Program, storage medium, information processing device, and control method

The program and control method improve gameplay convenience by displaying elements from a second scenario alongside the first scenario, addressing the need for repetitive gameplay at branching points in electronic games.

JP2025147994APending Publication Date: 2025-10-07SQUARE ENIX EUROPE
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Patent Information

Application Number
JP2024048548
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-25
Publication Date
2025-10-07

AI Technical Summary

Technical Problem

In electronic games, players are unable to progress to certain story parts unless a specific operation input is performed at a branching point, leading to repetitive gameplay to uncover desired story developments.

Method used

A program and control method that provide a game experience related to a first scenario associated with the current area, while also displaying elements related to a second scenario, which can be different from the first scenario, using an 'other scenario display function.

Benefits of technology

Enhances gameplay convenience by allowing players to glimpse auxiliary information from a second scenario, providing hints and reducing repetitive gameplay.

✦ Generated by Eureka AI based on patent content.

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Abstract

To improve convenience in a game play.SOLUTION: A program causes a computer for performing an electronic game progressing while moving in a plurality of regions each of which is associated with one or more scenarios to perform: provision processing for providing a game experience related to one scenario of the scenarios associated with a present region according to the region; and display control processing for executing control to display, in display means, an element related to the scenario in which the game experience is provided. The display control processing executes control to display, in the display means, an element related to a second scenario different from the first scenario in addition to the element related to the first scenario in which the game experience is provided on a condition that a plurality of scenarios is associated with the present region.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

[0001] The present invention relates to a program, a storage medium, an information processing device and a control method, and more particularly to an electronic game in which the scenario that progresses changes depending on the selections made by the player. [Background technology]

[0002] 2. Description of the Related Art There are electronic games in which the story progression changes at branching points in the scenario in response to operational inputs made by a player. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-147013 Summary of the Invention [Problem to be solved by the invention]

[0004] In electronic games such as that disclosed in Patent Document 1, unless a specific operation input is performed at a branching point in the scenario, it is not possible to progress to a certain part of the story. In other words, when the player first reaches a branching point, it is not possible to know information about the story that can be progressed thereafter. For example, in order to progress to a desired story development, the player may have to repeatedly play the game around the branching point.

[0005] At least one embodiment of the present invention aims to provide a program, a storage medium, an information processing device, and a control method that improve convenience in game play. [Means for solving the problem]

[0006] A program according to at least one embodiment of the present invention causes a computer that executes an electronic game in which the player moves through multiple areas, each of which is associated with one or more scenarios, to execute a provision process that provides a game experience related to one of the scenarios associated with the current area, depending on the current area, and a display control process that controls the display means to display elements related to the scenario for which the game experience is provided, wherein the display control process controls the display means to display elements related to a second scenario different from the first scenario, in addition to elements related to a first scenario for which the game experience is provided, provided that multiple scenarios are associated with the current area. [Effects of the Invention]

[0007] With this configuration, at least one embodiment of the present invention makes it possible to improve convenience in game play. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a block diagram illustrating the hardware configuration of a game console 100 according to an embodiment and a modification of the present invention. [Figure 2] FIG. 10 is a diagram illustrating an example of a game screen generated when the other scenario display function is not used in the electronic game according to the embodiment and the modified example of the present invention. [Figure 3] FIG. 10 is a diagram illustrating an example of a game screen generated when the other scenario display function is used in the electronic game according to the embodiment and the modified example of the present invention. [Figure 4] 1 is a flowchart illustrating a generation process executed in the game console 100 according to an embodiment and a modification of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0009] [Embodiment 1] Hereinafter, the embodiments will be described in detail with reference to the accompanying drawings. Note that the following embodiments do not limit the scope of the invention as claimed, and not all combinations of features described in the embodiments are necessarily essential to the invention. Two or more of the features described in the embodiments may be combined in any desired manner. Furthermore, the same reference numerals are used to designate identical or similar components, and redundant descriptions will be omitted.

[0010] In the embodiment described below, the present invention is applied to a game console as an example of an information processing device, which is capable of executing an electronic game in which the player progresses by moving between areas. However, the present invention can be applied to any device capable of executing an electronic game in which the player progresses by moving between areas.

