be rephrased as “change the color tone”, “change the color shade”, or “change the tone”.

[0090] The sixth basic pattern aims to make the game space image visible through the production video 10. Specifically, the transparency of the production video 10 is increased from the initial setting.

[0091] For each production video 10, one of the change patterns may be applied as an initial setting according to the production 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 production 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 the number and combination of the basic patterns constituting the change pattern, various variations can be prepared for the change of the display control.

[0092] FIG. 7 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 (by the number of basic patterns and variations of combinations). 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.

[0093] The used basic pattern list 553 indicates which of the first to sixth basic patterns are combined to create the change pattern.

[0094] The change requirement data 560 is data that defines the conditions to be satisfied for applying the change pattern, and indicates which production video 10 can have its display control changed from the initial settings under what circumstances. 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 production category condition 562, a disadvantage ID condition 564, a disadvantage number condition 566, and the like.

[0095] The video type condition 561 indicates the type of video or still image. The production category condition 562 is a condition regarding the production purpose. The categorization can be set as appropriate. For example, productions that greatly affect the win or loss of a game such as flag acquisition can be categorized as major productions, productions accompanying the activation of special moves can be categorized as standard productions, and productions for creating an atmosphere can be categorized as minor productions, and so on.

[0096] The disadvantage ID condition 564 is a condition regarding the type of disadvantage. Since a disadvantage is a specific game progress situation, the disadvantage ID condition 564 can also be said to be a game progress situation condition 565.

[0097] The disadvantage number condition 566 is a condition regarding the number of disadvantages 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".

[0098] 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 reduction setting 575, a color information change setting 576, and a transparency change setting 577. Of course, other data can also be appropriately included according to the number and content of the change patterns.

[0099] 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.

[0100] 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 set related to the display magnification, the direction and amount of trimming, and the mask of trimming. The display size is not limited to being fixed and can also be set to change over time.

[0101] 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. For example, in order to prevent an enemy that has entered the shooting frame of a virtual camera, which is the shooting viewpoint of the game space image, from being invisible or difficult to see, the display position can be sequentially set so as to avoid the enemy.

[0102] The reduction setting 575 is a setting corresponding to the fourth basic pattern and specifies how much and how to reduce. For example, it stores a predetermined value indicating content reduction, a playback speed magnification, etc.

[0103] The color information change setting 576 is a setting corresponding to the fifth basic pattern and specifies how to change the color. For example, it stores a color tone change amount, a specified color tone palette, etc.

[0104] The transparency change setting 577 is a setting corresponding to the sixth basic pattern and stores the set value of the transparency.

[0105] Depending on the setting of the change content setting data 570, a variety of 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 the effect of which production video 10 is satisfied and what kind of disadvantages are predicted.

[0106] Returning to FIG. 3, the server system 1100 executes operation substitution control, which is control to substitute the operation of the player character P1 in addition to changing the way of displaying the production video 10 (10').

[0107] The operation substitution control is an operation control that is executed at least while the production video 10 (10') is being displayed and causes the player character P1 to take actions that reduce the disadvantages for the player character P1.

[0108] In the example of FIG. 3, as shown in the game space image W6, while the production video 10 (10') is being displayed, the enemy character E1 is approaching and encountering the player character P1. The server system 1100 causes the player character P1 to install the first directional mine 14a in the approaching direction of the enemy character E1 by executing the operation substitution control. Furthermore, considering the situation after the enemy character E1 destroys the first directional mine 14a, the server system 1100 causes the player character P1 to install the second directional mine 14b in the path where the enemy character E1 approaches the flag point Fg. And the player character P1 itself is evacuated to the back side of the background object 19 that cannot be directly seen from the enemy character E1.

[0109] When a player of the enemy character E1 sees the player character P1 setting up the first directional mine 14a, they will likely refrain from approaching recklessly and launching a preemptive attack on the player character P1. Also, when a player of the enemy character E1 sees the player character P1 moving behind the background object 19, they will likely hesitate to take actions that gain geographical advantages, such as going around the back of the background object 19 and attacking the side of the player character P1. As a result, the likelihood of reducing the disadvantage to the player being controlled for display due to the approach of the enemy character E1 increases.

[0110] When the production video 10 (10’) ends and the production video 10 is erased, the player being displayed will visually confirm the game situation by looking at the game space image W8. In the game space image W8, the game progress has advanced further than in the game space image W6, and in addition to the enemy character E1, the enemy character E2 is also approaching the player character P1. However, due to the server system 1100 performing the proxy operation, the directional mines 14 (14a, 14b) are set, and the response to the battle is sufficient.

[0111] If the proxy operation is not performed, the player being displayed may not be able to know the approach of the enemy characters E1 and E2 from the game space image W6 that can be glimpsed while the production video 10 (10’) is being displayed, and may not be able to make sufficient preparations for the battle. That is, while watching the production video 10 (10’), the player may have fallen into an overwhelmingly disadvantageous situation.

[0112] Now, although the player being controlled for display can view the game space image W8 after the production video 10 (10’) ends, it may be difficult to immediately understand and grasp the current situation. For example, if the understanding of the current situation is delayed, the player may lag behind the enemy's movements.

[0113] Therefore, the server system 1100 executes one of "continuing the proxy operation", "display control of the progress notification 15 (15a, 15b)", "display control of the proxy operation content notification 16", and "protection control at the time of return".

[0114] "Continued operation delegation" means that from the end of the display control of the production video 10 (10'), operation delegation control is continuously executed for a predetermined short period of about 10 seconds or less according to the game progress status at the end time. This can reduce the disadvantages that occur until the player to be displayed control grasps the current situation after the end of the production video 10 (10'). The remaining time for which the operation delegation continues is displayed as a countdown display 17.

[0115] The progress status notification 15 (15a, 15b) notifies about changes in the game progress status related to disadvantages from during the display of the production video 10 (10') until the end of the operation delegation. The progress status notification 15 may be text or an icon such as a mark or symbol.

[0116] In the example of FIG. 3, the progress status notification 15a is displayed during the display of the production video 10 (10') and reports the approach of the enemy character E1. The progress status notification 15b is displayed while the operation delegation control continues after the end of the display of the production video 10 (10') and reports the approach of the enemy character E2. Each is automatically erased from the screen after being displayed for a certain period of time.

[0117] The operation delegation content notification 16 notifies the content of the operation delegation control executed during the display of the production video 10 (10') after the end of the display control of the production video 10 (10'). The operation delegation content notification 16 may be text or an icon such as a mark or symbol. The operation delegation content notification 16 is displayed after the end of the display of the production video 10 (10') and is automatically erased from the screen after being displayed for a certain period of time.

[0118] The progress status notification 15 and the operation delegation content notification 16 help the player to be displayed control quickly grasp how the current situation (the situation of the game space image W8) has been reached by what operation delegation control has been performed.

