Computer system, game system, and program
The computer system enhances multiplayer game engagement by managing individual virtual display settings and related player status images for each player, addressing the issue of shared, uninteresting displays in multiplayer games.
Patent Information
- Application Number
- JP2025076100
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-05-01
- Publication Date
- 2025-07-17
AI Technical Summary
In multiplayer games where a virtual display is shared among players, the interest and engagement can be diminished as the same video is displayed for all players, leading to a lack of personalized experience.
A computer system that manages and controls virtual displays in a multiplayer game by setting individual virtual display settings for each player, allowing personalized virtual display images based on their specific settings and game status, including related player status images when certain conditions are met.
Enhances player engagement by providing personalized virtual display content, allowing players to see relevant information about their teammates and game status without detracting from the immersive experience.
Smart Images

Figure 2025107335000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a computer system for controlling a multiplayer game and the like.
Background Art
[0002] Conventionally, multiplayer games in which a plurality of players participate and play simultaneously are known. In games where each player shares and enjoys the game space, the game images for each player are generally perspective images (so-called first-person perspective images or third-person perspective images) based on that player. Therefore, an object (for example, an enemy character) placed in the game space can be seen by each player when they capture it within their field of vision.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0004] If a game is produced with a setting where a display is placed in the game space, it has been the conventional common sense idea to produce it so that each player can see the video virtually displayed on the virtual display by capturing the virtual display within their field of vision.
[0005] However, if a virtual display is placed in the game space, it is considered that the video virtually displayed on the virtual display will be inferior in terms of interestingness if it remains common to all players.
Means for Solving the Problems
[0006] A first invention for solving the above problem is a computer system (e.g., server system 1100 of FIG. 1) that controls a multiplayer game in which each player operates his or her own player character while viewing individual game images to play the game in a shared game space, the computer system comprising: placement means (e.g., virtual display placement unit 231 of FIG. 9) that places a virtual display at a given position in the game space; virtual display setting management means (e.g., virtual display setting management unit 233 of FIG. 9) that manages the virtual display settings of the virtual display for each player; and individual virtual display control means (e.g., individual virtual display control unit 235 of FIG. 9) that controls the virtual display of an image to be virtually displayed on the virtual display in an individual game image when the individual game image includes the virtual display, by setting the image to be virtually displayed on the virtual display to a virtual display image based on the virtual display setting of the player related to the individual game image.
[0007] According to the first aspect of the present invention, a virtual display is arranged in a game space shared by a plurality of players in a multiplayer game. When a virtual display is included in an individual game image generated for each player, a virtual display image based on a virtual display setting set for the corresponding player can be virtually displayed on the virtual display of the individual game image. This allows the display content of the same virtual display arranged in the shared game space to be made to correspond to the player to whom it is to be displayed. Therefore, a player can see a virtual display based on his / her own virtual display setting by catching the virtual display in his / her field of vision while moving within the game space. Since the virtual display corresponds to each player, the interest of the game is improved.
[0008] A second invention is a computer system of the first invention, wherein the virtual display setting management means includes in the virtual display setting at least a setting for setting, for each player, a related player status image indicating the playing status of a related player associated with that player as the virtual display image.
[0009] According to the second invention, when a virtual display is included in an individual game image, a related player status image showing the play status of a related player associated with the player related to the individual game image can be virtually displayed on the virtual display in the individual game image.
[0010] According to a third invention, the multiplayer game is a game participated in by a group of multiple players, the related player is a player belonging to the same group as the player, and the virtual display setting management means includes at least in the virtual display setting a setting to use the related player status image when the play status of the related player satisfies a given status condition as the virtual display image. The computer system of the second invention.
[0011] Further, according to a fourth invention, the multiplayer game is a battle game, and the status condition includes at least one of a condition indicating that the related player has reached a given dominant situation, a condition indicating that the related player has reached a given victory situation, a condition indicating that the related player has reached a given disadvantaged situation, and a condition indicating that the related player has reached a given defeat situation in the battle game. The computer system of the third invention.
[0012] According to the third or fourth invention, when a virtual display is included in an individual game image, a related player status image showing the play status when the play status of a related player belonging to the same group satisfies status conditions such as a condition indicating that the related player has reached a given dominant situation, a condition indicating that the related player has reached a given victory situation, a condition indicating that the related player has reached a given disadvantaged situation, and a condition indicating that the related player has reached a given defeat situation can be virtually displayed on the virtual display in the individual game image.
[0013] According to a fifth invention, the virtual display setting management means includes at least in the virtual display setting a setting to use a common related player status image as the virtual display image for players belonging to the same group. The computer system of the third or fourth invention.
[0014] According to the fifth invention, when a virtual display is included in an individual game image, a common related player status image can be virtually displayed on the virtual display in the individual game image among the individual game images of players belonging to the same group.
[0015] According to the sixth invention, the multiplayer game is a battle game, and the virtual display setting management means has setting switching means for switching the virtual display setting of the player to the virtual display setting of a battle opponent player who becomes a battle opponent for the player when the setting switching condition is satisfied for the player. It is a computer system according to any one of the first to fifth inventions.
[0016] According to the sixth invention, the virtual display setting of a player who satisfies the setting switching condition can be switched to the virtual display setting of a battle opponent player. Therefore, when a virtual display is included in the individual game image of a player who satisfies the setting switching condition, a virtual display image that is virtually displayed on the virtual display when the virtual display is included in the individual game image of the battle opponent player can be virtually displayed on the virtual display in the individual game image.
[0017] According to the seventh invention, the setting switching condition is that a skill capable of switching the virtual display setting has been activated. It is a computer system according to the sixth invention.
[0018] According to the seventh invention, the virtual display setting of a player can be switched to the virtual display setting of a battle opponent player on the condition that a skill capable of switching the virtual display setting has been activated.
[0019] According to the eighth invention, the setting switching condition is that a game progress state where the virtual display setting can be switched has been reached. It is a computer system according to the sixth invention.
[0020] According to the eighth invention, on the condition that the game progress situation has reached a virtual display setting that can be switched, the virtual display setting of the player can be switched to the virtual display setting of the opponent player.