[0011] 《Game console configuration》 FIG. 1 is a block diagram showing the hardware configuration of a game console 100 according to an embodiment of the present invention.

[0012] The control unit 101 is, for example, a CPU, and controls the operation of each block of the game console 100. The control unit 101 reads out the operation programs of each block and the game execution program (game program) according to the present invention stored in the storage device 102, and controls the operation of each block by expanding them into the memory 103 and executing them.

[0013] The storage device 102 is a non-volatile storage device. The storage device 102 may include, for example, a rewritable internal memory of the game console 100, an SSD, an HDD, an optical disk that can be read via an optical drive, or other recording medium. The storage device 102 records not only the operation programs of each block, but also information such as various parameters required for the operation of each block. The storage device 102 also stores the game program and various data of the electronic game according to the present invention.

[0014] The memory 103 is, for example, a volatile storage device. The memory 103 is used not only as an area for developing the operation programs and game programs of each block, but also as a storage area for temporarily storing intermediate data output during the operation of each block. The memory 103 also serves as a drawing memory, and can be used to develop various data required for drawing processing and to store drawn game screens.

[0015] The display control unit 104 controls the display of a game screen on a display 110 connected to the game console 100. The display control unit 104 may include a GPU and a drawing chip. The display control unit 104 periodically executes drawing processing related to the generation of a game screen while a game program is running. The display 110 is, for example, a display device such as an LCD. The display 110 may be detachably connected to the game console 100, or may be built into the same housing as the game console 100.

[0016] The audio output unit 105 controls audio output to a speaker 120 connected to the game console 100. The audio output unit 105 may include a circuit that outputs audio signals, such as a sound card or an audio chip. The audio output unit 105 realizes audio output by converting audio data to be played back into an electrical audio signal and outputting it to the speaker 120. The speaker 120 may be connected to the game console 100 as a standalone piece of hardware, or may be built into the display 110. Alternatively, the speaker 120 may be built into the same housing as the game console 100.

[0017] The operation input unit 106 accepts operation input by the player and outputs a control signal corresponding to the operation input to the control unit 101. An input device 130, such as a game pad, keyboard, mouse, or joystick, can be connected to the operation input unit 106 as an input interface. The player can perform operation input by operating the input device 130 while the game program is running. When an operation input is performed, the input device 130 outputs a corresponding electrical signal to the operation input unit 106, and the operation input unit 106 converts this into a control signal that can be processed by the game program and outputs it to the control unit 101.

[0018] The communication unit 107 is a communication interface for communicating with other devices. The communication unit 107 can connect to, for example, other servers on a network via a predetermined communication method to transmit and receive information. In an electronic game that includes a communication element, the communication unit 107 can be used to transmit and receive predetermined information while a game program is being executed. The communication unit 107 may also be used to download applications (including game programs and various data) related to the electronic game.

[0019] Overview of Electronic Games An overview of the electronic game executed on the game console 100 of this embodiment will now be given.

[0020] As described above, the electronic game is configured so that the player progresses by moving through areas. In the electronic game of this embodiment, the player is configured to be able to control a specific character (hereinafter referred to as a playable character). The electronic game is provided with a plurality of areas, and the playable character can move within or between areas by performing operation inputs related to movement. The game screen is basically configured to capture the playable character, and in response to the movement of the playable character, a game screen corresponding to the area in which the character is located is displayed. Movement of areas is not limited to operation of moving the playable character, but can also occur in response to the progress of the story related to the electronic game.

[0021] In this embodiment, one or more scenarios are associated with each area. The game program is configured to provide a game experience related to one of the scenarios corresponding to the area in which the playable character exists. Note that, although this embodiment is described as having a scenario associated with all areas in the electronic game, the present invention does not exclude the existence of areas to which no scenario is associated.