[0119] Upon return, the protection control sets the parameters of the player character P1 to a predetermined advantageous state for a predetermined period of time (or a predetermined period of time from the end of the proxy operation control) from the end of the continuation of the proxy operation control. Specifically, the parameters may be changed so as to set the "invincible state setting flag" and the "attack unconditional avoidance flag" so that the player character P1 does not receive damage even when attacked by an enemy character E1 or the like. The parameters may be changed so as to set the "damage reduction flag" so that damage is reduced even when damage is received. During the execution of the return protection control, a predetermined return protection notification 18 is attached and displayed to the player character P1. This notifies the target player of the display that the player character P1 is being protected.

[0120] By these controls, it is possible to reduce the disadvantages for the player whose display is to be controlled during the short time required to grasp the current situation immediately after the end of the display control of the production video 10 (10').

[0121] Next, the proxy operation control will be described in more detail. FIG. 8 is a diagram showing a display example of a first setting screen W11 for receiving a setting operation related to the proxy operation control.

[0122] For the proxy operation control, three basic policies are prepared in advance: (1) not performing proxy operation, (2) leaving it to chance, and (3) performing proxy operation according to the situation. Before the game starts, the server system 1100 displays the first setting screen W11 for each player and receives a selection operation by the player regarding the basic policy of the proxy operation control. For example, on the first setting screen W11, first selection operation icons 30 (30a, 30b, 30c) for each basic policy are displayed. When the icon is touched, a check mark is displayed, indicating that the basic setting of the icon has been selected. When the first determination operation icon 32 is operated, the selection and setting on the first setting screen W11 are completed.

[0123] When the first basic policy "Do not perform operation substitution" is selected, the operation substitution control is not executed in the first place. When the second basic policy "Entrust" is selected, the operation substitution control is executed completely automatically. When the third basic policy "Perform operation substitution according to the situation" is selected, the player can specify whether to perform the operation substitution control individually according to the content of the predicted disadvantage.

[0124] When the first decision operation icon 32 is operated in a state where the first selection operation icon 30c corresponding to the second basic policy is selected, the second setting screen W12 as shown in FIG. 9 is displayed on the player terminal 1500.

[0125] On the second setting screen W12, the second selection operation icons 36 are displayed in association with the disadvantage content explanations 34 defined in the disadvantage definition data 540. The player 2 selects and operates (for example, touches) the second selection operation icon 36 corresponding to the disadvantage that he / she wants to reduce by the operation substitution control by the computer among the disadvantages that would be troublesome if they occurred while the production video 10 is being displayed for himself / herself.

[0126] When the second decision operation icon 38 is operated on the second setting screen W12, the third setting screen W13 as shown in FIG. 10 is then displayed. The third setting screen W13 displays the third selection operation icon 42 corresponding to the operation substitution type explanation 40 for each type of operation substitution and the third decision operation icon 44, and accepts the selection operation of the type of operation substitution that may be executed as the operation substitution control.

[0127] The results of the selection operations input on the first setting screen W11, the second setting screen W12, and the third setting screen W13 are recorded and stored as operation substitution setting data 720 for each player as shown in FIG. 11, for example. One operation substitution setting data 720 includes a player account 721, a basic policy setting 723, an applicable disadvantage ID list 725, and control specification data 727.

[0128] The basic policy setting 723 is the selection result on the first setting screen W11 and indicates one of the first to third basic policies. The application disadvantage ID list 725 is the selection result on the second setting screen W12 and can also be said to be the application disadvantage situation condition data 726. The control specification data 727 is the selection result on the third setting screen W13 and is, for example, a list of operation types permitted and selected as proxy operations.

[0129] FIG. 12 is a diagram for explaining the proxy operation (hereinafter referred to as the entrusted proxy operation) when the second basic policy "entrust" is set. The entrusted proxy operation is executed based on the player's operation tendency.

[0130] The player's operation tendency is determined by executing a predetermined operation tendency analysis process based on the game progress situation history data 730 and the game operation history data 740. The result of the operation tendency analysis process is stored and saved as the situation-specific operation tendency data 750.

[0131] The situation-specific operation tendency data 750 includes a player account 751, an operation tendency ID 753, prerequisite game progress situation data 755, and operation type-specific performance data 757. The situation-specific operation tendency data 750 is prepared separately for the prerequisite game progress situation data 755, and the operation type-specific performance data 757 is set by the operation tendency analysis process.

[0132] That is, in the operation tendency analysis process, the game progress situation history data 730 that matches the prerequisite game progress situation data 755 is searched, and the types of operations input by the player within a predetermined time from the recording timing of the searched history data are extracted from the game operation history data 740. Based on the extracted results, the input frequency for each operation type is statistically calculated, and the operation type-specific performance data 757 is set. The operation type-specific performance data 757 is created for each operation type, for example, and stores the operation type, the past input frequency, and the performance ratio (the ratio of the past input frequency of the tendency data to all past input frequencies).

[0133] When performing the proxy operation, search for the situation-specific operation trend data 750 corresponding to the situation where the game progress status at the time of execution corresponds to the status indicated by the prerequisite game progress status data 755. Then, determine the type of proxy operation (hereinafter referred to as the trend-conforming operation type) from among the operation types indicated by the operation type-specific performance data 757. The trend-conforming operation type may be, for example, the operation type with the largest number of past inputs or performance ratio, or may be determined by a random lottery in which the higher the number of past inputs or performance ratio, the higher the probability of being selected. Information on the determined trend-conforming operation type is recorded and stored in time series and notified to the display control target player as the proxy operation content notification 16 (see Figure 3).

[0134] Next, the third basic policy, "proxy operation according to situation", will be explained. Figure 13 is a diagram showing an example of the data structure of the situation-specific proxy operation definition data 600 referred to when performing the situation-specific proxy operation. The situation-specific proxy operation definition data 600 is prepared for each operation type and stores the operation type 602 and the execution requirement data 610 in association with each other. Of course, other data may also be stored as appropriate.

[0135] The execution requirement data 610 is described by combining ANDs and ORs of a plurality of sub-conditions. As the sub-conditions, an effect video ID condition 611, an effect video required time condition 612, an effect video display timing condition 614, a prerequisite game progress status condition 616, a disadvantage type condition 618, etc. may be used.

[0136] The effect video ID condition 611 stores the identification information (ID) of the specific effect video 10 and is used when setting the definition data of the proxy operation corresponding to the specific effect video 10. The effect video required time condition 612 is described by a range or threshold value regarding the required time from the start to the end of the display of the effect video 10.

[0137] The production video display timing condition 614 is a condition regarding at what timing the production video 10 starts to be displayed after the game play starts. Specifically, it is described by the range and threshold of the elapsed time since the start of the game play. Since the operation delegation is executed behind the production video 10, it can also be said that the production video display timing condition 614 is the operation delegation execution timing condition 615.

[0138] The prerequisite game progress situation condition 616 corresponds to the prerequisite game progress situation data 755 of the situation-specific operation tendency data 750 (see FIG. 12). The disadvantage type condition 618 is described as a list of identification information (ID) of the disadvantages whose occurrence is predicted.

