Game program and game system
The game program addresses the challenge of users setting function inputs by determining and displaying suitable settings based on input history, enhancing user experience, especially for beginners.
Patent Information
- Application Number
- JP2024056640
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-29
- Publication Date
- 2025-10-10
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Users of games like those described in Patent Document 1 often struggle to set function inputs appropriately, especially when they are new to the game or unfamiliar with the controls.
A game program that determines and outputs suitable function settings for user inputs based on input history, allowing for easier customization through a display of recommended settings.
Facilitates easier and more appropriate function setting for users, particularly beginners, by analyzing input history and providing tailored recommendations.
Smart Images

Figure 2025153919000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a game program and a game system. [Background technology]
[0002] Some game programs allow customization of the allocation of game functions to controller keys (key configuration) (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 7215009 Summary of the Invention [Problem to be solved by the invention]
[0004] In games such as those described in Patent Document 1, various functions in the game (for example, jumping, attacking, etc.) are set in accordance with operation inputs by the user. In such games, users would like to set functions for operation inputs in a way that suits them.
[0005] However, when a user plays the game for the first time or is unfamiliar with the game, the user may not know how to set functions for operation inputs.
[0006] An object of the present disclosure is to provide a game program that makes it easier for a user to set functions in response to operational inputs. [Means for solving the problem]
[0007] A first aspect of the present invention provides a computer system comprising one or more computers, In a game in which a function corresponding to each user operation input can be set, the game program functions as an output unit that outputs a function setting for the input operation that is suitable for the user based on the input history of the operation input.
[0008] In a first aspect, the computer system comprises: The output unit may further function as a display unit that displays information indicating the output result of the output unit.
[0009] In a first aspect, the computer system comprises: further functioning as a setting unit that selects one of a plurality of operation types in which different operation inputs are set for the same function; The output unit may output an operation type suitable for the user from among the plurality of operation types based on the input history.
[0010] In a first aspect, the output unit may output an operation type suitable for the user from among the plurality of operation types based on the input history and the result of the game.
[0011] In a first aspect, the attributes of the user may be determined based on the input history, and the function settings for the input operation of other users with attributes related to the attribute may be output as the function settings for the input operation suitable for the user.
[0012] The second aspect includes a storage unit that stores the first aspect; a control unit that executes the game program; It is a game system. [Effects of the Invention]
[0013] According to the present disclosure, it becomes easier for a user to set a function in response to an operation input. [Brief explanation of the drawings]
[0014] [Figure 1] 1 is a block diagram showing the configuration of a game device according to a first embodiment. [Figure 2] FIG. 4 is a diagram showing an example of setting of a function in response to an operation input according to the first embodiment. [Figure 3] FIG. 2 is a diagram showing an example of a game screen according to the first embodiment. [Figure 4] 4 is a flowchart illustrating a determination process according to the first embodiment. [Figure 5] FIG. 4 is a diagram showing an example of a setting screen for a function in response to an operation input according to the first embodiment. [Figure 6] FIG. 11 is a diagram showing an example of operation type settings according to the second embodiment. [Figure 7] FIG. 11 is a diagram showing an example of an operation type setting screen according to the second embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0015] [First embodiment] Hereinafter, a game device is an example of a computer system (game system) having one computer or multiple computers working together.
[0016] A game based on this game program is played in a virtual space (for example, two-dimensional or three-dimensional).
[0017] There are no limitations on the type of game, etc. In this embodiment, an action game that progresses by a player operating a player character will be described as an example of the game.
[0018] In this game, sounds are played. The sounds played in the game include sounds output from sound source objects, background music (BGM), sound effects, etc. Examples of sounds output from sound source objects include sounds that accompany the movement of objects, such as footsteps and wind noise, and sounds emitted by objects, such as cries and dialogue.
[0019] <<Configuration of the Game Device>> <Hardware configuration> 1 is a block diagram showing the configuration of the game device 5. The game device 5 executes a predetermined game based on operations by a player (user).
