Game device, program for game device, and game system
The game device program automates response actions by player characters based on other users' operations, reducing the burden of direct input and enhancing multiplayer game interaction.
Patent Information
- Application Number
- JP2025169930
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-10-08
- Publication Date
- 2025-12-25
AI Technical Summary
Conventional message exchange methods in multiplayer games require users to operate their player characters while considering and inputting replies, which can be burdensome.
A game device program that enables automatic response actions by player characters based on the operations of other users, allowing communication without the need for direct user input on their own characters.
Facilitates communication between multiple users with reduced burden by automating response actions, enhancing gameplay experience through seamless interaction.
Smart Images

Figure 2025188153000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game device, a game device program, and a game system. [Background technology]
[0002] In a game in which multiple users each control a player character in a game space (an example of a "virtual space"), a technology has been proposed that enables users to communicate with each other through message exchange means such as chat (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-016146 Summary of the Invention [Problem to be solved by the invention]
[0004] In conventional message exchange means, when a user receives a message from another user and wishes to reply to the other user, the user is required to, for example, consider a reply message and then perform an operation to input the reply message. However, the user needs to operate the player character in order to progress in the game, and the operation of considering and inputting a reply message can be a burden to the user.
[0005] The present invention was made in consideration of the above-mentioned circumstances, and one of the problems to be solved is to provide technology that enables communication between multiple users with less burden than conventional methods in games in which each user controls a player character within a game space. [Means for solving the problem]
[0006] In order to solve the above problems, a program for a game device according to one embodiment of the present invention is a program for a game device having a processor, which causes the processor to function as a reception unit that receives user operations and an action execution unit that causes a game character to perform an action based on the user's operation, and which is characterized in that when a transmission action is performed by another character of the game based on the operation of another user, the action execution unit causes the character to perform a response action corresponding to the transmission action based on the user's operation. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is an explanatory diagram showing an example of an overview of a game system 1 according to an embodiment of the present invention. [Figure 2] 1 is a block diagram showing an example of the configuration of a game device 10. FIG. [Figure 3] 1 is a diagram illustrating an example of a hardware configuration of a game device 10. FIG. [Figure 4] FIG. 10 is an explanatory diagram showing an example of a field screen G1. [Figure 5] FIG. 10 is an explanatory diagram showing an example of a field screen G1. [Figure 6] FIG. 10 is an explanatory diagram showing an example of a field screen G1. [Figure 7] FIG. 10 is an explanatory diagram showing an example of a field screen G1. [Figure 8] FIG. 10 is an explanatory diagram showing an example of a field screen G1. [Figure 9] 10 is a flowchart showing an example of the operation of the game device 10. [Figure 10] FIG. 2 is a diagram showing an example of the data configuration of a player character management table TBL1. [Figure 11] FIG. 10 is a diagram showing an example of the data configuration of a game character management table TBL2. [Figure 12] FIG. 10 is a diagram showing an example of the data configuration of an operation information table TBL4. [Figure 13] FIG. 10 is a diagram showing an example of the data configuration of an operation information table TBL4. [Figure 14] FIG. 10 is a diagram showing an example of the data configuration of a response operation information table TBL5. [Figure 15] FIG. 10 is a diagram showing an example of the data configuration of an operation feasibility management table TBL6. [Figure 16] FIG. 10 is an explanatory diagram showing an overview of a game system 1A according to a fourth modified example of the present invention. [Figure 17] FIG. 2 is a block diagram showing an example of the configuration of a server device 50A. DETAILED DESCRIPTION OF THE INVENTION
[0008] Hereinafter, embodiments of the present invention will be described with reference to the drawings. Note that in each drawing, the dimensions and scale of each part are appropriately different from those of the actual parts. Furthermore, the embodiments described below are preferred examples of the present invention, and therefore various technically preferable limitations are applied. However, the scope of the present invention is not limited to these embodiments unless otherwise specified in the following description to the effect that the present invention is limited.
[0009] [A. Embodiment] Hereinafter, an embodiment of the present invention will be described.
[0010] [1. Game System Overview] 1 is an explanatory diagram for explaining an overview of a game system 1 according to this embodiment. The overview of the game system 1 will be described below with reference to FIG.
[0011] 1, game system 1 includes a plurality of game devices 10-1 to 10-M capable of running a predetermined game, and a plurality of display devices 30-1 to 30-M (M is a natural number equal to or greater than 1) provided corresponding to the plurality of game devices 10-1 to 10-M. Hereinafter, the m-th game device 10 among the plurality of game devices 10-1 to 10-M may be referred to as game device 10-m (m is a natural number satisfying 1≦m≦M). Similarly, the m-th display device 30 among the plurality of display devices 30-1 to 30-M may be referred to as display device 30-m.
[0012] In this embodiment, it is assumed as an example that the game device 10 is a home game device. However, any information processing device may be used as the game device 10. For example, the game device 10 may be a commercial game device installed in a store or amusement facility, a mobile device such as a mobile phone or smartphone, or a terminal-type information device such as a personal computer.
[0013] The game device 10-m can communicate with a display device 30-m provided in correspondence with the game device 10-m. The game device 10-m can display images relating to a predetermined game being played on the game device 10-m on a display unit 31-m provided in the display device 30-m provided in correspondence with the game device 10-m.
[0014] Among the multiple game devices 10-1 to 10-M, the game device 10-1 can communicate with the game device 10-2 via the network NW. Specifically, the game device 10-1 transmits information about a predetermined game being executed on the game device 10-1 to the game device 10-2. Furthermore, the game device 10-2 transmits information about a predetermined game being executed on the game device 10-2 to the game device 10-1. This allows information about the predetermined game being executed on each game device 10-m to be shared among the multiple game devices 10-1 to 10-M. This allows the user U1 of the game device 10-1 and the user U2 (another user) of the game device 10-2 to cooperate with each other to complete a mission in the predetermined game, or to compete against each other in the predetermined game. In this embodiment, it is assumed that the user U1 of the game device 10-1 and the user U2 of the game device 10-2 cooperate with each other to complete a mission in the predetermined game.