[0021] The ninth invention further includes a general image virtual display setting means for virtually displaying the same general image on the virtual display among the individual game images of each player. When the image to be virtually displayed on the virtual display by the virtual display individual control means does not satisfy the player-specific display switching condition indicating that the game situation has become a game situation where the virtual display image is based on the virtual display setting for each player, the general image is virtually displayed on the virtual display. When the player-specific display switching condition is satisfied, the virtual display image based on the virtual display setting for each player is virtually displayed on the virtual display. It is a computer system of any one of the first to eighth inventions.
[0022] According to the ninth invention, when the virtual display is included in the individual game image, if the game situation has not reached a predetermined game situation and the player-specific display switching condition of the player related to the individual game image is not satisfied, the general image is used. When the player-specific display switching condition is satisfied, the virtual display image based on the virtual display setting can be virtually displayed on the virtual display in the individual game image.
[0023] The tenth invention is a computer system of the ninth invention further including a notification control means for performing predetermined notification control when the game situation satisfies the player-specific display switching condition.
[0024] According to the tenth invention, for example, it becomes possible to notify the player related to the player-specific display switching condition that the game situation has reached a predetermined game situation and satisfies the player-specific display switching condition.
[0025] The 11th invention is a computer system according to any one of the 1st to 10th inventions, wherein the computer system is a server system (for example, the server system 1100 in FIG. 1) communicatively connected to a player terminal (for example, the player terminal 1500 in FIG. 1) of each player who displays the individual game image.
[0026] Further, the 12th invention is a game system (for example, the game system 1000 in FIG. 1) including the server system which is the computer system of the 11th invention and a player terminal of each player who displays the individual game image.
[0027] According to the 11th or 12th invention, a server system having the same effect as any one of the 1st to 10th inventions can be realized.
[0028] The 13th invention is a program for causing a computer system configured by communicatively connecting player terminals of each player to execute a multiplayer game in which each player operates his / her player character while viewing an individual game image and plays a game in a shared game space. The program functions the computer system as an arrangement means for arranging a virtual display at a given position in the game space, a virtual display setting management means for managing virtual display settings for each player of the virtual display, and a virtual display individual control means for performing control to virtually display a virtual display image on the virtual display in the individual game image based on the virtual display setting of the player related to the individual game image, where the virtual display image is set as an image to be virtually displayed on the virtual display when the virtual display is included in the individual game image (for example, the game program 504 in FIG. 13).
[0029] According to the 13th invention, a program that causes the same effect as any one of the 1st to 10th inventions can be realized in a computer system configured by communicatively connecting player terminals.
Brief Description of the Drawings
[0030]
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[0031] Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings. Note that the present invention is not limited to the embodiments described below, and the forms to which the present invention can be applied are not limited to the following embodiments. In addition, in the description of the drawings, the same parts are given the same reference numerals.
[0032] Fig. 1 is a diagram showing an example of the overall configuration of a game system 1000 in this embodiment. As shown in Fig. 1, the game system 1000 includes a server system 1100 and a player terminal 1500 owned by a player 2 of the game in this embodiment, which are communicatively connected via a communication line N so as to be able to communicate data with each other.
[0033] Communication line N means a communication path capable of data communication. That is, communication line N includes, in addition to a dedicated line (dedicated cable) for direct connection and a LAN (Local Area Network) such as Ethernet (registered trademark), communication networks such as a telephone communication network, a cable network, and the Internet, and the communication method may be wired / wireless.
[0034] The server system 1100 includes a main body device 1101, a keyboard 1106, a touch panel 1108, and a storage 1140, and the main body device 1101 incorporates a control board 1150.
[0035] 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 VRAM, RAM, and ROM, and electronic components such as a communication device 1153. Note that part or all of 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).
[0036] This server system 1100 realizes a user management function related to user registration and the like, and a game management function that provides data necessary for playing a game on the player terminal 1500 and manages the execution control of the game on the player terminal 1500 by performing arithmetic processing by the CPU 1151 and the like based on a predetermined program and data. That is, the game in this embodiment is realized as a kind of client-server type online game. And in this embodiment, the server system 1100, as a computer system, controls the execution of a multiplayer game in which a plurality of players 2 operate and share their player characters while viewing individual game images (individual game images) displayed on their respective player terminals 1500 in a shared game space. The player 2 accesses the server system 1100 from the player terminal 1500, logs in with the issued account, and enjoys a multiplayer game with other players 2.
[0037] Note that the server system 1100 is not limited to the single configuration shown in FIG. 1, and may be configured to include a plurality of blade servers that share each function and are connected to be able to communicate with each other via an internal bus. Alternatively, a configuration may be adopted in which a plurality of independent servers installed at remote locations communicate with each other via a communication line N so as to function as the server system 1100 as a whole.
[0038] The player terminal 1500 is a computer system that undertakes the function of a man-machine interface, and can be connected to the communication line N via a mobile phone base station, a wireless communication base station, etc., and perform data communication with the server system 1100. This player terminal 1500 can take forms such as, for example, a smartphone, a mobile phone, a portable game device, a stationary home game device, a controller of a stationary home game device, a business game device, a personal computer, a tablet computer, a wearable computer, and the like.
[0039] FIG. 2 is a diagram showing an example of the device configuration of a smartphone, which is an example of the player terminal 1500. As shown in FIG. 2, the player terminal 1500 includes a direction input key 1502, a home key 1504, a touch panel 1506 that functions as an image display device and a contact position input device, a built-in battery 1509, a speaker 1510, a microphone 1512, a control board 1550, and a memory card reader 1542 that can read and write data to and from a memory card 1540, which is a computer-readable storage medium. In addition, a power button, a volume adjustment button, etc., which are not shown in the figure, are provided.
[0040] The control board 1550 is equipped with various microprocessors such as a CPU 1551, a GPU, and a DSP, various IC memories 1552 such as VRAM, RAM, and ROM, a wireless communication module 1553 for wireless communication with a mobile phone base station, a wireless LAN base station, etc. connected to the communication line N, an interface circuit 1557, etc. Also, the control board 1550 is equipped with a circuit for receiving signals from the direction input key 1502 and the home key 1504, a driver circuit for the touch panel 1506, an output amplifier circuit for outputting an audio signal to the speaker 1510, an audio signal generation circuit for generating a signal of the sound collected by the microphone 1512, a signal input / output circuit to the memory card reader 1542, etc., so-called I / F circuits (interface circuits) 1557, etc. Each of these elements mounted on the control board 1550 is electrically connected via a bus circuit or the like so that data can be read and written and signals can be transmitted and received. Note that part or all of the control board 1550 may be configured with an ASIC, an FPGA, or a SoC.