[0022] Here, a scenario refers to an event sequence in which characters, etc., from a story related to an electronic game appear and progress by performing specific actions and conversations, and provides a game experience accompanied by the display of a series of game screens (moving images) corresponding to the event sequence. In the electronic game of this embodiment, display elements such as various character objects, including the playable character, and backgrounds are configured as three-dimensional models. These objects are arranged in three-dimensional space and depicted from a predetermined viewpoint to generate a game screen, which is provided to the player via the display 110. Therefore, for each event sequence, the position of each object, such as a character, involved in the scenario in question in the three-dimensional space corresponding to the scene (the area associated with the scenario), as well as the motions applied to the object and the audio information to be played in connection with the object and the scene, are defined. That is, the game program determines which scenario to present from among the scenarios corresponding to the current area as the electronic game progresses, and executes various controls related to the display of the game screen and audio output based on the definition information of the event sequence corresponding to the scenario.

[0023] In one aspect described below, such an electronic game is a multiple-ending adventure game. In an adventure game, a player must collect information and take actions to achieve the conditions for reaching the game's true ending by making various selections. That is, the adventure game is configured so that a normal ending (regular ending) other than the true ending is provided, and different scenarios are presented in the process of reaching each ending.

[0024] <Other scenario display function> Incidentally, in the progression of a game, one area may be used in multiple scenarios. That is, in an adventure game, multiple scenarios with different progressions may be associated with the same area depending on the possible endings. Such multiple scenarios may have a relationship such that information provided to the player in a game experience related to some scenarios may be a key to progressing through other scenarios or may suggest actions to be taken to reach other scenarios. Therefore, during the provision of a game experience related to a scenario associated with one area, elements related to other scenarios associated with the same area may provide the player with hints for efficiently progressing through the game.

[0025] In the adventure game of this embodiment, an "other scenario display function" is provided that displays, on the game screen, elements related to a scenario that provides a game experience in addition to elements related to one scenario that is associated with the same area and that is different from the scenario in which the playable character currently resides. The other scenario display function may be a function that can be used, for example, when a specific operation input is made by the player. In one aspect, the other scenario display function may be provided to the playable character as a skill or ability. Hereinafter, for the current area presented on the game screen, the scenario that provides a game experience will be referred to as the "first scenario," and a scenario in which elements are presented on the game screen in addition to elements related to the first scenario only when the other scenario display function is used will be referred to as the "second scenario."

[0026] The first scenario and the second scenario are both associated with the same area, but may be different scenarios in the following respects, for example. In one aspect, the first scenario and the second scenario may be scenarios derived from a specific branching point in the story of, for example, an adventure game, and the relationship in which which scenario's game experience is provided may be controlled based on the operational inputs and actions of the playable character made before the branching point. In this case, the first scenario and the second scenario may include, for example, scenarios that represent the same time period in the adventure game but provide game experiences with different progressions. In other words, the first scenario and the second scenario provide game experiences with different timelines (time axes) in the adventure game. Therefore, the game experience related to the first scenario and the game experience related to the second scenario are not provided at the same time but are configured as independent progressions.

[0027] An example of such a scenario would be a game in which the life or death of a specific character changes at a branching point, with a scenario showing the state of the town in which the character is alive and a scenario showing the state of the town in which the character has died. In a mode in which the latter scenario is the first scenario and the former scenario is the second scenario, the player can get a glimpse of elements related to the second scenario by using the other scenario display function, and can obtain hints, etc., for keeping the specific character alive at the branching point.

[0028] The other scenario display function merely presents elements related to the second scenario as an auxiliary function while providing a game experience related to the first scenario, and does not provide the player with a game experience related to the second scenario. Here, providing a game experience refers to the presentation of information including interactive experience elements, such as elements configured to allow the player to be involved in the elements related to the scenario, and configured so that the state and behavior of the elements can be changed depending on the player's operation input or the state of the playable character. Therefore, the display of elements related to the second scenario differs from the display of elements related to the first scenario for which a game experience is being provided, in that the display presents elements that progress without the player's operation input. In one aspect, the display of elements related to the second scenario by the other scenario display function may be limited to non-interactive display elements, such as movie playback parts in the second scenario.

[0029] Furthermore, since the game experience related to the second scenario is not provided while the game experience related to the first scenario is being provided, there is no need to consider collision detection between the elements related to the second scenario and the elements or playable character related to the first scenario. In other words, even from the perspective that no collision is set, the elements related to the second scenario can be separated from the elements related to the first scenario as non-interactive elements.