[0020] 1, the game device 5 has a built-in display 61, a speaker 62, and a controller 63. Note that the game device 5 may have the display 61, the speaker 62, and the controller 63 externally connected thereto.
[0021] The game device 5 may be a commercially available device such as a personal computer, PlayStation (registered trademark), XBox (registered trademark), PlayStation Vita (registered trademark), or Nintendo Switch (registered trademark).
[0022] The game progresses on the game device 5 based on the installed game program and game data. The game devices 5 can communicate data with each other using a communication network (not shown) or a short-range wireless communication device (not shown).
[0023] The game device 5 has a network interface 51, a graphics processing unit 52, an audio processing unit 53, an operation unit 54, a storage unit 55, and a control unit 56. The network interface 51, the graphics processing unit 52, the audio processing unit 53, the operation unit 54, and the storage unit 55 are electrically connected to the control unit 56 via a bus 59.
[0024] The network interface 51 is communicably connected to the communication network in order to transmit and receive various data to and from, for example, other game devices 5 and external server devices (not shown).
[0025] The graphics processing unit 52 renders game images including the player character and various objects in the virtual space in a moving image format in accordance with game image information output from the control unit 56. The graphics processing unit 52 is connected to a display 61, which may be, for example, a liquid crystal display. The game images rendered in a moving image format are displayed on the display 61 as a game screen.
[0026] The audio processing unit 53 is connected to the speaker 62. The audio processing unit 53 plays and synthesizes game sounds in accordance with instructions from the control unit 56, and outputs the sounds from the speaker 62.
[0027] The operation unit 54 is connected to the controller 63. The operation unit 54 transmits and receives data related to operation inputs to and from the controller 63. The player inputs operation signals to the game device 5 by operating various controls such as buttons on the controller 63.
[0028] The storage unit 55 is composed of an HDD, SSD, RAM, ROM, etc. Game data, various programs including game programs, etc. are stored in the storage unit 55. Examples of game data include virtual media and user account information.
[0029] The control unit 56 controls the operation of the game device 5. The control unit 56 includes a CPU (microcomputer) and a semiconductor memory. The semiconductor memory stores programs and data for operating the CPU.
[0030] <Functional Configuration of Control Unit 56> By executing the game program, the control unit 56 functions as a game progression unit 561, a setting unit 562, a determination unit 563 (output unit), a display unit 564, and a playback unit 565 (see FIG. 1).
[0031] (Game Progression Section 561) The game progression unit 561 progresses the game by causing player characters, non-player characters, and predetermined objects to move within a virtual space. The game progression unit 561 uses, for example, AI (artificial intelligence) to control the movements of non-player characters.
[0032] The game progression unit 561 controls the actions of the player character, etc. in accordance with instructions from the player. The player's instructions are input to the operation unit 54 via the controller 63.
[0033] (Setting unit 562) The setting unit 562 sets various functions for operation inputs. As shown in Fig. 2, the controller 63 is provided with a plurality of operators (up, down, left, right buttons, R1 to R3 buttons, L1 to L3 buttons, O, X, △, and □ buttons, etc.). In this game, one or more functions in the game are set for each operator (operation input) of the controller 63.
[0034] 2, functions such as the movement of the player character C2 and the movement of the virtual camera are set to each operator of the controller 63. Specifically, when the player operates the square button, the player character jumps.
[0035] When the setting unit 562 receives an operation for changing the setting of a function for a control of the controller 63, the setting unit 562 changes the setting of the function for the control of the controller 63 in accordance with the operation.
[0036] (Judgment unit 563) The determination unit 563 analyzes the tendency of the player's operation input based on the input history of the player's operation input. Then, the determination unit 563 determines the setting of a function for the operation input (operator) that is suitable for the player according to the analysis result.
[0037] (Display section 564) The display unit 564 generates image data in accordance with the progress of the game. Then, the display unit 564 outputs the image data to the graphics processing unit 52. As a result, game images in accordance with the progress of the game are displayed on the display 61.