[0041] In this control board 1550, the IC memory 1552 stores a game client program and various setting data necessary for executing this game client program. The game client program and the like are downloaded from the server system 1100 at an appropriate timing. Note that it may be configured to read from a storage medium such as a separately obtained memory card 1540. Then, the CPU 1551 or the like executes the game client program to perform arithmetic processing, and controls each part of the player terminal 1500 according to operation inputs to the touch panel 1506, the direction input keys 1502, and the home key 1504, thereby enabling the player 2 to play the game.
[0042] [Principle] The multiplayer game of this embodiment is a battle game in which teams (groups) composed of player characters fight against enemies. Two or more players 2 each select their own player characters and cooperate to challenge a battle against the opponent. The number of players participating in one game and the number of player characters operated by each player are not particularly limited. Hereinafter, it will be described assuming that three players 2 (referred to as 2a, 2b, and 2c) each operate one player character. Also, the opponent is a computer-controlled enemy character (NPC (Non-Playable Character)).
[0043] Figure 3 is a diagram showing an example of the game space. Figure 4 is a diagram showing an example of an individual game image displayed on the player terminal 1500a of player 2a in the scene of Figure 3. As shown in Figure 3, the players 2 (2a, 2b, 2c) participating in the game each operate their own player characters 3 (3a, 3b, 3c) and move within the game space, which is a virtual three-dimensional space shared among the players. When they encounter an enemy character (NPC in this embodiment) 4, they fight against it.
[0044] The game space is formed by arranging background objects such as the stage 5 and buildings 6, 7 in addition to the player characters 3 and enemy characters 4. Also, behind each player character 3 (3a, 3b, 3c), virtual cameras 8 (8a, 8b, 8c) for the respective players 2 (2a, 2b, 2c) who operate them are arranged and follow the movement of the corresponding player character 3. Then, on the player terminal 1500, the state of the game space as seen from the virtual camera 8 for the player 2 is displayed as an individual game image related to the player 2. For example, as shown in FIG. 4, on the player terminal 1500a, an image seen from the virtual camera 8a for the player 2a is displayed as an individual game image related to the player 2a. The position of the virtual camera 8 is automatically changed to a position a predetermined distance away from the player character 3 on the back side by changing the position of the player character 3, and the line-of-sight direction of the virtual camera 8 is changed by the player 2 operating to change the line of sight of the player character 3.
[0045] Now, in the present embodiment, a large vision object is arranged as the virtual display 9 in the game space. FIG. 5 is a schematic diagram for explaining the virtual display of the virtual display 9. Also, FIG. 6 is a diagram showing an example of an individual game image related to the player 2a and including the virtual display 9. For example, as shown in FIG. 5, the virtual display 9 is arranged with each of the four display surfaces facing the four directions above the stage 5 so as to enter the field of view from as far away as possible by looking upward. And when the virtual display 9 is included in the individual game image, a virtual display image based on the virtual display setting of the player 2 related to the individual game image is virtually displayed on the virtual display 9 in the individual game image. The virtual display setting is set and managed separately for each player 2 based on the setting operations performed by the players 2 who participate in the game prior to the start of the game play.
[0046] Therefore, as shown in FIG. 6, when the virtual display 9 is captured in the field of view by looking up above the stage 5 or the like, a virtual display image corresponding to the user's setting operation is displayed thereon. That is, on the player terminal 1500 of each player 2 who plays the game sharing the same game space, if the line of sight is directed to the virtual display 9, the virtual display 9 is displayed in the individual game image, and the virtual display image virtually displayed therein is an image with content corresponding to the player 2 related to the individual game image.
[0047] Note that the arrangement mode of the virtual display is not limited to the mode exemplified in FIG. 3 or the like. For example, a large vision object may be arranged on the wall surface of the stage. Alternatively, a virtual display may be arranged at a specific location in the game space, and a virtual display image can be viewed by moving the player character 3 to that specific location. Alternatively, a configuration may be adopted in which a part of the background object forming the game space, such as the floor surface of the stage, the outer wall or window portion of the building, is regarded as a virtual display and a virtual display image is displayed.
[0048] (1) Regarding virtual display settings FIG. 7 is a diagram showing an example of the virtual display setting 560 for the player 2a. Hereinafter, the principle will be explained by focusing on this player 2a. In practice, however, all the players 2 participating in the game are regarded as the target players respectively, and the processing of the principle explanation is performed. As shown in FIG. 7, the virtual display setting 560 includes a related player setting 563, a situation condition setting 565, and a common setting 567.
[0049] In the related player setting 563, the player name of player 2, who is a teammate and is to be the related player, is set. This related player setting 563 is set upon receiving the setting operation of the target player 2a. The setting operation here can be realized by an operation of selecting player 2 to be the related player from among the teammates, and it may be configured such that any one person can be selected as the related player, or multiple people can be selected. Alternatively, it may be that the players separately registered as friends by the target player 2a are automatically set as the related players.
[0050] In the situation condition setting 565, a given situation condition is set. This situation condition setting 565 is a setting for using the related player situation image indicating the play situation of the related player as the virtual display image. In the present embodiment, when the play situation of the related player set in the related player setting 563 satisfies the situation condition set in the situation condition setting 565, the related player situation image related to the play situation is used as the virtual display image.
[0051] Therefore, one or more play situations are set in the situation condition setting 565. For example, a dominant situation condition indicating that the related player has become a given dominant situation, a victory situation condition indicating that the related player has become a given victory situation, a disadvantaged situation condition indicating that the related player has become a given disadvantaged situation, and a defeat situation condition indicating that the related player has become a given defeat situation are set as four play situations. The dominant situation condition is defined, for example, as "the related player is in a battle and the situation is dominant", etc. Similarly, the disadvantaged situation condition is defined, for example, as "the related player is in a battle and the situation is disadvantaged", etc. Whether the situation is dominant / disadvantaged can be determined based on the relative relationship of ability parameter values such as the physical strength values between the enemy character of the battle opponent with whom the player character is fighting and the player character. On the other hand, the victory situation condition is set, for example, as "the related player has won the battle within a predetermined time in the past (for example, it may be 10 seconds or 1 minute), (for example, has defeated the battle opponent)", etc. Also, the defeat situation condition is set, for example, as "the related player has lost the battle within a predetermined time in the past (for example, has been defeated)", etc. Note that in the situation condition setting 565, one or two or more of the four exemplified play situations may be set, or different play situations may be set. Also, the situation condition setting 565 can also be set by receiving the setting operation of the target player 2a. That is, a plurality of situation conditions including the above four conditions may be presented, and the play situation selected by the target player 2a from among them may be set as the situation condition to configure the situation condition setting 565.