[0030] (Display Control) As such, the other scenario display function is a function that presents auxiliary information in the game experience related to the first scenario, so elements related to the first scenario and elements related to the second scenario are displayed on the game screen in different display formats.

[0031] Because the game experience provided to the player is solely related to the first scenario, the game screen is configured to primarily display elements related to the first scenario, as shown in Figure 2. The game screen shown in Figure 2 is an example of a game screen that displays elements related to the first scenario, but this game screen is equivalent to the game screen that is displayed when the other scenario display function is not used.

[0032] When the other scenario display function is used, elements related to the second scenario are also displayed on the game screen. The elements related to the second scenario are displayed as transparent object 301 highlighted in a specific color, as shown in FIG. 3, for example, so as to be distinguishable from the elements related to the first scenario. In the example of FIG. 3, object 301, which is an element related to the second scenario, is represented by a dashed line, and appears on the game screen visually different from the elements related to the first scenario, which are represented by a solid line. In other words, the elements related to the second scenario are drawn with different effects (VFX) applied to them than those applied to the elements related to the first scenario during the drawing process.

[0033] To generate a game screen related to the other scenario display function, both data of elements related to the first scenario and data of elements related to the second scenario are simultaneously expanded in memory 103. In one aspect, objects (3D models) related to the first scenario and objects (3D models) related to the second scenario expanded in memory 103 are placed in a single 3D space related to the current area, and the game screen is generated by drawing the 3D space from a viewpoint (drawing viewpoint) determined according to the progress of the game. In another aspect, a 3D space related to the current area is defined for each scenario, and objects related to the corresponding scenario are placed therein. In this case, by drawing each 3D space from the same drawing viewpoint, two types of images, one for the first scenario and one for the second scenario, are obtained for the same spatial range (the spatial range included in the visual volume defined based on the drawing viewpoint). Therefore, a game screen can be generated by superimposing the image related to the second scenario on the image related to the first scenario at a predetermined transparency.

[0034] On the other hand, displaying elements related to multiple scenarios increases the total amount of data that must be expanded and stored in memory 103. In other words, when the other scenario display function is being used, memory space may be constrained compared to when the function is not being used, and the computational load may increase due to the increased number of objects. As a result, the game screen may not be displayed in an optimal state, resulting in a decrease in the drawing frame rate, the occurrence of drawing errors, and other problems. For this reason, in the game program of this embodiment, when the other scenario display function is being used, the computational load related to the drawing process is reduced by limiting the drawing of elements related to the second scenario to a portion rather than all of them.

[0035] When using the other scenario display function, the elements related to the second scenario that are displayed can be identified, for example, by comparing the contents of the event sequence related to the first scenario with the event sequence related to the second scenario. For example, in a mode in which the first scenario and the second scenario are scenarios associated with the same time period in the game, the displayed elements related to the second scenario can be limited to elements that indicate differences between the scenarios, such as elements that behave differently between the scenarios, elements that are in different states between the scenarios, or elements that are positioned differently between the scenarios. This is because the differences between the scenarios arise as a result of at least some kind of operational input or action, and can be assumed to be significant elements in the progression of the game.

[0036] Note that the elements related to the second scenario that are displayed when using the other scenario display function are not limited to elements that indicate the differences between the scenarios. The displayed elements related to the second scenario may be limited to, for example, elements that indicate the differences and are involved in progressing to a different scenario, or predetermined noteworthy elements. In addition, the displayed elements related to the second scenario may be limited to elements located within a predetermined distance from the playable character. This reduces the computational load while encouraging the player to focus on elements that are significant in the progression of the adventure game.

[0037] <<Generation Process>> The following describes in detail the generation process for generating a game screen for an electronic game in the game console 100 of this embodiment, using the flowchart in Figure 4. The process corresponding to this flowchart can be realized by the control unit 101 reading out a corresponding processing program stored in, for example, the storage device 102, and then loading and executing the program in the memory 103. Note that this generation process is described as being started, for example, when an operation input is made to start playing the electronic game, and being repeatedly executed in synchronization with the screen output timing that arrives at predetermined frame times. Furthermore, it is assumed that the game program for the electronic game executes a process for determining a first scenario that should provide a game experience and a second scenario in which elements will be displayed when the other scenario display function is used, prior to or in parallel with this generation process.