[0015] Note that, in the present embodiment, as an example, a case is illustrated in which game devices 10 communicate with each other via a network NW and execute a predetermined game, but the present invention is not limited to such an aspect, and each game device 10 may execute a predetermined game independently without communicating with other game devices 10. In this case, the user U of each game device 10 may be able to play the predetermined game independently. Furthermore, in this embodiment, as an example, it is assumed that each game device 10 is operated by a single user U, but the present invention is not limited to such an embodiment, and it may be possible for multiple users U to operate a single game device 10, so that the multiple users U operating the single game device 10 can cooperate (or compete) with each other to play a predetermined game.
[0016] In addition, in this embodiment, the predetermined game executed on the game device 10 is, for example, a game in which a user U of the game device 10 operates the game device 10 to move a player character, which is the object of operation of the user U of the game device 10, within a virtual field Fd (an example of a "virtual space") in the predetermined game, thereby aiming to accomplish a predetermined mission set in advance in the predetermined game. In this embodiment, as an example, it is assumed that a player character operated by a user U1 of the game device 10-1 and a player character operated by a user U2 of the game device 10-2 cooperate to achieve a predetermined mission. For ease of explanation, the player character operated by the user U1 may be referred to as a player character CP (an example of a "character"), and the player character operated by the user U2 may be referred to as a companion character CF (an example of an "other character"). In this embodiment, the field Fd is assumed to be a three-dimensional space, but the field Fd may be a two-dimensional space. In addition, in this embodiment, as an example, it is assumed that the predetermined mission is a task of defending a defense base set up in the field Fd from enemy characters CE present in the field Fd. However, the predetermined mission may also be, for example, defeating the enemy characters CE present in the field Fd, acquiring a predetermined item in the field Fd, rescuing a predetermined ally character present in the field Fd, the user U of the game device 10 playing a predetermined game for a predetermined time, or the user U of the game device 10 acquiring a predetermined number of points in a predetermined game. In the following description, the player characters, including the player character CP and the friend character CF, and the enemy character CE may be collectively referred to as game character CG.
[0017] [2. Game Device Configuration] The configuration of the game device 10 will be described below with reference to FIGS.
[0018] FIG. 2 is a functional block diagram showing an example of the configuration of the game device 10. As shown in FIG. As shown in FIG. 2, the game device 10 includes a control unit 110 that controls each unit of the game device 10, a memory unit 130 that stores various information, a communication unit 140 for performing communication between the display device 30 and external devices such as other game devices 10, an operation unit 150 for accepting operations by a user U of the game device 10, and an information reading unit 160 for reading information from a recording medium such as an optical disc.
[0019] The control unit 110 includes a game control unit 111, an operation receiving unit 112 (an example of a "receiving unit"), an action execution unit 113, an information acquisition unit 114, and a response determination unit 120 (an example of a "determination unit"). Of these, the game control unit 111 controls the progress of a predetermined game executed on the game device 10. Furthermore, the operation acceptance unit 112 accepts an operation when a user U of the game device 10 operates the operation unit 150. Furthermore, the action execution unit 113 causes a game character CG (player character) operated by the user U of the game device 10 to perform an action, based on the operation by the user U of the game device 10 accepted by the operation acceptance unit 112. Here, the term "game character movement" refers to a concept that includes both a change in the position and / or posture of the game character CG in the field Fd, and the game character CG assuming a pose. The term "game character posture" refers to a concept that includes either the posture of the game character CG in the field Fd or the orientation of the game character CG in the field Fd. The term "game character posing" refers to the game character CG assuming a predetermined posture in the field Fd. Note that when the game character CG assumes a pose, at least one of the position and posture of the game character CG may change, or neither the position nor posture of the game character CG may change. In addition, when the game device 10 operated by the user U and another game device 10 operated by another user U communicate with each other and jointly play a predetermined game, the information acquisition unit 114 acquires information about the predetermined game from the other game device 10 via the communication unit 140.
[0020] In this embodiment, it is assumed that the actions that the player character can perform include a communication action, a response action, and a general action.
[0021] In this embodiment, a communication action is an action of the player character that allows a user U controlling the player character to express his or her intentions to another user U, and examples of such actions include "waving," "saluting," "(asking for) a high five," "(asking for) a handshake," and "taking a pose (predetermined as a communication action)." However, in the present invention, the communication action is not limited to an action by which a user U expresses his / her intention to another user U, but may be any action that does not affect the progress of a specified game. "Actions that do not affect the progress of a specified game" is a concept that encompasses, for example, some or all of actions that do not affect the ability of a player character to continue a specified game, actions that do not affect the state of a player character, and actions that do not affect the state of an enemy character CE. Here, "possibility of continuing a specified game by a player character" refers to the possibility of being able to continue playing a specified game by operating a player character, for example, the possibility that the game will not end when playing a specified game by operating a player character. The "state of the player character" is a concept that encompasses some or all of the states related to the player character's survivability and the states related to the player character's abilities. Of these, "player character's survivability" refers to the possibility that the player character will not be eliminated in a given game, such as the player character's remaining stamina (remaining hit points) or the amount of damage the player character has received. Furthermore, the "player character's abilities" is a concept that encompasses some or all of the player character's offensive ability, defensive ability, survivability, IQ, etc. The "state of the enemy character CE" is a concept that encompasses some or all of the state regarding the survivability of the enemy character CE and the state regarding the abilities of the enemy character CE.
[0022] In this embodiment, a response action is an action that a player character operated by a user U performs in response to a transmission action when another player character operated by another user U performs the transmission action, and examples of such actions include "waving," "(making a pose indicating) acceptance," "(making a pose indicating refusal)," "(making a salute)," "(responding to) a high-five," "(responding to) a handshake," and "(taking a pose predetermined as a response action)." However, in the present invention, the response action is not limited to an action executed in response to a transmission action, and the response action may be any action that does not affect the progress of a predetermined game.
[0023] In this embodiment, a general action is a general term for actions that can be performed by a player character other than a transmission action and a response action, and examples of such actions include "walking," "running," and "attacking (an enemy character CE)." Note that, for the sake of convenience in this embodiment, the concept of a player character "waiting" without performing any action is also included in the "general action."