[0139] By appropriately setting the contents of these sub-conditions, various situations can be set, and it is possible to finely and diversely set which type of character operation should be applied and executed as operation delegation according to the situation. Therefore, it can also be said that "operation delegation according to the situation" is executed based on at least one of the display timing of the production video and the progress situation of the game at the display timing.

[0140] In addition, the sub-conditions can be appropriately set in addition to the above. For example, sub-conditions such as the player level condition described by the range and threshold of the player level, and the equipment condition regarding the equipment of the player character, may be set. The sub-conditions can also be substantially set to "no setting" or "no restriction".

[0141] FIG. 14 is a diagram for explaining an example of the display of the player notification 20 for display control target. The player notification 20 for display control target is one of the devices for enhancing the play satisfaction in relation to the operation delegation control. The player notification 20 for display control target is a display for notifying players other than the player for display control of the production video 10 that the player for display control of the production video has become the target for display control.

[0142] The display control target player notification 20 is displayed including, for example, a player icon 21 indicating the target player to be displayed and a notification icon 22 for evoking a production video. In the example of FIG. 14, the display control target player is the first player 2a. The display control target player notification 20 is displayed on the player terminal 1500b of the second player 2b and the player terminal 1500c of the third player 2c, who are allies / teammates of the display control target player (the first player 2a).

[0143] By the display of the display control target player notification 20, the second player 2b and the third player 2c can know that there is a possibility that they cannot fully grasp the situation of the game space because the display control target player (the first player 2a) is watching the production video 10. Therefore, considering the possibility that the team play of the first player 2a may become slower or insufficient than usual, they can assemble their own play. For example, the second player 2b and the third player 2c can supplement the possible lack of team play caused by the display control target player (the first player 2a) watching the production video 10 by proceeding with participation actions related to the first player 2a.

[0144] Returning to FIG. 3, thanks to the operation proxy control by the server system 1100, even in a real-time PvP type multiplayer game, the display control target player can watch the production video 10 (10') with confidence.

[0145] During the display of the production video 10 (10'), if a predetermined cancellation operation is input by the display control target player, the server system 1100 immediately cancels the display of the production video 10 (10') to the display control target player who performed the cancellation operation. That is, the display control target player can immediately stop watching the production video 10 (10') at any time and view the game space image W6 hidden by the production video 10 (10') to grasp the game progress situation.

[0146] FIG. 15 is a diagram for explaining participation actions and participation benefits. The participation action is an action that satisfies the given participation play conditions. The participation action is that a player character of another player makes some kind of participation in the player character P1 of the player to be display-controlled, and the details can be set as appropriate according to the game content.

[0147] The participation play conditions may be described using conditions regarding the relative positions of the player character P1 of the player to be display-controlled and the player characters of other players, and conditions regarding the types of actions such as attacks and recoveries and the targets of such actions of the player characters of other players. Also, it may be described using the ranges of various parameter values related to the actions and the conditions of thresholds, etc.

[0148] In this embodiment, for example, it is approaching the player character P1 of the player to be display-controlled, providing support to the player character P1, etc. As support, for example, it may be an attack on the enemy character E1 encountered by the player character P1, or the use of a recovery item on the player character P1. Also, it may be the replenishment of ammunition, items, etc. that are divided and enter the position between the player character P1 and the enemy character E1.

[0149] In the example of FIG. 15, an example of a participation action in which the player character P3 of the third player 2c approaches within a predetermined distance of the player character P1 of the first player 2a who is the player to be display-controlled is shown. To the player of the player character P3 that has performed the participation action (participating player; third player 2c), a participation privilege 26 corresponding to the content of the participation action is given. As the participation privilege 26, controls that change the ability parameter values of the player character that has performed the participation action to more advantageous values, such as the recovery, improvement, and granting of ability parameter values, and privileges such as granting items that change to more advantageous values can be set as appropriate.

[0150] In this embodiment, the participation action is valid only for the players of the ally team of the player to be controlled. However, depending on the game content, it may be possible to make the participation action valid for the players of the enemy team and grant the participation privilege 26.

[0151] FIG. 16 is a diagram for explaining viewing privileges. As described above, the player to be display-controlled can arbitrarily stop the display of the production video 10(10’) by performing a stop operation. However, the production video 10 is an important element for livening up the game, and from the perspective of the game producer, it is desirable for the player to watch the production video 10 as much as possible. The viewing privilege is a device that suppresses the stop operation by the player and encourages the player to watch the production video 10 more.

[0152] Every time the production video 10 is displayed for the player to be display-controlled, the server system 1100 stores and saves production viewing history data 780. One piece of production viewing history data 780 includes the player account to be display-controlled, the viewing date and time, the ID of the production video to be viewed, the displayed time, and the viewing ratio. The viewing ratio is the ratio of the displayed time to the required time of the production video 10 of the ID of the production video to be viewed.

[0153] The server system 1100 statistically processes the production viewing history data 780 for each player, determines how much of the production video 10 that the player has obtained viewing opportunities so far has been viewed, and grants the viewing privilege 28 to the player. The content of the viewing privilege 28 can be appropriately set according to the game content. In the present embodiment, control is performed to change the parameter value of the player character P1 of the player to be display-controlled to a more advantageous value. Specifically, it may be to change the ability parameter value to an advantageous value (for example, ability improvement, skill granting, damage recovery, etc.), granting of items, release of usable items, release of playable game stages and scenarios, granting of item lottery rights, etc.

[0154] Next, the functional configuration will be described. FIG. 17 is a block diagram showing an example of the functional configuration 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.

[0155] 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.

[0156] The server processing unit 200s is realized by, for example, a processor such as a CPU, a GPU, an ASIC, an FPGA, etc. which are arithmetic circuits, and 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 the 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.

[0157] 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.

[0158] 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.

[0159] The game management unit 210 includes a production video display control unit 212, a prediction determination unit 214, a game progress control unit 216, an operation proxy control unit 218, an adverse situation condition setting unit 220, and an operation proxy related notification control unit 222. Also, it includes an operation tendency determination unit 224, a control norm setting unit 226, a protection control unit 228 at the time of return, a stop control unit 230, a privilege granting control unit 232, and an adverse occurrence determination unit 234. Also, it includes a countermeasure control unit 236, a situation notification control unit 238, a display control target player notification control unit 240, and a participation privilege granting unit 242. Of course, other functional units may also be included.

[0160] The performance video display control unit 212 performs control to display a given performance video 10 when a given performance activation condition is satisfied. Further, the performance video display control unit 212 changes the display mode of the performance video based on the progress of the game during the display control of the performance video 10. For example, in the change pattern definition data 550 (see FIG. 7), the change requirement data 560 includes a disadvantage ID condition 564 and a game progress condition 565, and the display mode of the performance video 10 changes based on the progress of the game. Also, control to change the display position of the performance video 10 (10’) so as to avoid the enemy character E1 that has been frame-in corresponds to this (see the display position change setting 573 in FIG. 7).