[0038] Furthermore, when a predetermined operation is performed, the display unit 564 displays a setting screen (see FIG. 2) for setting various functions in response to an operation input on the display 61. The setting unit 562 accepts an operation for changing the setting of a function for an operator of the controller 63 via the setting screen. Furthermore, the display unit 564 displays the determination result (output result) of the determination unit 563 on the setting screen.
[0039] (Playback section 565) The playback unit 565 generates audio data in accordance with the progress of the game. Specifically, the playback unit 565 selects audio data to be played back from audio data (various types of audio data prepared in advance) stored in the storage unit 55 in accordance with the progress of the game, and outputs the selected audio data (or new audio data obtained by synthesizing the selected audio data) to the audio processing unit 53.
[0040] When outputting audio data, the playback unit 565 instructs the audio processing unit 53 on the volume. The audio processing unit 53 converts the audio data output from the playback unit 565 into an analog signal at the instructed volume and outputs it to the speaker 62. As a result, sound corresponding to the audio data generated by the playback unit 565 is reproduced from the speaker 62.
[0041] (Regarding the determination process by the determination unit 563) Next, the determination process by the determination unit 563 in this game program will be described with reference to Fig. 3. In the first embodiment, the game executed by the game program will be described as a so-called side-scrolling action game.
[0042] 3, the player controls the player character C1 to play the game from a start point (not shown) set on the left side of the drawing to a goal point (not shown) set on the right side of the drawing. In this game, the game is cleared when the player character C1 reaches the goal point.
[0043] As shown in Figure 3, a hole C2 is located in the center of the drawing. In this game, if the player character C1 falls into the hole C2, the player character C1 is determined to have died and the game cannot be cleared.
[0044] In the game situation of Figure 3, the player would normally try to make the player character C1 jump in order to prevent the player character C1 from falling into the hole C2. However, when the player is playing the game for the first time or is unfamiliar with the game, the player may mistakenly operate a controller on the controller 63 that is different from the controller that corresponds to the function (jump in this case). In particular, when a situation arises during the game that requires the player to respond instantaneously, when there are many controllers used in the game, or when the operations during the game are complicated, the player is likely to mistakenly operate a controller that has a different function.
[0045] 2, for example, by operating the square button on the controller 63, the player character C1 can jump and avoid the hole C2. However, if the player mistakenly operates the cross button on the controller 63 as the control to make the player character C1 jump, the player character C1 will dash and fall into the hole C2.
[0046] Therefore, in this game program, the determination unit 563 determines the setting of functions for operation inputs that are suitable for the player, based on the input history of the player.
[0047] <<Example of operation>> FIG. 4 is a flowchart illustrating the determination process in this game program.
[0048] First, the determination unit 563 reads information indicating an input history of operation inputs made by the player in the game (step S1). The input history is a history of operation inputs made by the player to the controller 63 during the game. For example, the information indicating the input history is stored in the storage unit 55.
[0049] The determination unit 563 analyzes the tendency of the player's operation input from the information indicating the read input history of the player (step S2). For example, the tendency of the player's operation input can be found by comparing, in a specific game situation, an operation input suitable for the game situation with an operation input actually performed by the player.
[0050] 2 and 3, the operation input suitable for the game situation is the operation of the square button (jump). In contrast, suppose the player operates the cross button (dash). In this case, the determination unit 563 analyzes that the player tends to operate the cross button to make the player character C1 jump.
[0051] The determination unit 563 determines a function setting for the operation input that is suitable for the player based on the analysis result (step S3). In the above case, the determination unit 563 determines that setting the X button as the operator to be operated to make the player character C1 jump is suitable for the player.
[0052] The display unit 564 displays the determination result of the determination unit 563 on a setting screen for setting various functions in response to the operation input (step S4). When a predetermined operation is performed (for example, when an operation to transition from the game title screen to a key configuration setting screen is performed), the display unit 564 displays the setting screen on the display 61.