[0024] When another player character performs a transmission action, the response determination unit 120 determines whether the player character can perform a response action in response to the transmission action.
[0025] In this embodiment, the response determination unit 120 includes a reference area setting unit 121 and a placement condition determination unit 122 . When another player character performs a transfer action, the reference area setting unit 121 sets a reference area corresponding to the other player character. Here, the reference area is an area in which, when the other player character performs a transfer action, the player character can perform a response action in response to the transfer action. In this embodiment, the reference area setting unit 121 sets the reference area to a position that includes the other player character that performed the transfer action. Also, in this embodiment, the reference area setting unit 121 sets the shape of the reference area to a shape that corresponds to the type of transfer action performed by the other player character. Also, in this embodiment, the reference area setting unit 121 sets the size of the reference area to a size that corresponds to the type of transfer action performed by the other player character.
[0026] When a transmission action is executed by another player character, the placement condition determination unit 122 determines whether the player character is located within a reference area set corresponding to the other player character. When the player character is located within the reference area set corresponding to the other player character, the player character can execute a response action corresponding to the transmission action executed by the other player character.
[0027] In the following, the concept including the position and orientation of the player character and the shape and size of the reference area set corresponding to the player character will be referred to as the "arrangement of the player character." In other words, in this embodiment, when the arrangement of the player character and the arrangement of another player character have a predetermined arrangement relationship, the action execution unit 113 can cause the player character to execute a response action corresponding to a transmission action by the other player character.
[0028] As illustrated in FIG. 2, the memory unit 130 stores a player character management table TBL1, a game character management table TBL2, an enemy character information table TBL3, an action information table TBL4, a response action information table TBL5, an action feasibility management table TBL6, and the control program PRG of the game device 10.
[0029] Details will be described later, but the player character management table TBL1 stores information for managing the player character CP in a given game (hereinafter referred to as "player character management information"), such as the position of the player character CP in the field Fd, the direction the player character CP is facing in the field Fd (the orientation of the player character CP), the actions of the player character CP, and the remaining stamina of the player character CP (remaining hit points). The game character management table TBL2 stores information for managing game character CGs in a predetermined game (hereinafter referred to as "game character management information"), such as the position of the game character CGs in the field Fd, the orientation of the game character CGs in the field Fd, the actions of the game character CGs, and the remaining hit points of the game character CGs. Note that, hereinafter, the player character management information and the game character management information may be referred to as game progress information. The enemy character information table TBL3 stores information about enemy characters CE that may appear in a predetermined game (hereinafter referred to as "enemy character information"). The action information table TBL4 stores information about actions that exist in a predetermined game (hereinafter referred to as "action information"). The response action information table TBL5 stores information (hereinafter referred to as "response action information") about response actions that can be performed by other player characters in response to a transmission action performed by a player character. The action possibility management table TBL6 stores information about actions that the player character can perform (hereinafter referred to as "action possibility management information").
[0030] The control program PRG is a program that controls the game device 10. In this embodiment, the control program PRG includes, for example, an operation system program for controlling each unit of the game device 10, and an application program (game program) for the game device 10 to execute a predetermined game. Of these, the application program may be read by the information reading unit 160 and stored in the storage unit 130, for example, when a user U of the game device 10 starts a predetermined game.
[0031] FIG. 3 is a diagram showing an example of the hardware configuration of the game device 10. As shown in FIG.
[0032] As shown in FIG. 3, the game device 10 includes a processor 1000 that controls each part of the game device 10, a memory 1001 that stores various information, a communication device 1002 for communicating with an external device outside the game device 10, an input operation device 1003 for accepting operations by a user U of the game device 10, and a disk device 1004 for reading information from a recording medium.
[0033] The memory 1001 includes, for example, a volatile memory such as a RAM (Random Access Memory) that functions as a working area for the processor 1000, and a non-volatile memory such as an EEPROM (Electrically Erasable Programmable Read-Only Memory) that stores various information such as the control program PRG of the game device 10, and provides the function of the memory unit 130. The processor 1000 is, for example, a CPU (Central Processing Unit), and functions as a control unit 110 by executing a control program PRG stored in a memory 1001 and operating in accordance with the control program PRG. The communication device 1002 is hardware for communicating with an external device located outside the game device 10 via one or both of a wired network and a wireless network, and provides the function of the communication unit 140 . The input operation device 1003 is, for example, an operation button, and provides the function of an operation unit 150 that accepts operations by the user U of the game device 10. The disk device 1004 is, for example, an optical disk device, and provides the function of an information reading unit 160 that reads various information such as a control program PRG recorded on a recording medium such as an optical disk.
[0034] In addition to or instead of the CPU, the processor 1000 may be configured to include hardware such as a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), or an FPGA (Field Programmable Gate Array). In this case, part or all of the control unit 110 realized by the processor 1000 may be realized by hardware such as a DSP.
[0035] [3. Game Overview] An outline of a predetermined game executed on the game device 10 according to this embodiment will be described with reference to FIGS.
[0036] 4 to 8 are diagrams showing an example of a field screen G1 that displays a field Fd of a predetermined game. When the game device 10 executes a predetermined game, the game control unit 111 of the game device 10 causes the display unit 31 of the display device 30 provided corresponding to the game device 10 to display the field screen G1. 4 to 8, it is assumed that a user U1 of game device 10-1 and a user U2 of game device 10-2 cooperate to play a predetermined game. Note that Fig. 4 to Fig. 8 show an example of a field screen G1 displayed on display unit 31-1 of display device 30-1 corresponding to game device 10-1. As shown in Figures 4 to 8, the field screen G1 displayed on the display unit 31-1 includes, for example, a field image GFd representing the field Fd of a specified game, a character image GcP representing the player character CP operated by the user U1 of the game device 10-1, a character image GcF representing the friend character CF operated by the user U2 of the game device 10-2, and a character image GcE representing the enemy character CE present in the field Fd.
[0037] 4 is a diagram illustrating an example of a field screen G1 displayed on the display unit 31-1 corresponding to the game device 10-1 when a friend character CF operated by a user U2 of the game device 10-2 performs a communication action. In FIG. 4, it is assumed that the communication action performed by the friend character CF is a "waving hand" action.