[0038] In S401, the control unit 101 determines whether multiple scenarios are associated with the current area that the playable character is in. If the control unit 101 determines that multiple scenarios are associated with the current area, it proceeds to S402, and if it determines that multiple scenarios are not associated, it proceeds to S404.

[0039] In S402, the control unit 101 determines whether or not an operation input related to the use of the other scenario display function has been made. If the control unit 101 determines that an operation input related to the use of the other scenario display function has been made, the control unit 101 proceeds to S403, and if it determines that an operation input related to the use of the other scenario display function has not been made, the control unit 101 proceeds to S404.

[0040] In S403, under the control of the control unit 101, the display control unit 104 generates a game screen including elements related to the first scenario and elements related to the second scenario, completing the generation process for the current frame. The display control unit 104 generates the game screen by, for example, arranging objects related to the first scenario and objects related to the second scenario in a three-dimensional space and drawing them from a drawing viewpoint. Here, the display control unit 104 performs the drawing process by applying different effects to the objects related to the first scenario and the objects related to the second scenario.

[0041] On the other hand, if it is determined in S401 that multiple scenarios are associated with the current area, or if it is determined in S402 that no operational input has been made to use the other scenario display function, the display control unit 104, under the control of the control unit 101, generates a game screen including elements related to the first scenario in S404 and completes the generation process for the current frame. The display control unit 104 generates a game screen by, for example, placing objects related to the first scenario in a three-dimensional space and drawing the three-dimensional space from a drawing viewpoint.

[0042] As described above, the game console 100 of this embodiment can improve the convenience of game play.

[0043] [Variation 1] In the above-described embodiment, elements related to the second scenario are displayed as auxiliary elements on the game screen in response to an operation input related to the use of the other scenario display function, but the present invention is not limited to this. For example, the elements related to the second scenario may be controlled to be displayed on the game screen on the condition that a predetermined condition is met in the progress of the electronic game, such as when the playable character enters a specified area or when a specific item is obtained in the game.

[0044] [Embodiment 2] In the above-described embodiment and modified example, the other scenario display function has been described as simply displaying elements related to the second scenario, but the implementation of the present invention is not limited to this. The other scenario display function may also present audio related to the second scenario in addition to displaying elements related to the second scenario. In other words, when the other scenario display function is used, the player may be configured to be presented with audio related to the second scenario in addition to audio related to the first scenario that provides the game experience.

[0045] In an electronic game that provides a gaming experience involving movement of a playable character in a three-dimensional space, sounds associated with objects located in the three-dimensional space are presented in a manner that allows sound image localization in order to provide a player with a sense of realism. That is, for sounds generated by such objects (e.g., people), the volume output from each speaker 120 is controlled according to the positional relationship (distance and angle from the front direction of the playable character) between the object and the playable character (or the rendering viewpoint). For example, in an embodiment in which two speakers 120L (left) and 120R (right) are provided to provide 2-channel stereo output, sounds associated with objects located to the left of the playable character are output at a louder volume from speaker 120L than from speaker 120R, allowing the player to perceive the sounds as coming from the left.

[0046] Even when the other scenario display function is used, output control that enables sound image localization for the sound related to the second scenario allows the player to understand the direction in which to focus, etc. Therefore, in the game console 100 of this embodiment, when the other scenario display function is used, the sound output unit 105 is controlled to mix the sound related to the second scenario with the sound related to the first scenario being provided in the game experience and output it in a manner that enables sound image localization.

[0047] Note that when using the other scenario display function, the display of elements related to the second scenario and the output of audio do not have to be performed simultaneously. For example, if the spatial range related to the rendering viewpoint does not include objects related to the second scenario, the elements related to the second scenario will not be displayed, but audio related to the second scenario may be output. In other words, the audio related to the second scenario is determined based on the arrangement of the playable character and the rendering viewpoint, and the objects related to the second scenario, so playback control is performed regardless of whether the object in question is included in the spatial range related to the rendering viewpoint.