[0052] The common setting 567 is for setting a common related player status image (hereinafter referred to as "common status image") as a virtual display image in the individual game images of the same player 2 belonging to the same team. For example, display items in the common status image are set. Specifically, in this embodiment, the common status image is an image that displays display items such as the battle situation of the belonging team, the values of various statuses of each player belonging to the team, and the current positions of each player character, thereby presenting the game situation of the belonging team to player 2. And in the common setting 567, display items of the common status image are set. For example, candidates for display items are presented, and the one selected by the target player 2a from among them is set as the display item for the common setting 567.
[0053] (2) Regarding the virtual display image During the game, virtual display control processing is executed with each player as the target player, and control is performed to virtually display a virtual display image based on the virtual display settings of the target player on the virtual display 9 included in the individual game image of that player. In this embodiment, when the play status of the related player in the related player setting 563 satisfies the situation condition of the situation condition setting 565, the virtual display to the virtual display 9 is controlled with the related player status image indicating that play status as the virtual display image.
[0054] For example, the virtual display of the virtual display 9 illustrated in FIG. 6 is an example of the display when the play status of the related player satisfies the dominant situation condition which is one of the situation conditions, and the virtual display image is a related player status image showing the state of the battle between the player character 3 of the related player at that time (player character 3b in FIG. 6) and the enemy character 4. Also, although not shown, when the inferior situation condition is satisfied, similarly, the virtual display image is a related player status image showing the state of the battle of the related player at that time. And when the victory situation condition is satisfied, a related player status image (replay image) showing the state of the victorious battle is set as the virtual display image. Similarly, when the defeat situation condition is satisfied, a related player status image showing the state of the defeated battle is set as the virtual display image.
[0055] Also, when a plurality of related players are set, control is performed to assign each related player to a plurality of display surfaces of the virtual display 9 and virtually display a related player status image indicating each play status. For example, in the case of FIG. 5, on one display surface 991, a related player status image indicating the play status of the player character 3b operated by player 2b, who is one of the related players, is virtually displayed, and on another display surface 993, a related player status image indicating the play status of the player character 3c operated by player 2c is virtually displayed. Each display surface 993 can also be said to be a separate virtual display.
[0056] On the other hand, when none of the situation conditions of the situation condition setting 565 are satisfied, the virtual display to the virtual display 9 is controlled with a common situation image related to the affiliated team as a virtual display image according to the display items of the common setting 567.
[0057] According to this virtual display control process, a virtual display image based on the virtual display setting 560 for each player 2 is virtually displayed on the virtual display 9. Therefore, even if each player 2 looks at the virtual display 9 at the same time, although it is the same large vision object in the shared game space, the image displayed on the virtual display 9 in the individual game images of each player 2 is not the same image, but a virtual display image based on the virtual display setting 560 of the player 2 related to the individual game image is virtually displayed. And in this embodiment, when the play status of the related player satisfies the situation condition, a related player status image indicating the play status is used as the virtual display image, and if not satisfied, the common situation image is used as the virtual display image. Therefore, while the player 2 is moving within the game space and looking up, etc., and looking at the virtual display 9, the player can grasp the play status of the related player without having to search for the player character 3 of the related player and get close, or can grasp the game situation such as the battle situation of the affiliated team. Therefore, the player 2 can proceed with the game while appropriately viewing the virtual display image based on his own virtual display setting 560 without being hindered from the sense of immersion in the game.
[0058] Note that here, when the situation conditions of the situation condition setting 565 are not satisfied, the common situation image is used as the virtual display image. On the contrary, instead of virtually displaying the common situation image, the related player situation image related to the situation conditions that have already been satisfied may be displayed again. Also, in that case, by accepting the setting operation of the target player, the flag information (display: ON / not display: OFF) indicating whether to display the common situation image may be set as the common setting 567.
[0059] (3) When a new situation condition is satisfied As described above, in this embodiment, during the game, for each player 2, the establishment of the situation conditions of the situation condition setting 565 is monitored, and when it is satisfied, the related player situation image is virtually displayed on the virtual display 9. Therefore, when a new situation condition is satisfied, control is performed to notify the player 2 related to the virtual display setting 560 that the play situation of the related player has satisfied the situation condition.
[0060] FIG. 8 is a diagram showing an example of the notification control. In the example of FIG. 8, a mark M1 in the shape of a diagonally upward arrow that prompts the target player 2 to look at the virtual display 9 is displayed together with the comment C1 of "Instant News". According to this, the target player can grasp that the related player has satisfied the situation condition, and by operating so as to include the virtual display 9 in the field of view, the new related player situation image of the related player can be visually recognized.
[0061] [Functional configuration] 1. Server system FIG. 9 is a block diagram showing an example of the functional configuration of the server system 1100. As shown in FIG. 9, the server system 1100 includes an operation input unit 100s, a server processing unit 200s, an image display unit 390s, a sound output unit 392s, a communication unit 394s, and a server storage unit 500s.
[0062] The operation input unit 100s is for inputting various operations for system management, maintenance, etc., and can be realized by, for example, a keyboard, a mouse, a touch panel, etc. In FIG. 1, the keyboard 1106 and the touch panel 1108 correspond to this.
[0063] The server processing unit 200s can be realized by a processor which is an arithmetic circuit such as a CPU, a GPU, an ASIC, an FPFA, etc., and electronic components such as an IC memory, and performs input / output control of data with each part of the device including the operation input unit 100s and the server storage unit 500s. Then, it performs various arithmetic processes based on a predetermined program, data, an operation input signal from the operation input unit 100s, data received from the player terminal 1500, etc., and comprehensively controls the operation of the server system 1100. In FIG. 1, the control board 1150 and its CPU 1151 correspond to this.
[0064] This server processing unit 200s includes a user management unit 210, a game management unit 230, a timing unit 280s, an image generation unit 290s, a sound generation unit 292s, and a communication control unit 294s.