[0038] When user U2 operates game device 10-2 to cause friend character CF to perform a transmission action, game control unit 111 of game device 10-2 controls each part of game device 10-2 to send game character management information indicating that friend character CF is performing a transmission action to game device 10-1. When the information acquisition unit 114 of the game device 10-1 acquires game character management information indicating that the friend character CF is performing a transmission action, the game control unit 111 of the game device 10-1 displays the friend character CF performing the transmission action on the field screen G1, as shown in Figure 4.
[0039] When the reference area setting unit 121 of the game device 10-1 acquires game character management information indicating that the friend character CF is performing a transmission action, the reference area setting unit 121 sets the reference area in the field Fd to include the position PsF at which the friend character CF is located. In this case, the reference area setting unit 121 of the game device 10-1 sets the reference area to have a shape corresponding to the transmission action performed by the friend character CF. The reference area setting unit 121 of the game device 10-1 then displays a reference area image ArF representing the set reference area on the field screen G1. FIG. 4 illustrates an example in which the reference area setting unit 121 sets the reference area as an elliptical area that includes the position PsF of the friend character CF in the field Fd and has a major axis that is oriented in approximately the same direction as the orientation Vf of the friend character CF.
[0040] In this embodiment, it is assumed that when a friend character CF operated by user U2 of game device 10-2 is performing a transmission action, the reference area setting unit 121 of game device 10-1 sets a reference area corresponding to the friend character CF, but the present invention is not limited to this example, and the reference area setting unit 121 of game device 10-2 may set a reference area corresponding to the friend character CF. In this case, it is preferable that the game control unit 111 of game device 10-2 executes control to transmit information indicating the reference area set by the reference area setting unit 121 of game device 10-2 to game device 10-1.
[0041] When a friend character CF operated by a user U2 of the game device 10-2 is performing a transmission action, the placement condition determination unit 122 of the game device 10-1 determines whether a position PsP where the player character CP is located is within a reference area. If the result of the determination is positive, the placement condition determination unit 122 displays a response possible mark RM on the field screen G1, as shown in FIG. 4, indicating that the player character CP is able to perform a response action in response to the transmission action by the friend character CF.
[0042] Figures 5 and 6 are figures showing an example of a field screen G1 in which a response possible mark RM is displayed on the field screen G1 and a player character CP operated by a user U1 of the game device 10-1 performs a response action in response to a transmission action performed by a friend character CF operated by a user U2 of the game device 10-2.
[0043] When a response possible mark RM is displayed in response to a transmission action performed by a fellow character CF operated by a user U2, the action execution unit 113 can cause the player character CP to perform a response action corresponding to the transmission action by the fellow character CF based on operation of the operation unit 150 by the user U1. In this embodiment, it is assumed that the player character CP is capable of executing one or more types of response actions in response to a transmission action by a friend character CF. That is, in this embodiment, when the response possible mark RM is displayed, the user U1 operating the player character CP can operate the operation unit 150 to select one type of response action from one or more types of response actions that can be executed in response to a transmission action by the friend character CF, and can cause the player character CP to execute the selected response action. In this embodiment, even if the response possible mark RM is displayed, the user U1 operating the player character CP can choose not to select any response action corresponding to the transmission action performed by the companion character CF, and can also choose not to have the player character CP perform a response action.
[0044] As shown in Figure 4, when a user U2 operating a friend character CF makes the friend character CF perform a communication action of "waving his hand" to express his intention to, for example, request that the friend character CF fight together with an enemy character CE that is near the friend character CF, a user U1 operating a player character CP can, for example, express his intention to agree to fight together with the enemy character CE by making the player character CP perform a response action of "agreement (making a pose to indicate)" as shown in Figure 5, or can, for example, express his intention to refuse to fight together with the enemy character CE by making the player character CP perform a response action of "refusal (making a pose to indicate)" as shown in Figure 6.
[0045] In this embodiment, the placement condition determination unit 122 does not display the response possible mark RM on the field screen G1 when it determines that the position PsP where the player character CP is located is not within the reference area provided for the friend character CF, as shown in Fig. 7. In this case, the user U1 operating the player character CP cannot make the player character CP perform a response action corresponding to the transmission action performed by the friend character CF. Therefore, if the user U2 controlling the friend character CF wants the player character CP to perform a response action in response to the friend character CF performing a transmission action, the user U2 needs to bring the friend character CF close to the player character CP until the player character CP enters a reference area set up corresponding to the friend character CF, as shown in Figure 8, and then have the friend character CF perform the transmission action.
[0046] 4 to 6, the gesture of the player character is larger than the gesture of the player character when the player character performs the action of "waving" shown in Figures 7 and 8. For this reason, the reference area setting unit 121 according to this embodiment sets the reference area corresponding to the player character when the player character performs the communication action of "waving" to be larger than the reference area set corresponding to the player character when the player character performs the communication action of "salute".
[0047] [4. Operation of the game device] An example of the operation of the game device 10 when the game device 10 executes a predetermined game will be described with reference to FIGS.
[0048] FIG. 9 is a flowchart showing an example of the operation of the game device 10-1 operated by the user U1 when the game device 10-1 plays a predetermined game.
[0049] 9, when a predetermined game is started in game device 10-1, game control unit 111 first initializes game progress information (S100). Specifically, in step S100, game control unit 111 initializes player character management information stored in player character management table TBL1 and game character management information stored in game character management table TBL2.
[0050] 10 is a diagram showing an example of the data configuration of the player character management table TBL1. As shown in Fig. 10, the player character management information stored in the player character management table TBL1 includes, for example, a user ID for identifying a user U1 who operates the game device 10-1 from among a plurality of users U who participate in a predetermined game, a game character ID for identifying a player character CP operated by the user U1 from among a plurality of game character CGs appearing in the predetermined game, a character type ID for identifying the type of the player character CP from among all types of game character CGs appearing in the predetermined game, and, when a plurality of game character CGs appearing in the predetermined game are divided into a plurality of teams to play against each other, a character type ID for identifying a character among the plurality of teams. The player character CP includes a team ID for identifying the team to which the player character CP belongs, the position PsP of the player character CP on the field Fd, the orientation of the player character CP on the field Fd, maximum hit points which are the maximum number of hit points of the player character CP, remaining hit points which are the hit points remaining in the player character CP, a skill level which indicates the level of the skill of the player character CP, attack power which indicates the level of the offensive ability of the player character CP, defense power which indicates the level of the defensive ability of the player character CP, money possessed by the player character CP, and an action ID which specifies the action being performed by the player character CP.