[0161] The prediction determination unit 214 predicts and determines whether or not 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 performance video 10 by the performance video display control unit 212 is satisfied, based at least on the progress of the game.

[0162] The game progress control unit 216 performs various controls related to game execution. Specifically, background objects are arranged in the virtual three-dimensional space to set the game space, and characters such as player characters and various NPCs are arranged in the game space. Then, the operation of the player character is controlled according to the operation input by the player 2, and the actions of the NPCs are automatically controlled according to the progress of the game. Also, the game score is determined. Since the game of this embodiment is a real-time PvP type multiplayer game, the game progress control unit 216 advances the game regardless of whether or not the performance video display control unit 212 is performing display control of the performance video 10.

[0163] The operation proxy control unit 218 executes operation proxy control to proxy the operation of the player character (the player using the player terminal 1500 on which the performance video 10 is displayed; the player to be display-controlled) during the display control of the performance video 10. Specifically, operation proxy control is executed when the determination result of the prediction determination unit 214 is affirmative (the disadvantage situation condition is satisfied; when it is predicted that a disadvantage will occur).

[0164] Then, the operation proxy control unit 218 determines the end timing of the operation proxy control based on the progress status of the game or the player's instruction operation. The countdown display 17 displays the remaining time from the display duration of the production video 10 to the end timing of the operation proxy control (see FIG. 3). Also, the suspension of the production video 10 due to the input of a suspension operation by the player whose display is to be controlled corresponds to this.

[0165] The disadvantageous situation condition setting unit 220 sets the disadvantageous situation condition based on the player's setting operation. The display control related to the second setting screen W12 and the process related to the storage of the input result on the screen correspond to this (see FIG. 9).

[0166] The operation proxy related notification control unit 222 performs notification control to notify the player of the content of the operation proxy control by the operation proxy control unit 218 and / or the progress status of the game during the operation proxy control in response to the end of the display control of the production video. The display control related to the progress status notification 15 (15a) and the operation proxy content notification 16 corresponds to this (see FIG. 3).

[0167] The operation tendency determination unit 224 determines the operation tendency of the player. The operation tendency analysis process and the generation and management of the situation-specific operation tendency data 750 including the analysis result, and the process related to the determination of the operation types conforming to the tendency correspond to this (see FIG. 12).

[0168] The control specification setting unit 226 sets the control specification of the operation proxy control based on the player's setting operation. The display control related to the third setting screen W13 and the process related to the storage of the input result on the screen correspond to this (see FIG. 10).

[0169] The return protection control unit 228 executes return protection control to set the parameters of the player character to a predetermined advantageous state for a predetermined time from the end of the operation proxy control by the operation proxy control unit 218. The display control of the return protection notification 18 is also included in this (see FIG. 3).

[0170] The pause control unit 230 pauses the display control of the production video 10 by the production video display control unit 212 based on the pause operation of the player.

[0171] The privilege granting control unit 232 executes privilege granting control to grant a privilege to the player based on the displayed portion of the production video 10 that has been displayed until it is paused by the pause control unit 230. The control related to the granting of the viewing privilege 28 corresponds to this (see Fig. 16).

[0172] The disadvantage occurrence determination unit 234 determines whether or not the disadvantage situation condition is satisfied during the display control of the production video 10 by the production video display control unit 212.

[0173] When a positive determination is made by the disadvantage occurrence determination unit 234, the countermeasure control unit 236 executes predetermined countermeasure control. Specifically, when the disadvantage situation condition includes that the game progress result satisfies a given progress result disadvantage condition, the countermeasure control unit 236 executes, as the countermeasure control, control to cancel the game progress result that satisfies the progress result disadvantage condition based on the operation instruction of the player. As the countermeasure control, control to grant a given privilege to the player may also be executed.

[0174] The situation notification control unit 238 performs control to notify the player of the progress situation of the game during the display control of the production video 10 by the production video display control unit 212. The display control related to the progress situation notification 15(15b) corresponds to this (see Fig. 3).

[0175] The display control target player notification control unit 240 performs control to notify players other than the display control target player of the production video 10 by the production video display control unit 212 that the display control target player is the display control target of the production video 10. The control related to the display of the display control target player notification 20 corresponds to this (see Fig. 14).

[0176] The participation privilege granting unit 242 detects a participating player who has performed a participation play that satisfies a given participation play condition with respect to the player character of the player to be controlled for displaying the production video by the production video display control unit 212, and performs control to grant a given privilege to the participating player. Detection of the target for granting the participation privilege 26 and control related to selection and granting of the participation privilege 26 to be granted correspond to this (see FIG. 15).

[0177] The time measurement unit 280s performs various time measurements such as the current date and time and the time limit using the system clock.

[0178] The sound generation unit 290s is realized by executing an IC or software for generating and decoding audio data. The sound generation unit 290s outputs the generated audio 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 audio signal.

[0179] 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 for displaying images such as a flat panel display, a head-mounted display, a projector, etc.

[0180] 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 and control circuit of a wired communication cable, etc. In the example of FIG. 1, the communication device 1153 corresponds to this.

[0181] 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. Further, the server storage unit 500s is used as a work area of 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, IC memories such as RAM and ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs and DVDs, online storage, and the like. In the example of FIG. 1, storage media such as the IC memory 1152 and hard disk mounted on the server system 1100 correspond to this.

[0182] FIG. 18 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 690, play data 700, and the current date and time 900. Note that the server storage unit 500s also appropriately stores other programs and data (for example, timers, counters, various flags, etc.).

[0183] The server program 501 is a program for realizing the functions as the user management unit 202 and the game management unit 210.

[0184] The client program 503 for distribution is the original of the client program provided to and executed on the player terminal 1500.

[0185] 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, and the like.

[0186] In addition, the game initial setting data 510 includes production video definition data 520, disadvantage definition data 540 (see FIG. 5), change pattern definition data 550 (see FIG. 7), progress notification definition data 580, and situation-specific operation proxy definition data 600 (see FIG. 12). It also includes operation proxy content notification definition data 630, viewing privilege definition data 640, participation privilege definition data 650, countermeasure privilege definition data 660, and return count number definition data 670. Of course, other data may also be appropriately included.

[0187] FIG. 19 is a diagram showing an example of the data configuration of the production video definition data 520. The production video definition data 520 is prepared for each type of production video 10 and stores various initial setting data related to the production video 10. One production video definition data 520 stores, for example, a production video ID 521, production activation condition data 522, and production video metadata 523. It also stores initial display control content data 524 and initial setting production video data 525. Of course, other data may also be appropriately stored.

[0188] The production video metadata 523 includes, for example, the video type of the production video 10, production category, required time, reduction target range information, etc. The reduction target range information is specified, for example, by the range of video frame numbers, threshold values, cut numbers, etc. The reduction target range information is referred to when reducing the required 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 data of the production video 10 (10'; see FIG. 3) after the display control change each time, a part of the initial setting production video data 525 is omitted and generated according to the specification of the reduction target range information.