[0065] The user management unit 210 performs processing related to user registration and management of data of each registered user (player) associated with an account. For example, it can execute processing for granting a unique account to a registered user, registration information management processing for registering and managing personal information for each account, usage history management processing for managing login and logout histories, etc. Of course, other data management processes associated with these accounts can also be appropriately included.
[0066] The game management unit 230 performs various processes related to the execution management of the game. The game of this embodiment is a multiplayer-compatible battle game played as a client-server type online game. Therefore, the game management unit 230 performs control to provide data necessary for game play while communicating with the player terminal 1500. And in providing the data, as processes related to the progress control of the game and the reflection of the play results, 1) matching process of players participating in the game, 2) process of forming a game space by arranging background objects, etc., 3) process of arranging player characters in the game space and controlling the actions of the player characters according to operation inputs on the player terminal 1500, 4) process of arranging and controlling virtual cameras for each player participating in the game in the game space, 5) process of arranging enemy characters in the game space and automatically controlling their actions, 6) process related to hit judgment and damage judgment of attacks and their reflection, 7) process of generating an image of the game space seen from the virtual camera for each player as an individual game image for each player, 8) judgment process of whether the end condition of the game is satisfied, etc. can be executed. Also, various data necessary for the control of game play can be stored in the server storage unit 500s accordingly.
[0067] This game management unit 230 includes a virtual display arrangement unit 231, a virtual display setting management unit 233, a virtual display individual control unit 235, and a notification control unit 237.
[0068] The virtual display arrangement unit 231 arranges a virtual display at a given position in the game space (the ceiling part or the sky in the example of FIG. 3).
[0069] The virtual display setting management unit 233 receives necessary setting operations for each player participating in the game and generates player-specific virtual display settings 560 including related player settings 563, situation condition settings 565, and common settings 567, and stores and manages them in the server storage unit 500s.
[0070] The virtual display individual control unit 235 executes virtual display control processing when a virtual display is included in an individual game image, and performs control to virtually display a virtual display image based on the virtual display setting of the player related to the individual game image on the virtual display in the individual game image. In the present embodiment, when the play status of the related player in the related player setting 563 satisfies the status condition in the status condition setting 565, a related player status image indicating the play status is used as the virtual display image, and when the status condition is not satisfied, a common related player status image (common status image) displaying the display items in the common setting 567 is used as the virtual display image to control the virtual display on the virtual display.
[0071] The notification control unit 237 repeatedly determines whether or not the status condition set in the status condition setting 565 is satisfied in the virtual display setting 560 of each player and monitors the establishment thereof. If there is a newly established status condition, control is performed to notify the player terminal 1500 of the player in the virtual display setting 560 to that effect.
[0072] The timing unit 280s uses the system clock to measure the current date and time, restricted time, etc.
[0073] The image generation unit 290s generates an image related to system management of the server system 1100 and outputs it to the image display unit 390s.
[0074] The sound generation unit 292s is realized by executing an IC or software for generating and decoding audio data, generates or decodes audio data such as operation sounds and BGM related to system management and video distribution of the server system 1100. The audio signal related to system management is output to the sound output unit 392s.
[0075] The communication control unit 294s performs communication connection and data processing for data communication with an external device (for example, the player terminal 1500) via the communication unit 394s, and realizes data exchange with the external device.
[0076] The image display unit 390s displays various screens for system management and the like based on the image signal input from the image generation unit 290s. For example, this can be realized by an image display device such as a flat panel display, a cathode ray tube (CRT), a projector, or a head-mounted display. In FIG. 1, the touch panel 1108 corresponds to this.
[0077] The sound output unit 392s emits the audio signal input from the sound generation unit 292s. In FIG. 1, this corresponds to a speaker (not shown) provided in the main device 1101 or the touch panel 1108.
[0078] The communication unit 394s realizes communication by connecting to a communication line N. For example, it can be realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc. In FIG. 1, the communication device 1153 corresponds to this.
[0079] In the server storage unit 500s, programs for operating the server system 1100 and realizing various functions of the server system 1100, data used during execution of the programs, etc. are stored in advance or temporarily stored each time processing is performed. For example, it can be realized by IC memory such as RAM or ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or DVD, etc. In FIG. 1, this corresponds to the IC memory 1152 and the storage 1140.
[0080] The server storage unit 500s also stores a server program 501, a distribution game client program 503, user management data 510, game stage initial setting data 520, enemy character initial setting data 530, player character initial setting data 540, and battle play data 550. In addition, other necessary data such as timers, counters, and various flags are appropriately stored.
[0081] The server program 501 is a program for causing the server processing unit 200s to function as the user management unit 210 and the game management unit 230. Note that programs for causing the image generation unit 290s, the sound generation unit 292s, and the communication control unit 294s to function can also be appropriately included herein.
[0082] The distribution game client program 503 is the original of the game client program 502 (see FIG. 11) downloaded to the player terminal 1500.
[0083] The user management data 510 is prepared for each player who has completed user registration, and stores various management data related to the game play of the player in association with an account (player ID). For example, it includes the player name, play history such as play date and time and play time, game save data, and the like.
[0084] The game stage initial setting data 520 is prepared for each game stage, and stores various initial setting data related to the game stage. For example, one game stage initial setting data 520 includes a game stage ID, map data, appearance settings of enemy characters, and the like.
[0085] The enemy character initial setting data 530 is prepared for each type of enemy character, and stores various initial setting data related to the enemy character. For example, one enemy character initial setting data 530 includes the type of enemy character, ability parameter values, action pattern data for defining an action pattern, and the like.
[0086] The player character initial setting data 540 is prepared for each type of character that can be a player character, and stores various initial setting data related to the player character. For example, one player character initial setting data 540 includes the type of player character, initial values of ability parameter values, and the like. It also includes model data of the player character, motion data used for motion control, and the like.
[0087] The battle play data 550 is prepared for each battle game and stores various data describing the players participating in the battle game and the game progress situation. For example, as shown in FIG. 10, one battle play data 550 includes a battle ID 551, matching data 552, a stage ID 553 indicating the game stage during play, operation input history data 554, NPC control history data 555, player character control data 556, enemy character control data 557, and virtual display settings 560.
[0088] The matching data 552 stores data of the players participating in the battle game. Specifically, it stores the accounts of each player, player names, device IDs of the player terminals 1500 used, and player character settings such as the types and ability parameter values of the player characters. In this embodiment, although it is assumed that a plurality of players form a team to battle against NPCs, when players battle against each other in a team battle, the matching data 552 will store data indicating the team division for the battle in the battle game. That is, the above data of the players belonging to the team is stored in association with the team ID of each team participating in the battle.