[0051] FIG. 11 is a diagram showing an example of the data configuration of game character management table TBL2. As shown in FIG. 11, game character management table TBL2 has one or more records that correspond one-to-one to one or more game character CGs that may appear in a given game. Each record in game character management table TBL2 stores game character management information corresponding to each game character CG. Each piece of game character management information includes, for example, a game character ID for identifying the game character CG, a user ID for identifying the user U who operates the game character CG, a team ID for identifying the team to which the game character CG belongs, a character type ID for identifying the type of game character CG, the position of the game character CG in the field Fd, the orientation of the game character CG in the field Fd, the remaining hit points of the game character CG, and an action ID for identifying the action being performed by the game character CG.
[0052] Although a detailed description will be omitted, detailed information about the friend character CF operated by the user U2, such as the friend character CF's maximum hit points, skill level, offensive power, defensive power, and possessed money, is stored in a player character management table TBL1 stored in the storage unit 130 of the game device 10-2 operated by the user U2. Also, detailed information about the enemy character CE, such as the enemy character CE's maximum hit points, offensive power, defensive power, and the like, is stored as enemy character information in an enemy character information table TBL3.
[0053] In step S100, the game control unit 111 sets, among the game progress information, a value that can uniquely identify each user U for the user ID, a value that can uniquely identify each game character CG for the game character ID, and a value that can uniquely identify the team to which each game character CG belongs for the team ID. However, if the game character CG is a non-player character that is not the object of operation by the user U, the game control unit 111 sets a "null value" for the user ID. Furthermore, in step S100, the game control unit 111 sets values that are predetermined for the given game or random values for the character type ID, position, orientation, remaining hit points, action ID, etc. of the game character CG.
[0054] 9, the information acquisition unit 114 acquires game progress information from another game device 10-2 with which the game device 10-1 is communicating (S102). Note that in this embodiment, it is assumed that the game progress information acquired by the information acquisition unit 114 in step S102 is game character management information related to the friend character CF. However, the present invention is not limited to this aspect, and the information acquisition unit 114 may acquire game character management information related to the enemy character CE in addition to the game character management information related to the friend character CF in step S102.
[0055] As shown in FIG. 9, the game control unit 111 determines whether the friend character CF is performing a transmission action based on the game progress information acquired by the information acquisition unit 114 in step S102 and the action information stored in the action information table TBL4 (S104).
[0056] 12 and 13 are diagrams showing an example of the data configuration of the action information table TBL4. As shown in FIGS. 12 and 13, the action information table TBL4 has a plurality of records that correspond one-to-one to all types of actions (examples of "executable actions") that each player character may perform in a given game. Each record in the action information table TBL4 stores an action ID for identifying each action and action information that describes the details of the action. The action information includes, for example, the name of the action (action name), action type information, purchase cost information, reference area information, and action content information.
[0057] Here, the action type information included in the action information is information indicating whether the action corresponding to the action ID corresponds to each of a transmission action, a response action, and a general action. In this embodiment, the action type information includes transmission action correspondence information, response action correspondence information, and general action correspondence information. The transmission action correspondence information is information indicating whether the action corresponding to the action ID corresponds to a transmission action, and indicates "1" if it corresponds to the transmission action, and indicates "0" if it does not correspond to the response action. The response action correspondence information is information indicating whether the action corresponding to the action ID corresponds to a response action, and indicates "1" if it corresponds to the response action, and indicates "0" if it does not correspond to the response action. The general action correspondence information is information indicating whether the action corresponding to the action ID corresponds to a general action, and indicates "1" if it corresponds to the response action, and indicates "0" if it does not correspond to the response action.
[0058] In this embodiment, there are some actions that require the player character CP to acquire the action in advance by purchasing the action using the money that he or she has in hand in order to execute the action. The purchase cost information included in the action information indicates the cost (amount of money) required to purchase the action corresponding to the action ID. Note that an action for which a "null value" is set in the purchase cost information is an action that can be executed without the player character CP having purchased it. In other words, an action for which a "null value" is set in the purchase cost information is an action for which the player character CP is deemed to have acquired the action from the beginning, even if the player character CP has not purchased the action. In this embodiment, it is assumed that the player character CP acquires an action by purchasing it using money possessed by the player character CP in a predetermined game. However, the present invention is not limited to this embodiment, and the manner in which an action is acquired in this embodiment is merely an example. For example, the user U1 operating the player character CP may purchase the action using value, such as money, possessed by the user U1, separately from the predetermined game, thereby enabling the player character CP to acquire the action. Alternatively, the player character CP may acquire an action corresponding to a specific condition set in the predetermined game, such as by clearing a specific task set in the predetermined game. Alternatively, the player character CP may acquire an action corresponding to the condition when the player character CP engages in a specific mission or plays a specific role in the predetermined game. In the following explanation, the acquisition of an action by the player character CP will be explained using the example of "purchasing" the action using the money possessed by the player character CP, but this explanation also applies to cases where an action is acquired in a manner other than "purchasing" as described above.