[0048] Furthermore, when using the other scenario display function, the audio output unit 105 may process the latter audio by, for example, periodically distorting it or applying an echo, so that the player can clearly distinguish between the audio related to the first scenario and the audio related to the second scenario.

[0049] [Variation 2] In the above-described embodiment and modified examples, the other scenario display function has been described as being used to present to the player information relating to the first scenario and the second scenario in which the game experience is being provided, as information that can serve as hints for efficiently progressing through the game, but the implementation of the present invention is not limited to this. For example, in a game configured to allow selective transition between scenarios, the other scenario display function can also be used to display a trigger object that triggers a transition to another scenario.

[0050] Here, examples of games that allow selective transitions between scenarios include, for example, games that allow a player to progress through a scenario currently being provided by transitioning to different scenarios and collecting information. In such games, elements related to other scenarios can be displayed as a form of trigger object. That is, by displaying an element that suggests the content of another scenario as a trigger object, the player can be informed of the content of the scenario that will be transitioned to when an operation input is made to the trigger object.

[0051] Furthermore, the trigger object may be configured to be able to display each of the scenarios to which a transition can be made from the scenario currently being provided. In this manner, by displaying an element related to each scenario as a trigger object, the player can visually grasp the desired scenario, making it easier to select the transition destination.

[0052] In another aspect, the trigger object may be displayed as, for example, a dimensional rift, and in this aspect, a series of effects may be presented to the player in which a transition between scenarios is realized through the action of the playable character, such as opening the rift.

[0053] [Summary of the embodiment] The above-described embodiments disclose at least the following programs, storage media, information processing devices, and control methods.

[0054] [1] A computer that executes an electronic game in which a player progresses by moving through a plurality of areas, each of which is associated with one or more scenarios, a provision process for providing a game experience related to one of the scenarios associated with a current area in accordance with the current area; a display control process for controlling a display means to display elements related to a scenario in which a game experience is provided; A program for executing The display control process is a program that controls the display means to display elements related to a second scenario different from the first scenario in addition to elements related to a first scenario that provides a game experience, provided that multiple scenarios are associated with the current area.

[0055] [2] The program described in [1], wherein the display control process controls the display means to display elements related to the second scenario in a manner different from that of the elements related to the first scenario.

[0056] [3] The program according to [1] or [2], wherein the providing process does not provide the gaming experience relating to the first scenario and the gaming experience relating to the second scenario simultaneously.

[0057] [4] A program described in any one of [1] to [3], wherein the first scenario and the second scenario are scenarios with different progress content that indicate the same time period in the electronic game.

[0058] [5] The program described in [4], wherein the display control process controls elements related to the second scenario that are identical to elements related to the first scenario so that they are not displayed on the display means as elements related to the second scenario.

[0059] [6] The program described in any one of [1] to [3], wherein the first scenario and the second scenario are scenarios that indicate different time periods in the electronic game.

[0060] [7] The program described in any one of [1] to [6], wherein the display control process controls the display of elements related to the second scenario in a manner superimposed on elements related to the first scenario.

[0061] [8] The display control process generates a game screen to be displayed on the display means by placing elements related to a scenario in which a game experience is provided in a three-dimensional space at predetermined positions and drawing the three-dimensional space from a predetermined viewpoint. The program described in any one of [1] to [7].

[0062] [9] the program further causes the computer to execute a playback process of playing back audio related to a scenario in which a game experience is provided in a manner that enables sound image localization, based on the information on the predetermined viewpoint; the game experience related to the scenario includes display of elements related to the scenario and audio output related to the scenario; The program described in [8], wherein the playback process further plays back audio related to the second scenario in a manner that enables sound image localization when an element related to the second scenario is displayed.

[0063]

[10] A computer-readable storage medium storing a program according to any one of [1] to [9].

[0064]

[11] An information processing device that executes an electronic game in which a player progresses by moving through a plurality of areas, each of which is associated with one or more scenarios, a providing means for providing a game experience according to one of the scenarios associated with a current area; a display control means for controlling the display means to display elements related to a scenario in which a game experience is provided; and The display control means is an information processing device that controls the display means to display elements related to a second scenario different from the first scenario in addition to elements related to a first scenario that provides a game experience, provided that multiple scenarios are associated with the current area.