[0189] The initial display control content data 524 may include information such as the initial display size, initial display position, initial display time length, initial playback speed, initial display color information, and initial transparency.

[0190] FIG. 20 is a diagram showing an example of the data configuration of the progress notification definition data 580. The progress notification definition data 580 stores by associating a situation ID 582, situation determination criterion data 584, and progress notification data 586. Although the situation determination criterion data 584 is illustrated as explanatory text, actually, it is described by combining parameters such as the type of operation input, the order of operation inputs, threshold values and ranges of parameter values that describe the game operation status and game progress status, and the like. The progress notification data 586 indicates the display content of the progress notification 15 (see FIG. 3). The progress notification data 586 is data such as text, symbol marks, and icons, for example.

[0191] FIG. 21 is a diagram showing an example of the data configuration of the operation proxy content notification definition data 630. The operation proxy content notification definition data 630 stores by associating an operation type 632 and operation proxy content notification data 634. The operation type 632 corresponds to the tendency-compliant operation type determined based on the situation-specific operation tendency data 750 (see FIG. 12) when executing the "entrusted operation proxy". Also, it corresponds to the operation type 602 (see FIG. 13) of the situation-specific operation proxy definition data 600 related to the "situation-specific operation proxy". The operation proxy content notification data 634 indicates the display content of the operation proxy content notification 16 (see FIG. 3). The operation proxy content notification data 634 is data such as text, symbol marks, and icons, for example.

[0192] FIG. 22 is a diagram showing an example of the data configuration of the viewing privilege definition data 640. The viewing privilege definition data 640 is prepared for each type of viewing privilege 28. The viewing privilege definition data 640 includes a viewing privilege ID 641, privilege grant requirement data 643, and privilege content data 645.

[0193] The privilege grant requirement data 643 is described by combining one or more sub-conditions with AND or OR. The sub-conditions are set so that it can be determined whether the conditions are satisfied based on the data items included in the production viewing history data 780 (see FIG. 16).

[0194] For example, as sub-conditions, a viewing date and time condition 643a, a viewed production video ID condition 643b, a viewing count condition 643c for the number of viewed production videos 10, etc. may be used. Also, a displayed time length condition 643d for the total or average value of the display time length, a viewing ratio condition 643e for the average or median value of the viewing ratio, etc. may be used. Note that the sub-conditions may be set to be substantially "no setting" and "no restriction". As sub-conditions, conditions regarding the player level, etc. may be added.

[0195] The privilege content data 645 includes game progress parameter value change data 645a that changes parameter values related to game progress, and production parameter value change data 645b that changes parameter values related to the control of the production video 10. Also, it includes player character parameter value change data 645c that changes parameter values related to the player character.

[0196] Returning to FIG. 18, the participation privilege definition data 650 is prepared for each type of participation privilege 26 (see FIG. 15). One participation privilege definition data 650 includes participation play conditions and participation privilege content data. Of course, other data can also be included as appropriate. The participation play conditions also serve as the requirements for granting the corresponding participation privilege. Also, it shows the criteria for determining the target participating player (the player who has made their player character participate in the player character of the player to be displayed and controlled). The participation privilege content data has, for example, the same data configuration as the privilege content data 645 of the viewing privilege definition data 640. The content of the participation privilege 26 may be different from the content of the viewing privilege 28, or may be partially or entirely common.

[0197] The countermeasure privilege definition data 660 is prepared for each type of countermeasure privilege to address and compensate for the disadvantages that occurred during the display of the production video 10. One piece of countermeasure privilege definition data 660 includes a countermeasure disadvantage ID indicating the disadvantage to which the definition data is applied and countermeasure privilege content data. Of course, other data can also be appropriately included. The countermeasure privilege content data has, for example, the same data structure as the privilege content data 645 of the viewing privilege definition data 640. The content of the countermeasure privilege may be different from the content of the participation privilege 26 or the viewing privilege 28, or may be partially or entirely common.

[0198] The return count number definition data 670 is data that defines the duration for which the operation proxy control after the end of the display of the production video 10 continues. The return count number definition data 670 is prepared for each type of disadvantage ID predicted in the prediction determination before the start of the display of the production video 10 or the disadvantage ID of the disadvantage that occurred during the display of the production video 10. And it defines the return count number.

[0199] When the return count increments, the ongoing operation proxy ends, so it can be said that the return count number definition data 670 is the operation proxy end timing definition data 671.

[0200] The user management data 690 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 piece of user management data 690 includes, for example, user accounts, team registration data, save data such as player characters, and so on. Of course, other data can also be appropriately included.

[0201] Play data 700 is created for each game play and includes various data related to game progress control of the game play. One play data 700 includes, for example, as shown in FIG. 23, a play ID 701, a play start date and time 702, a player account list 704 by team (equivalent to matching data), and player-specific display control data 706. Further, it includes operation proxy setting data 720 (see FIG. 11), game progress status history data 730 (see FIG. 12), game operation history data 740 (see FIG. 12), and operation tendency data 750 by situation (see FIG. 12). Further, it includes production video display control data 770, production video viewing history data 780 (see FIG. 16), operation proxy history data 782, and predicted occurrence disadvantage ID 784. Of course, other data can also be appropriately included.

[0202] The player-specific display control data 706 is prepared for each player. One player-specific display control data 706 includes a player account, game space image data, production video data of the production video 10, and display image data. Of course, other data can also be appropriately included. The display image data is data of an image displayed on the player terminal 1500 in which the production video 10 is synthesized on the game space image.

[0203] FIG. 24 is a diagram showing an example of the data configuration of the production video display control data 770. The production video display control data 770 stores various data related to the generation and display control of the production video 10. For example, the production video display control data 770 includes a display target production video ID 771, a display control target player account 772, a predicted occurrence disadvantage ID 773, an application change pattern ID 774, and application display control content data 775. Of course, other data can also be appropriately included.

[0204] The initial value of the predicted occurrence disadvantage ID 773 is not set. When it occurs in the prediction determination, the disadvantage ID determined to be positive is added. The applicable display control content data 775 includes, for example, applicable display size, applicable display position, applicable display duration, applicable playback speed, applicable display color information, applicable transparency information, and the like.

[0205] Returning to FIG. 23, the operation proxy history data 782 is created each time an operation proxy is executed. One piece of operation proxy history data 782 includes the player account for display control, and a list of trend-matching operation types described in the order in which the trend-matching operation types (see FIG. 12) were determined and executed.

[0206] FIG. 25 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.

[0207] 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, and the like.

[0208] 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, the 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.

[0209] The terminal processing unit 200 has 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.

[0210] The client control unit 260 performs various controls to make the player terminal 1500 function as a man-machine interface as control for the client in the game system 1000. Specifically, the client control unit 260 includes an operation input information providing unit 261 and a display control unit 262.