[0059] The reference area information included in the action information is information that indicates the shape and size of a reference area that is set corresponding to the player character CP when the player character CP executes the action corresponding to the action ID as a transmission action. The action content information included in the action information is information indicating the specific content of the action corresponding to the action ID. The action content information may be, for example, information indicating a moving image of the player character CP when the player character CP executes an action that changes at least one of its position and posture, information numerically expressing the movement of each part of the player character CP over time when the player character CP executes an action that changes at least one of its position and posture, or information indicating a still image corresponding to a pose when the player character CP assumes a pose. In this embodiment, since it is assumed that the field Fd is a three-dimensional space, the moving image of the player character CP is a moving image showing the three-dimensional movement of the player character CP, the numerical data showing the movement of each part of the player character CP over time is numerical data showing the three-dimensional movement of the player character CP, and the still image of the player character CP is a still image showing the three-dimensional shape of the player character CP. However, the present invention is not limited to such an embodiment, and the moving image of the player character CP may be a moving image showing the two-dimensional movement of the player character CP, the numerical data showing the movement of each part of the player character CP over time may be numerical data showing the two-dimensional movement of the player character CP, and the still image of the player character CP may be a still image showing the two-dimensional shape of the player character CP. Furthermore, in this embodiment, the action content information is information indicating the content of the action of the player character CP itself, but the present invention is not limited to this aspect. The action content information may include information accompanying the action of the player character CP, for example, a still image or a moving image showing a string of characters indicating the lines spoken by the player character CP when the player character CP executes an action.
[0060] In step S104, the game control unit 111 first identifies the action ID of a record having the same team ID as the player character CP in the game character management information acquired by the information acquisition unit 114. Next, the game control unit 111 determines whether or not the transmission action relevant information of the action information corresponding to the identified action ID indicates "1". Then, if the transmission action relevant information indicates "1", the game control unit 111 determines that the friend character CF is performing a transmission action.
[0061] As shown in FIG. 9, if the result of the determination in step S104 is positive, the game control unit 111 displays, on the field screen G1, the friend character CF performing a communication action (S106). Furthermore, if the result of the determination in step S104 is positive, the reference area setting unit 121 sets a reference area corresponding to the friend character CF, and displays a reference area image ArF indicating the reference area on the field screen G1 (S108). Then, the placement condition determination unit 122 determines whether or not the position PsP where the player character CP is located is within the reference area (S110).
[0062] If the result of the determination in step S110 is positive, the placement condition determination unit 122 displays a response possible mark RM on the field screen G1 (S112). If the result of the determination in step S110 is negative, the placement condition determination unit 122 proceeds to step S122.
[0063] When a response possible mark RM is displayed on the field screen G1, the user U1 can operate the operation unit 150 to instruct the player character CP to execute a response action corresponding to the transmission action of the friend character CF. Furthermore, when a response possible mark RM is displayed on the field screen G1 and there are multiple types of response actions corresponding to the transmission action of the friend character CF, the user U1 can operate the operation unit 150 to select one response action from the multiple types of response actions and instruct the player character CP to execute the selected response action. Furthermore, even when a response possible mark RM is displayed on the field screen G1, the user U1 can instruct the player character CP not to execute a response action corresponding to the transmission action of the friend character CF.
[0064] In this embodiment, when the placement condition determination unit 122 displays the response possible mark RM, the game control unit 111 may present to the user U1 a selection of response actions (hereinafter sometimes referred to as "candidate response actions") that the player character CP can perform, based on the response action information stored in the response action information table TBL5 and the action feasibility management information stored in the action feasibility management table TBL6.
[0065] FIG. 14 is a diagram showing an example of the data configuration of the response action information table TBL5. As shown in FIG. 14, the response action information table TBL5 has a plurality of records that correspond one-to-one to all transfer actions provided in a predetermined game (i.e., all actions for which the transfer action relevant information is "1"). Each record in the response action information table TBL5 stores response action information corresponding to each transfer action. The response action information includes, for example, the action ID of each transfer action, the action ID of a response action for which the response action relevant information is "1", and action relationship information DK that indicates the relationship between the transfer action and the response action. In this embodiment, the action relationship information DK indicates "1" when a response action can be executed in response to a transmission action regardless of whether the response action has been purchased, indicates "2" when a response action can be executed in response to a transmission action only if the response action has been purchased, and indicates "0" when the response action does not correspond to the transmission action. For example, in the example shown in Figure 14, if the transmission action executed by the friend character CF is the action of "waving," the player character CP can unconditionally execute the response action of "waving," but can execute the response actions of "agree" or "reject" only if the player character CP has purchased that response action.
[0066] 15 is a diagram showing an example of the data configuration of the action feasibility management table TBL6. As shown in FIG. 15, the action feasibility management table TBL6 has multiple records that correspond one-to-one to all types of actions provided in a given game. Each record in the action feasibility management table TBL6 stores an action ID for identifying each action and action feasibility management information. The action feasibility management information includes, for example, the action name, purchase information, and action feasibility information.
[0067] Here, the purchase information included in the action feasibility management information is information indicating whether or not the player character CP has purchased the action corresponding to the action ID. Specifically, the purchase information indicates "1" if the player character CP has purchased the action corresponding to the action ID, and indicates "0" if the player character CP has not purchased it. Note that if the action corresponding to the action ID is an action that can be executed regardless of whether or not the player character CP has purchased it, the purchase information is set to "2." The action feasibility information included in the action feasibility management information is information indicating whether the action corresponding to the action ID can be executed by the player character CP. In this embodiment, the action feasibility information includes communication action feasibility information, response action feasibility information, and general action feasibility information. The transfer action feasibility information (an example of "designation feasibility information") is information indicating whether the player character CP can execute the action corresponding to the action ID as a transfer action, and indicates "1" if it is feasible and "0" if it is not feasible. Note that an action for which the transfer action feasibility information indicates "1" is an example of a "transfer candidate action." The response action feasibility information is information indicating whether the player character CP can execute the action corresponding to the action ID as a response action, and indicates "1" if it is feasible and indicates "0" if it is not feasible. The general action feasibility information is information indicating whether the player character CP can execute the action corresponding to the action ID as a general action, and indicates "1" if it is feasible and indicates "0" if it is not feasible. For example, in the examples shown in Figures 14 and 15, the player character CP has not purchased the action "salute." However, the action relation information DK shown in Figure 14 indicates that the response action "salute" can be executed in response to the communication action "salute," regardless of whether the action "salute" has been purchased. Therefore, the player character CP cannot execute the action "salute" as a communication action, but can execute it as a response action. In this embodiment, an example is given of the case where the operation capability management information includes purchase / non-purchase information and operation capability information, but the present invention is not limited to this form, and the operation capability management information only needs to include at least purchase / non-purchase information.