[0089] The operation input history data 554 stores the information of the operation inputs of each player in chronological order. The NPC control history data 555 stores the control information of each NPC automatically controlled by the computer in chronological order.
[0090] The player character control data 556 and the enemy character control data 557 are prepared for each player character and enemy character respectively, and store various data describing the latest state of the character within the game stage. For example, it includes the position coordinates, posture, ability parameter values, remaining number of physical strength values, etc. of each character.
[0091] The virtual display setting 560 is prepared for each player of the matching data 552. One virtual display setting 560 stores, in association with the player name 561, the related player setting 563, the situation condition setting 565, and the common setting 567, which were described with reference to FIG. 7.
[0092] 2. Player Terminal FIG. 11 is a block diagram showing a functional configuration example of the player terminal 1500. As shown in FIG. 11, the player terminal 1500 includes an operation input unit 100, a terminal processing unit 200, an image display unit 390, a sound output unit 392, a communication unit 394, and a terminal storage unit 500.
[0093] The operation input unit 100 is for the user to input various operations, and can be realized by, for example, a button switch, a joystick, a touch pad, a trackball, an acceleration sensor, an angular velocity sensor, a CCD module, etc. In FIG. 2, the direction input key 1502, the home key 1504, and the touch panel 1506 correspond to this.
[0094] The terminal processing unit 200 can be realized by a processor such as an arithmetic circuit of a CPU, GPU, ASIC, FPGA, etc., and electronic components such as an IC memory, and performs input / output control of data with each part of the device including the operation input unit 100 and the terminal storage unit 500. Then, based on a predetermined program, data, an operation input signal from the operation input unit 100, data received from the server system 1100, etc., it performs various arithmetic processes and comprehensively controls the operation of the player terminal 1500. In FIG. 2, the control board 1550 and its CPU 1551 correspond to this. And the terminal processing unit 200 in this embodiment includes a player terminal arithmetic unit 270, a timing unit 280, an image generation unit 290, a sound generation unit 292, and a communication control unit 294.
[0095] The player terminal arithmetic unit 270 executes various arithmetic processes for making the player terminal 1500 function as a terminal for the player's game play. For example, the player terminal arithmetic unit 270 includes an operation signal transmission control unit 271 and a game screen display control unit 273.
[0096] The operation signal transmission control unit 271 performs processing for transmitting various data and request information to the server system 1100 in response to an operation input to the operation input unit 100.
[0097] The game screen display control unit 273 performs control for displaying a game screen based on various data received from the server system 1100. For example, if the online game of the present embodiment is realized as a web game, it can be realized using web technologies such as Java (registered trademark) and CSS (Cascading Style Sheets) together with HTML based on a web browser to actively control the screen display, or using a plugin such as Adobe (registered trademark) Flash. Of course, other methods may also be used. In the configuration of the present embodiment, the individual game images of each player that form the basis of the game screen are generated by the server system 10, but a configuration in which the individual game images are generated by the player terminal 1500 is also possible. In that case, the game screen display control unit 273 will perform control of the objects arranged in the game space in order to generate the individual game images.
[0098] The image generation unit 290, in cooperation with the game screen display control unit 273, generates an image signal for displaying one game screen per frame time (for example, 1 / 60 second) based on various data received from the server system 1100, and outputs the generated image signal to the image display unit 390. For example, it can be realized by a processor such as a GPU or a digital signal processor (DSP), a program such as a video signal IC or a video codec, and a drawing frame IC memory such as a frame buffer.
[0099] The sound generation unit 292 is realized, for example, by a processor such as a digital signal processor (DSP) or a voice synthesis IC, and an audio codec for playing back voice files, etc., and generates voice signals of game sound effects, BGM, and various operation sounds and outputs them to the sound output unit 392.
[0100] The communication control unit 294 performs communication connection and data processing for data communication with an external device (e.g., the server system 1100) via the communication unit 394, and realizes the exchange of data with the external device.
[0101] The image display unit 390 displays various screens such as game screens based on the image signals input from the image generation unit 290. For example, it can be realized by an image display device such as a flat panel display, a projector, or a head-mounted display. In FIG. 2, the touch panel 1506 corresponds to this.
[0102] The sound output unit 392 emits sound effects related to the game, BGM, etc. based on the audio signals input from the sound generation unit 292. In FIG. 2, the speaker 1510 corresponds to this.
[0103] The communication unit 394 connects to the communication line N to realize communication. For example, it can be realized by a wireless communication device, a modem, a TA, a jack for a wired communication cable, a control circuit, etc. In FIG. 2, the wireless communication module 1553 corresponds to this.
[0104] In the terminal storage unit 500, programs for operating the player terminal 1500 and realizing the functions of the player terminal 1500, data used during the execution of these programs, etc. are stored in advance, or temporarily stored each time processing is performed. For example, it can be realized by 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, etc. In FIG. 2, the IC memory 1552 and the memory card 1540 correspond to this.
[0105] Also, the terminal memory unit 500 stores a game client program 502 and the current date and time 801. The game client program 502 is a program for causing the terminal processing unit 200 to function as the player terminal arithmetic unit 270. This game client program 502 may be a dedicated client program according to the technical method for realizing an online game, or may be configured by a web browser program and a plugin for realizing interactive image display, etc. In the present embodiment, it is a copy of the distribution game client program 503 (see FIG. 5) provided from the server system 1100.
[0106] [Flow of processing] FIG. 12 is a flowchart showing the flow of processing related to virtual display on a virtual display for one target player participating in a battle game in one battle game. During the game, the processing of FIG. 12 is performed for all players participating in the game. The processing described here is realized by the server processing unit 200s reading and executing the server program 501. It is assumed that a separate login procedure is performed on the player terminal 1500 and the team formation has been completed through the matching process.
[0107] In this processing, in order to virtually display a virtual display image in the virtual display included in the individual game images of each player, prior to the start of the game, the virtual display setting management unit 233 generates a virtual display setting 560 for the target player and stores it in the server memory unit 500s (step SS1). The virtual display setting management unit 233 manages the virtual display setting 560 for each player by executing the processing here for all players participating in the game.