[0211] The operation input information providing unit 261 performs control to transmit operation input information to the server system 1100 in response to an input from the operation input unit 100.

[0212] The display control unit 262 performs control to display various images based on the data received from the server system 1100.

[0213] The timing unit 280 performs timing of the current date and time, the time limit, etc. using the system clock.

[0214] 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.

[0215] 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.

[0216] 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.

[0217] The terminal storage unit 500 stores a program for enabling the terminal processing unit 200 to realize a given function, 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.

[0218] Specifically, the terminal storage unit 500 stores a client program 800 (application program) for enabling the player terminal 1500 to function as the client control unit 260. Further, 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.

[0219] FIG. 26 and FIG. 27 are flowcharts for explaining the flow of processing executed by the server system 1100. For the sake of convenience, the display control target player is described as one person, but in actual operation, a plurality of players can be the display control target players at the same time.

[0220] As shown in FIG. 26, the server system 1100 first performs matching to determine the members of both teams for the battle play (step S10). Next, on the player terminal 1500 of each player 2, the first setting screen W11 to the third setting screen W13 are appropriately displayed, and selection operations for each of the basic policy, application disadvantage, and control rules of the operation proxy control are received, and the operation proxy setting data 720 (see FIG. 11) is set (step S12).

[0221] Next, the server system 1100 starts generating the game space image for each player 2 (step S14) and starts generating the display image for each player (step S16). At this stage, the production video 10 is not displayed. Then, the server system 1100 starts the game progress control (step S18).

[0222] When starting the game progress control, the server system 1100 starts accumulating and recording the game progress status history data 730 and the game operation history data 740 (step S20; see FIG. 12). Then, the sequential update of the situation-specific operation tendency data 750 accompanying the update of the game progress status history data 730 and the game operation history data 740 is started (step S22; see FIG. 12).

[0223] Also, 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 conditions are satisfied (YES in step S24), the server system 1100 creates the production video display control data 770 (see FIG. 24). Then, the player 2 of the player character for which the production activation conditions are satisfied is set as the display control target player (step S26). Next, the server system 1100 executes the prediction determination process (step S28).

[0224] FIG. 28 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 725 of the operation proxy setting data 720 of the display control target player (see FIG. 11), and executes loop A for each disadvantage indicated by the list (from step S32 to step S40).

[0225] In loop A, the server system 1100 first refers to the required time from the production video metadata 523 of the production video 10 (see FIG. 19) for which the production activation condition is satisfied. Then, in the future until the required time referred to elapses from the timing when the production activation condition is satisfied, it is predicted and determined whether a disadvantage that is the processing target of loop A will occur (step S34; see FIG. 4).

[0226] If it is predicted that a disadvantage that is the processing target of loop A will occur (YES in step S36), the server system 1100 stores the disadvantage ID of the disadvantage in the predicted occurrence disadvantage ID 784 (step S38; see FIG. 23). Then, loop A is terminated (step S40).

[0227] If loop A is executed for all the disadvantages indicated by the application disadvantage ID list 725 related to the display control target player, the server system 1100 ends the prediction determination process.

[0228] Returning to FIG. 26, the server system 1100 copies and initializes the initial display control content data 524 of the production video 10 (see FIG. 19) for which the production activation condition is satisfied to the application display control content data 775 (see FIG. 24) (step S48).

[0229] Next, the server system 1100 refers to the predicted occurrence disadvantage ID 784, and if it is "not set" as the initial setting, the result of the prediction determination is regarded as negative. If at least one disadvantage ID is set in the predicted occurrence disadvantage ID 784, the result of the prediction determination is regarded as positive.

[0230] If the result of the prediction determination is negative (NO in step S50), the server system 1100 causes the production video 10 for which the production activation condition is satisfied to be displayed by applying the initialized application display control content data 775 (step S52).

[0231] If the result of the prediction determination is positive (YES in step S50), the server system 1100 searches for change pattern definition data 550 for which the change requirement is satisfied (see FIG. 7). Then, the application display control content data 775 is changed according to the change content setting data 570 (step S54).

[0232] Next, the server system 1100 starts control to cause the production video 10 for which the production activation condition is satisfied to be displayed on the player terminal 1500 of the display control target player by applying the control content indicated by the application display control content data 775 (step S56). Then, when starting the display control of the production video 10, the server system 1100 starts recording the viewing history for the display control target player (step S58).

[0233] Moving on to FIG. 27, when the basic policy of the proxy operation control related to the display control target player is set to "entrust" (YES in step S70), the server system 1100 starts the entrust proxy operation process and starts recording the proxy operation history (step S72; see FIG. 12).

[0234] FIG. 29 is a flowchart for explaining the flow of the entrust proxy operation process. In the entrust proxy operation process, the server system 1100 searches for tendency data for which the premise game progress situation matches from among the situation-specific operation tendency data 750 (see FIG. 12) related to the display control target player (step S80).

[0235] Next, the server system 1100 determines the tendency-matching operation type based on the operation type-specific performance data 757 of the searched situation-specific operation tendency data 750 (step S82). The server system 1100 automatically controls the player character of the player to be display-controlled as the operation input in the operation delegation control for this tendency compliance operation type (step S84).

[0236] Moving on to FIG. 27, next, when the basic policy of the operation delegation control related to the player to be display-controlled is set to "by situation" in the server system 1100 (YES in step S100), it determines whether an occurrence of a disadvantage is predicted (step S102). If the ID indicated by the predicted occurrence disadvantage ID 784 is included in the applicable disadvantage ID list 725 related to the player to be display-controlled, it makes an affirmative determination.

[0237] And in the case of an affirmative determination (YES in step S102), the server system 1100 first searches for the operation type 602 of the definition data that satisfies the execution requirements among the situation-based operation delegation definition data 600 (see FIG. 13) (step S104).

[0238] Next, the server system 1100 secondarily searches for the operation type 602 that conforms to the control specification data 727 (see FIG. 11) related to the player to be controlled among the first search results. Then, it applies any of the operation types 602 in the second search results to execute the operation delegation control and starts recording the operation delegation history (step S108).

[0239] And along with the execution of the operation delegation control, the server system 1100 starts the display control of the player notification 20 to be display-controlled (step S110; see FIG. 14).

[0240] When the server system 1100 continues to display the production video 10 (NO in step S122), it executes the in-production display process (step S124).

[0241] FIG. 30 is a flowchart for explaining the flow of the in-production display process. In the performance display process, while the performance video 10 is being displayed, the server system 1100 determines whether a game progress status defined by the progress notification definition data 580 (see FIG. 20) has occurred. If it has occurred (YES in step S140), a progress notification 15 explaining the occurred progress status is displayed on the player terminal 1500 of the player to be display-controlled (step S142; see FIG. 3).

[0242] Also, while the performance video 10 is being displayed, the server system 1100 monitors the input of a cancellation operation by the player to be displayed and the occurrence of a disadvantage (steps S160, S162).