[0068] When the placement condition determination unit 122 displays the response possible mark RM, the game control unit 111 first identifies a record corresponding to the communication action by the friend character CF from the response action information table TBL5. Next, the game control unit 111 identifies a response action for which the action relation information DK indicates "1" or "2" from the identified record. Furthermore, the game control unit 111 extracts a response action for which the response action possible / unprompted information indicates "1" from the identified response actions. Then, the game control unit 111 presents the extracted response action to the user U1 as a "candidate response action" that can be performed by the player character CP in response to the communication action of the friend character CF.
[0069] As shown in FIG. 9, when the placement condition determination unit 122 displays the response possible mark RM and the user U1 operates the operation unit 150, the operation reception unit 112 receives the operation content (S114). The action execution unit 113 determines whether or not the operation content accepted by the operation acceptance unit 112 in step S114 is an instruction to have the player character CP execute a response action (S116). If the result of the determination in step S116 is positive, the action execution unit 113 causes the player character CP to execute a response action corresponding to the communication action by the friend character CF, and displays the player character CP executing the response action on the field screen G1 (S118). On the other hand, if the result of the determination in step S116 is negative, the action execution unit 113 proceeds to the process in step S122.
[0070] In the flowchart shown in Figure 9, the game control unit 111 displays the transmission action of the friend character CF in step S106, and the action execution unit 113 displays the response action of the player character CP in step S118, but the present invention is not limited to such an embodiment. For example, when it is preferable that a transmission action and a response action be executed simultaneously, such as a "high-five" or a "handshake," the game control unit 111 may display the transmission action of the friend character CF at a timing corresponding to the start of the response action by the player character CP in step S118. In this case, the game control unit 111 may execute a preparatory action for the transmission action in step S106. Here, the preparatory action for the transmission action is, for example, "an action of extending both hands to perform a high-five" if the transmission action is a "high-five," and "an action of extending one's hands to shake hands" if the transmission action is a "handshake."
[0071] If the result of the determination in step S104 is negative, the game control unit 111 displays the friend character CF performing a response action or a general action (S120). Furthermore, if the user U1 does not perform an operation to instruct the player character CP to perform a response action, the operation accepting unit 112 accepts another operation from the user U1 (S122). Here, the other operation accepted by the operation accepting unit 112 in step S122 is, for example, an operation to instruct the player character CP to perform an action other than the response action. The action executing unit 113 determines whether or not the operation content accepted by the operation accepting unit 112 in step S122 is an instruction to have the player character CP execute a transmission action (S124). If the result of the determination in step S124 is positive, the action execution unit 113 causes the player character CP to perform a transmission action corresponding to the operation content received in step S122, and displays the player character CP performing the transmission action on the field screen G1 (S126). On the other hand, if the result of the determination in step S124 is negative, the action execution unit 113 causes the player character CP to perform a general action according to the operation content accepted in step S122, and displays the player character CP performing the general action on the field screen G1 (S128).
[0072] Thereafter, the game control unit 111 updates the game progress information based on the action of the player character CP in step S118, S126, or S128 (S130). Then, the game control unit 111 determines whether or not predetermined game end conditions have been met (S132). In this embodiment, the game end conditions include some or all of the following: a predetermined mission has been accomplished; it has been determined that the predetermined mission cannot be accomplished; it has become impossible for the player character CP to continue the predetermined game; a predetermined amount of time has passed since the start of the predetermined game; and all enemy characters CE present in the field Fd have been defeated. If the result of the determination in step S132 is positive, the game control unit 111 ends the processing shown in Fig. 9. On the other hand, if the result of the determination in step S132 is negative, the game control unit 111 advances the processing to step S102.
[0073] [5. Conclusion of the embodiment] In a conventional game in which multiple users U each control a player character in a field Fd, the users U typically communicate with each other by using a message exchange method such as chat. However, as in the conventional method, when one user U expresses his or her intention to another user U through a message exchange method, the user U must input the intention as a string of characters, which is cumbersome. Furthermore, when the intention of one user U is expressed as a string of characters as in the conventional method, other users U who want to confirm the intention of the one user U must check the string of characters indicating the intention of the one user U separately from operating their player characters in the field Fd, which may interfere with the operation of the player characters. Furthermore, when the intention of one user U is expressed as a string of characters as in the conventional method, the string of characters is displayed on the field Fd where the player characters are located or separately from the field Fd, which may reduce the realism of the virtual world related to the game represented by the field Fd. Furthermore, when the intention of a single user U is expressed by a string of characters as in the past, the single user U needs to input the string of characters in a short amount of time while operating the player character, and there was a high possibility that the short string of characters input would not be able to accurately express the intention of the single user U. In contrast to this, according to this embodiment, the user U1 who controls the player character CP responds to the user U2 who controls the friend character CF by using a response action of the player character CP. Therefore, according to this embodiment, it is possible to reduce the load on the user U1 to respond to the user U2 compared to when a conventional message exchange means is used. Furthermore, according to this embodiment, the user U1 who operates the player character CP uses a communication action by the player character CP to express his / her intention to the user U2. Therefore, according to this embodiment, the user U1 can be more likely to express his / her intention without interfering with the operation of the player character CP, compared to the conventional case where he / she expresses his / her intention by inputting a character string. Furthermore, according to this embodiment, the intentions of the user U are displayed as the movements of the player character present in the field Fd. Therefore, according to this embodiment, the degree to which the realism of the virtual world (field Fd) related to a specified game is reduced due to communication between users U can be reduced compared to when the intentions of the user U are displayed as a string of characters as in the conventional case. Furthermore, according to this embodiment, the intention of the user U can be expressed by the movement of the player character according to the intention of the user U. Therefore, according to this embodiment, it is possible to improve the accuracy of the expression of the intention by the user U compared to the conventional case where intentions are expressed by character strings.
[0074] Furthermore, according to this embodiment, the action execution unit 113 causes the player character CP to execute a response action corresponding to the communication action of the friend character CF based on an instruction from the user U1. Therefore, it is possible to reduce the load on the user U1 to respond to the user U2 compared to when the user U1 responds to the user U2 by freely operating the player character CP to cause the player character CP to move.