[0053] 5, the display unit 564 displays an image Sc1 on the setting screen as the determination result of the determination unit 563. In the example of FIG. 5, the image Sc1 (information indicating the output result) displays "Would you like to change the X button to 'Jump'?" as the determination result of the function setting for the operation input that is suitable for the player.
[0054] The setting unit 562 determines whether or not an operation to change the setting of the function in response to the operation input has been performed (step S5). In the example of Fig. 5, if the "Change" button Sc2 in the image Sc1 has been operated, it is determined that an operation to change the setting has been performed, and if the "Do not change" button Sc3 in the image Sc1 has been operated, it is determined that an operation to change the setting has not been performed.
[0055] When it is determined that an operation to change the setting of a function corresponding to the operation input has been performed (Yes in step S5), the setting unit 562 changes the setting of the function corresponding to the operation input (step S6). In FIG. 5, the cross button is changed to an operator corresponding to "jump." That is, the setting of the function corresponding to the operation input corresponds to the determination result of the determination unit 563.
[0056] When it is determined that the setting operation corresponding to the determination result of the determination unit 563 has not been performed (No in step S5), the setting unit 562 does not change the setting of the function corresponding to the operation input (step S7). In FIG. 5, the cross button remains set to "dash." That is, the setting of the function corresponding to the operation input is maintained.
[0057] To summarize the above, this aspect is a game program that causes a game device 5 (a computer system consisting of one or more computers) to function as a determination unit 563 (output unit) that determines (outputs) the setting of a function for an input operation that is suitable for a player based on the input history of the player's input operations in a game in which a corresponding function can be set for each operation input by the player (user).
[0058] Effect of this embodiment As described above, in this embodiment, the function settings for the operation inputs that are suitable for the player are determined (output) according to the input history of the operation inputs of the player. This makes it easier for the player to set the functions for the operation inputs, for example, if the player is a beginner or is not familiar with the game.
[0059] Furthermore, the display unit 564 displays an image Sc1 (information) indicating the determination result of the determination unit 563. This allows the player to set a function for an operation input after checking the image Sc1.
[0060] [Second embodiment] In the first embodiment, the determination unit 563 determines the function settings for the controls that are suitable for the player based on the input history of the player. In contrast, in the second embodiment, the determination unit 563 determines the operation type that is suitable for the user.
[0061] In the game of the second embodiment, when the player performs successive input operations, a specific function is exerted. For example, when the player performs successive input operations, the player character C1 unleashes a special move (the same function).
[0062] (Setting unit 562) The setting unit 562 sets the operation type. An operation type is a type in which a function in the game is previously associated with a succession of input operations by the player. In this embodiment, the setting unit 562 selects (sets) one operation type from a plurality of operation types in accordance with the user's operation. The input operations for the special moves differ from one another in each operation type.
[0063] 6, in the first operation type, the player character C1 unleashes a special move by successively operating (operation input) the left button, down button, right button, and circle button of the controller 63. In the second operation type, the player character C1 unleashes a special move by successively operating (operation input) the left button, right button, down button, and circle button of the controller 63. In the third operation type, the player character C1 unleashes a special move by successively operating (operation input) the right button and circle button.
[0064] That is, the input operations for unleashing special moves differ between the first and second operation types. Also, the third operation type allows unleashing special moves with simpler input operations than the first and second operation types.
[0065] When the setting unit 562 receives an operation for changing the setting of the operation type, the setting unit 562 changes the setting of the operation type.
[0066] (Judgment unit 563) The determination unit 563 determines the operation type setting that is suitable for the player based on the player's input history and game results.
[0067] For example, when the operation type is set to the first operation type, suppose that the left button, right button, down button, and circle button are successively operated on the controller 63 in a game situation where the game can be cleared by unleashing a special move. In this case, the determination unit 563 determines that the player has made an incorrect input operation to unleash the special move, and determines that the operation type suitable for the player is the second operation type.
[0068] Furthermore, if the operation type is set to the first operation type or the second operation type, the player cannot perform a special move and fails to clear the game (corresponding to the game result). In this case, the determination unit 563 determines that the player is a beginner who is not familiar with the input operations of the game, and determines that the operation type suitable for the player is the third operation type.