[0243] If a disadvantage occurs despite the execution of the operation proxy control (YES in step S162), the server system 1100 notifies the player to be display-controlled of the occurrence of the disadvantage and accepts an operation for selecting whether to deal with the disadvantage (step S164).

[0244] If an operation for approving the countermeasure is performed by the player to be display-controlled (YES in step S166), the server system 1100 executes countermeasure control (step S168).

[0245] As the countermeasure control, for example, control may be performed to change the game progress status as if there was no disadvantage. Specifically, when a disadvantage occurs in which the player character P1 (see FIG. 3) of the player to be display-controlled is attacked by the enemy character E1 and receives damage, the damage may be regarded as not having occurred. During the display of the performance video 10, an item that appears between the player character P1 and the enemy character E1 may be made unavailable even if the enemy character E1 tries to acquire it.

[0246] However, depending on the content of the disadvantage, if it causes significant inconsistency or unnaturalness in the game progress when regarded as not having occurred, it is not limited to this. A disadvantage that may be regarded as not having occurred has the progress cancellation permission flag 547 in the disadvantage definition data 540 (see FIG. 5) set to allow cancellation.

[0247] Also, as the countermeasure control, for example, control for compensating for disadvantages may be performed. Specifically, when an adverse situation occurs in which the player character P1 (see FIG. 3) of the display control target player is damaged by being attacked by the enemy character E1, a recovery item that can recover the damage may be given.

[0248] Next, the server system 1100 reselects a change pattern while the production video 10 is being displayed (step S180). If the reselected change pattern is different from the applied change pattern ID774 (YES in step S182), the applied display control content data 775 of the currently displayed production video 10 is changed to the control content of the reselected change pattern and the application is started (step S184). Thereby, it becomes possible to change the display mode of the production video 10 according to the game progress situation during the display of the production video 10.

[0249] Next, it is determined whether or not the player character of another player has participated in the player character P1 of the display control target player. When participation has occurred (YES in step S190), the server system 1100 gives a participation privilege 26 to the other player (participating player) (step S192). And if the participation privilege 26 is given, the current process is terminated.

[0250] On the other hand, when a stop operation is input by the display control target player during the display of the production video 10 (YES in step S160), the server system 1100 executes an end process (step S194).

[0251] FIG. 31 is a flowchart for explaining the flow of the end process. In the end process, the server system 1100 ends the display of the production video 10 being displayed (step S200), and ends the display of the display control target player notification 20 (step S202; see FIG. 14).

[0252] Next, the server system 1100 causes the player terminal 1500 of the display control target player to display the operation proxy content notification 16 (see FIG. 3) (step S204). Specifically, the server system 1100 searches for and refers to the latest operation proxy history data 782 (see FIG. 23) that matches the player account of the display control target player, and causes the operation proxy content notification 16 of the operation type that matches the trend to be displayed.

[0253] Furthermore, when the display of the production video 10 ends, the server system 1100 determines whether a game progress status defined by the progress status notification definition data 580 (see FIG. 20) has occurred. If it has occurred (YES in step S210), the server system 1100 causes the progress status notification 15 of the occurred progress status to be displayed (step S212; see FIG. 3).

[0254] Next, the server system 1100 determines a return count number for counting down the return time (step S220). Specifically, among the return count number definition data 670, the server system 1100 searches for the definition data that matches the non - conformity indicated by the occurrence prediction disadvantage ID 784 (see FIG. 23), and sets it as the return count number.

[0255] Then, the server system 1100 starts counting down from the determined return count number, and causes the countdown display 17 (see FIG. 3) to be displayed on the player terminal 1500 of the display control target player (step S222). The server system 1100 continues the operation proxy control while the return countdown continues (step S224).

[0256] When the return countdown ends (YES in step S230), the server system 1100 ends the currently executed operation proxy control (step S234), and causes the operation proxy content notification 16 to be displayed (step S236).

[0257] Also, even when a predetermined operation substitution end operation is input by the player to be display-controlled while the return countdown is in progress (YES in step S232), the server system 1100 ends the ongoing operation substitution control (step S234) and causes the operation substitution content notification 16 to be displayed (step S236).

[0258] Then, for a predetermined time from the end of the operation substitution control for the player character P1 of the player to be display-controlled, return-time protection control is executed, and a return-time protection notification 18 (see FIG. 3) is attached and displayed to the player character P1 (step S238). Further, the server system 1100 grants a viewing privilege 28 to the player to be display-controlled and notifies the player of the grant (step S240). Note that when applying the return-time protection control from the end of the display of the production video 10, it may be started to be executed before step S230, for example, following step S224.

[0259] Returning to FIG. 30, if the server system 1100 has executed an end process within the currently-displayed process, the currently-displayed process is ended.

[0260] Returning to FIG. 27, if the production video 10 has been displayed until the end (YES in step S122), an end process is executed (step S250).

[0261] The server system 1100 repeats steps S24 to S250 until the game ends. If the game has ended, the play result is announced, data is saved, etc. (step S302), and a series of processes ends.

[0262] As described above, according to the present embodiment, it becomes possible to reduce the disadvantages to the player associated with displaying the production video.

[0263] 〔Modification Example〕 As described above, an example of an embodiment to which the present invention is applied has been described. However, the form to which the present invention can be applied is not limited to the above form, and components can be added, omitted, or changed as appropriate.

[0264] (Modification Example 1) For example, in the above 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.

[0265] (Modification Example 2) In the above embodiment, a real - time competitive game between player teams was taken as an example, but it is not limited to this. Regardless of whether or not the display control of the production video is in progress, as long as it is a game in which the game is progress - controlled, the number of players, the game genre, and the PvP format / PvC format are not limited.

[0266] (Modification Example 3) The proxy operation processing (step S72 in FIG. 27) may be replaced by a machine learning model (for example, AI (Artificial Intelligence)). Specifically, during the development of the game system 1000, sufficient test plays are performed, and teacher data is prepared such that the game progress situation (for example, corresponding to the game progress history data 730 in FIG. 4) is input and the player's game operation situation (for example, corresponding to the game operation history data 743 in FIG. 4) is output, and the machine learning model is trained. Alternatively, if there is already sufficient data on past game plays, the machine learning model may be trained in the same way using this data. Along with this, as shown in FIG. 32, the server system 1100 stores the machine learning model data 674.

[0267] Regarding the proxy operation according to the situation, step S104 in FIG. 27 is replaced by a machine learning model. Specifically, the game progress situation at that time is input into the machine learning model to obtain an output of the game operation situation, and this game operation situation is used as the proxy operation to realize it.

[0268] (Modification Example 4) In the above embodiment, when some of the players belonging to one team are computer-controlled players, the same applies to such computer-controlled players. That is, even if the computer-controlled player is set as the player to be controlled in terms of production in step S26 (see FIG. 26), the subsequent steps S28 and after are executed in the same manner. The computer-controlled player may be realized by a machine learning model or a rule-based decision tree model. Of course, it may be realized by other models.