[0065]

[12] A method for controlling an information processing device that executes an electronic game in which a player progresses by moving through a plurality of areas, each of which is associated with one or more scenarios, comprising: a providing step of providing a game experience related to one of the scenarios associated with a current area in accordance with the current area; a display control step of controlling a display means to display elements related to a scenario in which a game experience is provided; and A control method in which, in the display control process, the display means is controlled to display elements related to a second scenario different from the first scenario in addition to elements related to a first scenario that provides a game experience, provided that multiple scenarios are associated with the current area.

[0066] [Other embodiments] The invention is not limited to the above-described embodiment, and various modifications and variations are possible within the scope of the gist of the invention. [Explanation of symbols]

[0067] 100: Game console, 101: Control unit, 102: Storage device, 103: Memory, 104: Display control unit, 105: Audio output unit, 106: Operation input unit, 107: Communication unit, 110: Display, 120: Speaker, 130: Input device

Claims

1. A computer that executes an electronic game in which a player progresses by moving through a plurality of areas, each of which is associated with one or more scenarios, a provision process for providing a game experience related to one of the scenarios associated with a current area in accordance with the current area; a display control process for controlling a display means to display elements related to a scenario in which a game experience is provided; A program for executing The display control process is a program that controls the display means to display elements related to a second scenario different from the first scenario in addition to elements related to a first scenario that provides a game experience, provided that multiple scenarios are associated with the current area.

2. 2 . The program according to claim 1 , wherein the display control process controls the display means to display the elements related to the second scenario in a different format from the elements related to the first scenario.

3. The program according to claim 1 , wherein the providing process does not provide the game experience related to the first scenario and the game experience related to the second scenario simultaneously.

4. The program according to claim 1 , wherein the first scenario and the second scenario are scenarios that represent the same time period in the electronic game but have different progress details.

5. The program described in claim 4, wherein the display control process controls elements related to the second scenario that are identical to elements related to the first scenario so that they are not displayed on the display means as elements related to the second scenario.

6. The program according to claim 1 , wherein the first scenario and the second scenario are scenarios having content that indicates different time periods in the electronic game.

7. The program according to claim 1 , wherein the display control process controls displaying the elements related to the second scenario in a manner superimposed on the elements related to the first scenario.

8. The program of claim 1, wherein the display control process generates a game screen to be displayed on the display means by placing elements related to a scenario in a three-dimensional space at predetermined positions for a scenario in which a game experience is provided and drawing the three-dimensional space from a predetermined viewpoint.

9. the program further causes the computer to execute a playback process of playing back audio related to a scenario in which a game experience is provided in a manner that enables sound image localization, based on the information on the predetermined viewpoint; the game experience related to the scenario includes display of elements related to the scenario and audio output related to the scenario; The program according to claim 8 , wherein the reproduction process further reproduces, when an element related to the second scenario is displayed, sound related to the second scenario in a manner that enables sound image localization.

10. A computer-readable storage medium storing the program according to any one of claims 1 to 9.

11. An information processing device that executes an electronic game in which a player progresses by moving through a plurality of areas, each of which is associated with one or more scenarios, a providing means for providing a game experience according to one of the scenarios associated with a current area; a display control means for controlling the display means to display elements related to a scenario in which a game experience is provided; and The display control means controls the display means to display elements related to a second scenario different from the first scenario in addition to elements related to a first scenario that provides a game experience, provided that multiple scenarios are associated with the current area.

12. 1. A method for controlling an information processing device that executes an electronic game in which a player progresses by moving through a plurality of areas, each of which is associated with one or more scenarios, comprising: a providing step of providing a game experience related to one of the scenarios associated with a current area in accordance with the current area; a display control step of controlling a display means to display elements related to a scenario in which a game experience is provided; and A control method in which, in the display control process, the display means is controlled to display elements related to a second scenario different from the first scenario in addition to elements related to a first scenario that provides a game experience, provided that multiple scenarios are associated with the current area.

Citation Information

Patent Citations

  • Game program and game system

    JP2019147013A