[0108] When virtual display settings 560 are generated and stored for all players, the game is then started. That is, the game management unit 230 arranges background objects to form a game space, and arranges the player characters and enemy characters of each player participating in the game. Also, at this time, the virtual display arrangement unit 231 arranges a virtual display in the game space. Then, the game management unit 230 starts the automatic control of the enemy characters and operates the player characters according to the operation inputs of each player. In addition, controls that are basically required for the progress control of the battle game are also appropriately started.
[0109] After the start of the game, the processes of steps S3 to S13 are repeatedly performed for each player. That is, focusing on the target player, the virtual display individual control unit 235 first determines whether the virtual display is included in the individual game image of the target player. When the virtual display 9 is included (step S3: YES), it is determined whether the play status of the related player in the related player setting 563 satisfies the situation condition of the situation condition setting 565 according to the virtual display setting 560 of the target player set in step S1. When the situation condition is satisfied (step S5: YES), control is performed to virtually display the related player status image indicating the play status of the related player determined to satisfy as the virtual display image in the virtual display in the individual game image of the target player (step S7).
[0110] On the other hand, when the situation condition is not satisfied (step S5: NO), the common situation image is used as the virtual display image and is virtually displayed on the virtual display in the individual game image of the target player (step S9).
[0111] On the other hand, even when the virtual display is not included in the individual game image of the target player (step S3: NO), it is determined whether there is a newly satisfied situation condition in the same manner as in step S5. When the situation condition is satisfied (step S11: YES), the notification control unit 237 performs notification control to that effect (step S13).
[0112] After the battle game ends (step S15: YES), this process ends.
[0113] As described above, according to this embodiment, a virtual display can be arranged in the game space shared by a plurality of players participating in the game. And when the virtual display is included in the individual game image for the player displayed on the player terminal 1500 of each player, a virtual display image based on the virtual display setting 560 of the player related to the individual game image can be virtually displayed on the virtual display in the individual game image. Therefore, the player can appropriately view the virtual display image based on his own virtual display setting 560 without being hindered from the sense of immersion in the game. Since it becomes a virtual display according to each player, the interestingness of the game is improved.
[0114] Note that the applicable form of the present invention is not limited to the above-described embodiment, and components can be added, omitted, or changed as appropriate.
[0115] [Modification Example 1] For example, in the above embodiment, as an example of the computer system to which the present invention is applied, the server system 1100 of the client-server type game system 1000 is taken as an example, but it is not limited thereto. For example, it may be realized in a computer system in which a plurality of player terminals 1500 are connected peer-to-peer. In that case, any one of the player terminals 1500 is made to assume the functions of the server system 1100 of the above embodiment. Alternatively, a configuration may be adopted in which the functions of the game management unit 230 are shared by a plurality of player terminals 1500.
[0116] For example, the functional configuration example of the player terminal 1500A that shares and undertakes the functions of the server system 1100 in the above embodiment is as shown in FIG. 13. In FIG. 13, the same components as those in the above embodiment are denoted by the same reference numerals. Note that in this case, the server system 1100 mainly performs user registration, management of its information, and matching, and provides such information in response to requests from the player terminal 1500A.
[0117] As shown in FIG. 13, in the player terminal 1500A of this modified example, the terminal processing unit 200 has a game management unit 230, and the game screen display control unit 273 is omitted. That is, the player terminal 1500A of this modified example does not acquire data for displaying an image of the game screen from the server system 1100, but rather its own game management unit 230 executes processing related to game management to control the progress of the game and generate an image of the game screen. In the storage unit 500 of this player terminal 1500A, a game program 504 for causing the terminal processing unit 200 to function as a player terminal arithmetic unit 270 and a game management unit 230 is stored, and user management data 510 related to the player of this player terminal 1500A, battle play data 550 related to the game play in which the player participates, game stage initial setting data 520, enemy character initial setting data 530, and player character initial setting data 540 are stored.
[0118] Then, the processing flow of the player terminal 1500A in this modified example is basically the same as the flowchart shown in FIG. 12, and it may be read as if each step is executed by the game management unit 230 of the player terminal 1500A. Specifically, in the player terminal 1500A of each player participating in the game, the virtual display setting management unit 233 manages the virtual display settings related to the own player. Also, the virtual display individual control unit 235 and the notification control unit 237 execute virtual display control processing and notification control related to the own player using operation input history data 554, etc., of related players.
[0119] According to this modified example, the same operational effects as those of the above-described embodiment can be obtained. Note that the player terminal 1500 may be configured to undertake only a part of all the functions of the game management unit 230, instead of undertaking all the functions.
[0120] [Modified Example 2] In addition, in the above-described embodiment, it is assumed that a plurality of players form teams and battle against NPCs. However, it may be a battle against another team organized by another player. In this case, the related players can be limited to only the players (teammates) who are in the same team as the target player, or the related players can be selected regardless of the enemy / ally relationship.
[0121] [Modified Example 3] In addition, while limiting the related players to ally players, the related player status image of the opponent player may be virtually displayed on the virtual display when a condition is satisfied during the game. For example, during the game, the game management unit 230, as a setting switching means, determines whether or not a setting switching condition is satisfied and monitors its establishment. Then, when the setting switching condition is satisfied, control is performed to switch the virtual display setting for the player who has satisfied the condition to the virtual display setting of the opponent player.
[0122] First, the setting switching condition can be a skill that can be activated when using a specific item or satisfying an acquisition condition, etc., and can be, for example, that the "peeping skill", which is a skill that can switch the virtual display setting 560 to that of the opponent player, is activated. Then, for example, if the target player activates the skill, the virtual display setting 560 of the player is switched to the virtual display setting 560 of the opponent player. When there are a plurality of opponent players, which opponent player's setting to switch to can be determined by receiving the operation input of the target player, etc.
[0123] Note that the switching of the virtual display settings here is temporary. After a predetermined time has elapsed, it may be returned to the virtual display settings 560 of the target player, or it may remain the virtual display settings 560 of the opponent player until the end of the game play. Also, not limited to the activation of skills, the reaching of a predetermined game progress situation may be set as a switching condition. Regarding the predetermined game progress situation, for example, it can be appropriately set such as visiting a specific location within the game space or clearing a specific game stage.
[0124] On the premise that the related players are limited to allies, what the target player can see on the virtual display is only the related player status image showing the play status of the ally players, and in principle, the related player status image showing the play status of the opponent player cannot be seen. However, in this modified example, when the target player activates the peeping skill and then views the virtual display, the virtual display image based on the virtual display settings of the opponent player can be virtually displayed on the virtual display. According to this, it becomes possible to grasp the play status of another opponent player, the game status of the opponent team, etc. in a manner of peeping at the virtual display of the opponent player.