[0269] When the player to be controlled in terms of production is a computer-controlled player, the proxy operation processing on behalf of others and the situation-specific proxy operation processing (steps S72, S104 to S108 in FIG. 27) are executed as automatic control different from the control of the computer-controlled player. Alternatively, since the computer-controlled player does not need to watch the production video 10 in the first place, the proxy operation processing on behalf of others and the situation-specific proxy operation processing when the player to be controlled in terms of production is a computer-controlled player may also be configured to be executed as part of the automatic control by the computer-controlled player.

[0270] By setting the player for which proxy operation is performed without distinguishing whether the player to be controlled in terms of production is a real player or a computer-controlled player, it is possible to reduce the disadvantage to the team associated with the display of the production video even in a team configuration including a computer-controlled player.

Explanation of Reference Numerals

[0271] 2…Player 10…Production video 15…Progress status notification 16…Proxy operation content notification 17…Countdown display 20…Notification to the player to be controlled in terms of display 26…Participation privilege 28…Viewing privilege 200s…Server processing unit 210…Game management unit 212… Performance video display control unit 214… Prediction determination unit 216… Game progress control unit 218… Operation proxy control unit 220… Adverse situation condition setting unit 222… Operation proxy related notification control unit 224… Operation tendency determination unit 226… Control specification setting unit 228… Protection control unit at return 230… Abort control unit 232… Bonus granting control unit 234… Adverse occurrence determination unit 236… Countermeasure control unit 238… Situation notification control unit 240… Display control target player notification control unit 242… Participation bonus granting unit 244… Display control change unit 500s… Server storage unit 520… Performance video definition data 540… Adverse definition data 550… Change pattern definition data 570… Change content setting data 580… Progress situation notification definition data 600… Situation-based operation proxy definition data 630… Operation proxy content notification definition data 640… Viewing bonus definition data 650… Participation bonus definition data 660… Countermeasure bonus definition data 674… Machine learning model data 700… Play data 706… Player-specific display control data 720… Operation proxy setting data 726… Applied adverse situation condition data 727… Control specification data 750… Situation-based operation tendency data 770… Performance video display control data 772… Display control target player account 780… Performance viewing history data 782… Operation proxy history data 1000… Game system 1100… Server system 1500… Player terminal

Claims

1. A computer system for controlling the execution of a game in which a player operates a player character to play, 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, operation substitution control means for executing operation substitution control to substitute the operation of the player character during the display control of the production video on behalf of the player, A computer system comprising:

2. prediction determination means for predicting and determining whether or not an adverse situation condition indicating that there is a certain degree or more of visual disadvantage in game play due to the display of the production video by the production video display control means is satisfied, further comprising, the operation substitution control means performs the operation substitution control when the determination result of the prediction determination means is affirmative, The computer system according to claim 1.

3. 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 2, further comprising:

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

5. operation substitution related notification control means for performing notification control to notify the player of the content of the operation substitution control by the operation substitution control means and / or the progress of the game during the operation substitution control, The computer system according to claim 1, further comprising:

6. the operation substitution related notification control means performs the notification control in response to the end of the display control of the production video by the production video display control means, The computer system according to claim 5.

7. operation tendency determination means for determining the operation tendency of the player, further comprising, the operation substitution control means executes the operation substitution control based on the operation tendency determined by the operation tendency determination means, The computer system according to claim 1.

8. control specification setting means for setting the control specification of the operation substitution control based on a setting operation of the player, further comprising, the operation substitution control means executes the operation substitution control according to the control specification set by the control specification setting means, The computer system according to claim 1.

9. The operation proxy control means executes the operation proxy control based on at least one of information related to the production video, the display timing of the production video by the production video display control means, and the progress status of the game at the display timing. The computer system according to claim 1.

10. The operation proxy control means determines the end timing of the operation proxy control based on the progress status of the game or an instruction operation of the player. The computer system according to claim 1.

11. Recovery protection control means for executing recovery protection control for setting parameters of the player character in a predetermined advantageous state for a predetermined time from the end of the operation proxy control by the operation proxy control means. The computer system according to claim 1, further comprising the same.

12. Suspension control means for suspending the display control of the production video by the production video display control means based on a suspension operation of the player, and Benefit granting control means for executing benefit granting control for granting a benefit to the player based on the displayed portion of the production video displayed before being suspended by the suspension control means. The computer system according to claim 1, further comprising the same.

13. The benefit granting control means executes control for changing the parameter value of the player character to a more advantageous value as the benefit granting control. The computer system according to claim 12.

14. Adverse occurrence determination means for determining whether or not the adverse situation condition is satisfied during the display control of the production video by the production video display control means, and Countermeasure control means for executing predetermined countermeasure control when a positive determination is made by the adverse occurrence determination means. The computer system according to claim 2, further comprising the same.

15. The adverse situation condition includes that the progress result of the game satisfies a given progress result adverse condition, and The countermeasure control means executes control for canceling the progress result of the game that satisfies the progress result adverse condition as the countermeasure control. The computer system according to claim 14.

16. The production video display control means changes the display mode of the production video based on the progress status of the game during the display control of the production video. The computer system according to claim 1.

17. A situation notification control means for performing control to notify the player of the progress of the game during the display control of the effect video by the effect video display control means. The computer system according to claim 1, further comprising the above.

18. The game is a multiplayer game in which a plurality of players play by operating their respective player terminals. The effect video display control means performs control to display the effect video on the player terminal of any one of the plurality of players. A display control target player notification control means for performing control to notify players other than the player whose display control of the effect video is the target of the display control by the effect video display control means that the display control target player is the target of the display control of the effect video. The computer system according to claim 1, further comprising the above.

19. The game is a multiplayer game in which a plurality of players play by operating their respective player terminals. The effect video display control means performs control to display the effect video on the player terminal of any one of the plurality of players. A participation privilege granting means for detecting a participating player who has performed a participation play that satisfies a given participation play condition for the player character of the player whose display control of the effect video is the target of the display control by the effect video display control means, and performing control to grant a given privilege to the participating player. The computer system according to claim 1, further comprising the above.

20. A computer system for controlling the execution of a game in which a player plays by operating a player character, An effect video display control means for performing control to display a given effect video when a given effect activation condition is satisfied, A game progress control means for performing game progress control to advance the game regardless of whether or not the effect video is being displayed under the control of the effect video display control means, Based on a predetermined machine learning model learned based on teacher data that takes the progress of the game as input and outputs the operation content of the player at the time of the progress, and based on the progress of the game during the display control of the effect video, an operation substitution control means for performing operation substitution control to substitute the operation of the player character on behalf of the player. A computer system comprising the above.

21. A player terminal that is the man-machine interface of the player, A server system that is the computer system according to any one of claims 1 to 20. A game system comprising...

Citation Information

Patent Citations

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