[0069] (Display section 564) When a predetermined operation is performed (for example, when an operation to transition from the game title screen to a key configuration setting screen is performed), the display unit 564 displays a setting screen for setting the operation type on the display 61. The setting unit 562 accepts changes to the setting of the operation type via the setting screen.
[0070] As shown in Fig. 7, the display unit 564 displays an image Sc2 on the setting screen as the determination result of the determination unit 563. In the example of Fig. 7, an image Sc4 displays "Would you like to change the operation type to the third operation type?" as the determination result of the operation type setting suited to the player.
[0071] In the example of FIG. 7, when the "Change" button Sc5 in image Sc4 is operated, the setting unit 562 changes the operation type to the third operation type. That is, the setting of the operation type corresponds to the determination result of the determination unit 563. On the other hand, when the "Do not change" button Sc6 in image Sc4 is operated, the setting unit 562 does not change the setting of the operation type. That is, the setting of the operation type is maintained.
[0072] In summary, in this aspect, the setting unit 562 selects one operation type from first to third operation types (plural operation types) in which different operation inputs are set for a special move (same function). The determination unit 563 determines (outputs) an operation type suitable for the user from the first to third operation types based on the input history of the player's operation inputs.
[0073] Effect of this embodiment As described above, in this embodiment, an operation type setting suited to a player is determined based on the input history of the player's operation inputs. This makes it easier to set an operation type suited to the player's level (beginner, advanced player, etc.) and the player's operation tendencies, for example.
[0074] Furthermore, the determination unit 563 determines which of the first to third operation types is suitable for the player based on the input history of the operation inputs and the results of the game. For example, if the player is unable to perform a special move and fails to clear the game, the determination unit 563 determines that the player is a beginner who is not familiar with the input operations of the game, and determines that the operation type suitable for the player is the third operation type. This allows the player to select an operation type that suits the player's level (beginner, advanced player, etc.).
[0075] [Other embodiments] The game may be a first-person perspective game or a third-person perspective game. If it is a first-person perspective game, the display unit 564 does not need to display the player character C1 on the display 61.
[0076] Services provided in virtual space are not limited to games. Virtual space can provide a variety of services, such as a place for commercial transactions and communication. In other words, this program can be used to provide services in the so-called metaverse.
[0077] In the first embodiment, the action of the player character (jump, dash, etc.) is given as an example of a function in response to an input operation, but the present invention is not limited to this.
[0078] For example, the function of the input operation may be the operation of a virtual camera placed in a virtual space. For example, when an enemy character or the like is located above the player character, an operation input (the down button of the cross key in FIG. 2) to point the virtual camera downward is assumed. In this case, the determination unit 563 determines that it is appropriate for the player to use the down button of the cross key in FIG. 2 as an operation input to point the virtual camera upward.
[0079] Furthermore, the function of the input operation may be the movement speed of the virtual camera. For example, when the player is aiming at an enemy character with a firearm or the like, if the player can accurately aim the firearm, the determination unit 563 determines that increasing the movement speed of the virtual camera is suitable for the player. On the other hand, if the player cannot accurately aim the firearm, the determination unit 563 determines that decreasing the movement speed of the virtual camera is suitable for the player. Note that these processes may be repeated to adjust the speed of the player's virtual camera.
[0080] Note that the function for the input operation is not limited to one related to the player character, and may be one not related to the player character. For example, in a music game, there is no player character, and sound is reproduced in response to the input operation. In the music game, the reproduction of this sound is the function for the input operation.
[0081] In the first embodiment, the determination unit 563 may determine that it is suitable for the player to set the input operation that the player performed most frequently in the input history as the function that is used most often in the game (attack button, enter button, etc.).