[0125] [Modified Example 4] On the other hand, in the case of a configuration where other players can be selected as related players regardless of the enemy / ally relationship, it may be possible to determine whether a predetermined player-specific display switching condition is satisfied during the game and control the virtual display of the virtual display image on the virtual display 9. The player-specific display switching condition is a condition indicating that the image to be virtually displayed on the virtual display has become a game situation where it is a virtual display image based on the virtual display settings 560 for each player. For example, it can be predetermined that the play status of the related player in the related player setting 563 satisfies the status condition in the status condition setting 565, etc. When the player-specific display switching condition is satisfied, it becomes possible to display the related player image as the virtual display image on the virtual display.
[0126] More specifically, in this modification example, for example, the game management unit 230 performs a general setting for virtually displaying the same general image among the individual game images of all players participating in the game as the general image virtual display setting means. Then, when the virtual display is included in the individual game image, if the player-specific display switching condition is not satisfied, the general image is virtually displayed on the virtual display, and when it is satisfied, control is performed to virtually display the virtual display image based on the virtual display setting of the player related to the individual game image on the virtual display. Further, when the player-specific display switching condition is newly satisfied, the game management unit 230 performs notification control to that effect in the same manner as in the above-described embodiment as the notification control means.
[0127] Therefore, in the case of this modification example, when the virtual display is included in the individual game image of the target player, if the play status of the related player satisfies the status condition, the related player status image is virtually displayed on the virtual display, and if not, the general image can be virtually displayed on the virtual display.
Explanation of Signs
[0128] 1000…Game system 1100…Server system 100s…Operation input unit 200s…Server processing unit 210…User management unit 230…Game management unit 231…Virtual display arrangement unit 233…Virtual display setting management unit 235…Virtual display individual control unit 237…Notification control unit 290s…Image generation unit 292s…Sound generation unit 294s…Communication control unit 390s…Image display unit 392s…Sound output unit 394s…Communication unit 500s…Server storage unit 501…Server program 503…Distribution game client program 510...User management data 520... Game stage initial setting data 530...Enemy character initial setting data 540...Player character initial setting data 550…Match play data 552…Matching data 560…Virtual display settings 561...Player name 563…Related player settings 565…Situational condition setting 567…Common settings 1500…Player terminal 100...Operation input section 200...Terminal processing section 270...Player terminal calculation unit 271...Operation signal transmission control unit 273...Game screen display control unit 290...Image generation unit 292...Sound generation section 294…Communication control unit 390...Image display section 392…Sound output section 394…Communications Department 500…Device memory section 502 - Game client program 504...Game program 9. Communication lines 2. Player 3...Player character 4...Enemy character 9. Virtual display
Claims
1. A computer system for controlling a multiplayer game in which each player operates their player character while viewing an individual game image and plays the game in a shared game space, arrangement means for arranging a virtual display at a given position in the game space, virtual display setting management means for managing the virtual display settings for each player, virtual display individual control means for performing control to virtually display, on the virtual display, an image to be virtually displayed on the virtual display when the virtual display is included in the individual game image, as a virtual display image based on the virtual display setting of the player related to the individual game image, A computer system comprising the above.
2. The virtual display setting management means includes, in the virtual display setting, at least a setting in which, for each player, a related player status image indicating the play status of a related player associated with the player is used as the virtual display image. The computer system according to claim 1.
3. The multiplayer game is a game participated in by a group of multiple players, The related player is a player belonging to the same group as the player, The virtual display setting management means includes, in the virtual display setting, at least a setting in which the related player status image when the play status of the related player satisfies a given status condition is used as the virtual display image. The computer system according to claim 2.
4. The multiplayer game is a battle game, The status condition includes at least one of a condition indicating that the related player has achieved a given dominant situation, a condition indicating that the related player has achieved a given victory situation, a condition indicating that the related player has achieved a given disadvantaged situation, and a condition indicating that the related player has achieved a given defeat situation in the battle game. The computer system according to claim 3.
5. The virtual display setting management means includes, in the virtual display setting, at least a setting in which, for players belonging to the same group, a common related player status image is used as the virtual display image. The computer system according to claim 3 or 4.
6. The multiplayer game is a battle game, The virtual display setting management means has setting switching means for switching the virtual display setting of the player to the virtual display setting of an opponent player who is an opponent to the player when the setting switching condition is satisfied for the player who satisfies the setting switching condition for switching the virtual display setting to the virtual display setting of the opponent player as the opponent for the player. The computer system according to any one of claims 1 to 5.
7. The setting switching condition is that a skill capable of switching the virtual display setting has been activated. The computer system according to claim 6.
8. The setting switching condition is that a game progress situation where the virtual display setting can be switched has been reached. The computer system according to claim 6.
9. General image virtual display setting means for virtually displaying the same general image on the virtual display among the individual game images of each player. further comprising When the virtual display individual control means does not satisfy the player-specific display switching condition indicating that the image to be virtually displayed on the virtual display is a virtual display image based on the virtual display setting for each player in a game situation, the general image is virtually displayed on the virtual display, and when the player-specific display switching condition is satisfied, the virtual display image based on the virtual display setting for each player is virtually displayed on the virtual display. The computer system according to any one of claims 1 to 8.
10. Notification control means for performing predetermined notification control when the game situation satisfies the player-specific display switching condition. The computer system according to claim 9, further comprising.
11. The computer system is a server system communicatively connected to the player terminals of each player that display the individual game images. The computer system according to any one of claims 1 to 10.
12. The server system which is the computer system according to claim 11, and player terminals of each player that display the individual game images, A game system comprising.
13. A program for causing a computer system configured by communicatively connecting the player terminals of each player to execute a multiplayer game in which each player operates their own player character while viewing an individual game image and plays a game in a shared game space, Arrangement means for arranging a virtual display at a given position in the game space. Virtual display setting management means for managing the virtual display settings of the virtual display for each player; When the virtual display is included in the individual game image, the image to be virtually displayed on the virtual display is set as a virtual display image based on the virtual display settings of the player related to the individual game image, and control is performed to virtually display the virtual display image on the virtual display in the individual game image. Virtual display individual control means; A program for causing the computer system to function as such.
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