[0082] In the second embodiment, the determination unit 563 determines that the player is a beginner when the player fails to clear the game, but this is not limiting. For example, the determination unit 563 may determine that the player is a beginner when the input history shows that the operation input is chaotic (so-called lever gacha), the score during the game is low, or the player loses a match in a competitive game. On the other hand, the determination unit 563 may determine that the player is an advanced player when the player clears the game, the score during the game is high, or the player wins a match in a competitive game. In this case, the determination unit 563 may determine that the first operation type or the second operation type is the operation type suitable for the player.
[0083] In the second embodiment, in each operation type, a special move is set for successive operation inputs, but this is not limited to this. For example, in each operation type, when multiple operation inputs are performed simultaneously, the player character may perform a special move. In other words, in each operation type, one function may be set for multiple operation inputs.
[0084] A dedicated stage may be provided in the game so that the determination unit 563 can determine a function (and operation type) for an input operation that is suitable for the player. The determination unit 563 may determine a function (and operation type) for an input operation that is suitable for the player during a tutorial or a normal stage of the game.
[0085] The determination unit 563 may determine the attributes of a player based on the input history and game results. The player attributes include the type of game (FPS, RPG, music game, etc.) that the player is playing, the player's experience playing other series of the game, and the level of the gameplay (beginner, intermediate player, advanced player). The determination unit 563 may determine (output) the settings of functions (and operation types) for input operations of other players with the same attributes as the player attributes or similar attributes (attributes related to the player attributes) as the settings of functions (and operation types) for input operations that are suitable for the player.
[0086] In each of the above embodiments, the input operation is performed by operating each operator of the controller 63, but this is not limited thereto and any type of operation input from the player may be used. For example, if the controller 63 is configured with a touch panel, the input operation may be an operation on the touch panel or may be performed via operation keys displayed on the touch panel. Furthermore, if the controller 63 is equipped with a sensor that detects the player's actions and the game progresses in accordance with the output of the sensor, the input operation may be the output of the sensor.
[0087] In each of the above embodiments, even if an input operation is performed on the same operator or the like (for example, an operator on the controller 63 or an operation key on a touch panel), different input operations may be considered to be performed if the input method is different. For example, a long press of an operator on the controller 63 and a short press of the operator on the controller 63 may be considered to be different input operations. Specifically, a long press of the x button on the controller 63 may cause the player character C1 to dash, and a short press of the x button on the controller 63 may cause the player character C1 to walk. Furthermore, for example, a single tap, a double tap, a swipe, or the like performed on the same operation key on the touch panel may be considered to be different operation inputs.
[0088] The game program may be implemented so as to be executed by multiple computers working together (for example, a computer that functions as a server and a computer that functions as a client). For example, when game device 5 operates as a client connected to a server, the processing that was previously performed by control unit 56 may be performed by the server, or the processing may be shared between the server and the client.
[0089] The effects of the present embodiment can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate. [Explanation of symbols]
[0090] 5. Gaming devices 55 Storage section 56 Control Unit 61 Display 62 Speaker 63 Controller 561 Game Progression Department 562 Settings 563 Judgment unit (output unit) 564 Display section 565 Playback Department C1 Player character
Claims
1. A computer system consisting of one or more computers, A game program that functions as an output unit that outputs a function setting for an input operation that is suitable for the user based on the input history of the input operation in a game in which a corresponding function can be set for each user input.
2. The game program of claim 1, The computer system, A game program that further functions as a display unit that displays information indicating the output result of the output unit.
3. The game program of claim 1, The computer system, further functioning as a setting unit that selects one of a plurality of operation types in which different operation inputs are set for the same function; The output unit outputs an operation type suitable for the user from among the plurality of operation types based on the input history.
4. In the game program of claim 3, The output unit outputs an operation type suitable for the user from among the plurality of operation types based on the input history and the result of the game.
5. The game program of claim 1, The output unit determines the attributes of the user based on the input history, and outputs the function settings for the input operation of other users with attributes related to the attribute as the function settings for the input operation that are suitable for the user.
6. a storage unit that stores the game program according to any one of claims 1 to 5; a control unit that executes the game program; Game system.
Citation Information
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