[0075] Furthermore, according to this embodiment, the action execution unit 113 causes the player character CP to perform a response action corresponding to the transmission action by the friend character CF based on instructions from the user U1, so that the user U1 can freely operate the player character CP to cause the player character CP to perform a more appropriate action in response to the user U2 compared to when responding to the user U2.
[0076] Furthermore, according to this embodiment, when the player character CP and the friend character CF are in a predetermined positional relationship in the field Fd, the action execution unit 113 causes the player character CP to execute a response action corresponding to a communication action by the friend character CF. Therefore, when the player character CP operated by the user U1 and the friend character CF operated by the user U2 are not in an appropriate positional relationship for the user U1 to respond to the user U2 using the response action by the player character CP, the execution of the response action by the player character CP can be restricted. This reduces the possibility that the user U1 will execute an unnecessary operation.
[0077] [B. Modification] Each of the above embodiments can be modified in various ways. Specific modified embodiments are exemplified below. Two or more embodiments arbitrarily selected from the following examples can be combined as appropriate within a range that does not contradict each other. In the modified examples exemplified below, elements whose actions and functions are equivalent to those of the embodiments will be designated by the same reference numerals as in the above description, and detailed descriptions of each will be omitted as appropriate.
[0078] [Variation 1] In the above-described embodiment, the reference area set corresponding to the player character has a shape and size corresponding to the transmission action of the player character, but the present invention is not limited to this. The reference area set corresponding to the player character may have a predetermined shape and a predetermined size.
[0079] [Variation 2] In the above-described embodiment, the placement of the player character on the field Fd is a concept that includes the position of the player character, the orientation of the player character, and the shape and size of a reference area set according to the player character, but the present invention is not limited to this aspect. The placement of the player character on the field Fd may be a concept that includes at least one of the position of the player character, the orientation of the player character, and the shape and size of a reference area set according to the player character.
[0080] For example, when the placement of the player character in the field Fd is defined as the position of the player character in the field Fd, the response determination unit 120 may determine whether or not the player character CP can execute a response action in response to a communication action by the friend character CF, based on the positional relationship between the player character CP and the friend character CF in the field Fd. In this case, the response determination unit 120 may determine whether or not the distance between the player character CP and the friend character CF in the field Fd is equal to or less than a reference distance. In other words, in this case, the action execution unit 113 may cause the player character CP to execute a response action when the distance between the player character CP and the friend character CF in the field Fd is equal to or less than the reference distance. Here, the reference distance may be a distance determined based on a communication action by the friend character CF, or may be a predetermined distance. Furthermore, the distance between the player character CP and the companion character CF in the field Fd may be the norm of a three-dimensional vector connecting the player character CP and the companion character CF when the field Fd is a three-dimensional space, or may be the norm of a two-dimensional vector obtained by projecting the three-dimensional vector onto a predetermined two-dimensional plane (for example, the horizontal plane of the field Fd).
[0081] Furthermore, for example, when the position of the player character on the field Fd is defined as the orientation of the player character on the field Fd, the response determination unit 120 may determine whether or not the player character CP can execute a response action in response to a communication action by the friend character CF, based on the relationship between the orientation of the player character CP and the orientation of the friend character CF on the field Fd. In this case, the action execution unit 113 may cause the player character CP to execute the response action when the angle formed between the orientation of the player character CP and the orientation of the friend character CF on the field Fd is equal to or smaller than a reference angle. Here, the reference angle may be an angle determined based on a communication action by the friend character CF, or may be an angle determined in advance.
[0082] [Variation 3] In the above-described embodiment and modified example, the response determination unit 120 determines whether or not the player character CP can execute a response action in response to a transmission action by a friend character CF based on the relative positions of the player character CP and the friend character CF on the field Fd, but the present invention is not limited to such an embodiment. The response determination unit 120 may determine whether or not the player character CP can execute a response action in response to a transmission action by a friend character CF without considering the relative positions of the player character CP and the friend character CF on the field Fd. For example, the response determination unit 120 may determine whether the player character CP can execute a response action in response to a communication action by a friend character CF based on whether the player character CP and the friend character CF have a predetermined cooperative relationship. Here, the predetermined cooperative relationship may be a relationship in which the player character CP and the friend character CF belong to the same team.
[0083] Furthermore, in the above-described embodiment and modified examples, the action execution unit 113 causes the player character CP to execute a response action in response to a transmission action by the friend character CF when the player character CP and the friend character CF have a predetermined cooperative relationship (i.e., when the team IDs are the same), but the present invention is not limited to such an aspect. The action execution unit 113 may cause the player character CP to execute a response action in response to a transmission action by the friend character CF based only on the positional relationship between the player character CP and the friend character CF on the field Fd, regardless of whether the player character CP and the friend character CF have a predetermined cooperative relationship.
[0084] [Variation 4] In the above-described embodiment and variants, the predetermined game is executed on the game device 10, but the present invention is not limited to such an aspect, and the predetermined game may be executed on a component other than the game device 10. 16 is an explanatory diagram showing an overview of a game system 1A according to this modified example. The game system 1A includes a plurality of terminal devices 70 (70-1 to 70-M), a plurality of display devices 30 (30-1 to 30-M) provided corresponding to the plurality of terminal devices 70, and a server device 50A. The server device 50A can execute a predetermined game and can communicate with each of the terminal devices 70 via a network NW. 17 is a functional block diagram showing an example of the configuration of server device 50A according to this modification. As shown in FIG. 17, server device 50A is similar to game device 10 according to the embodiment shown in FIG. 1 in that it includes control unit 110, storage unit 130, and communication unit 140. The control unit 110 included in the server device 50A generates display information related to a predetermined game and supplies the generated display information to the terminal device 70 via the communication unit 140. The terminal device 70 displays a screen based on the display information supplied from the server device 50A on the display unit 31 of the display device 30. In addition, the information acquisition unit 114 provided in the control unit 110 provided in the server device 50A acquires the operation content input by the user U of the terminal device 70 from the terminal device 70 via the communication unit 140, and executes a predetermined game based on the acquired operation content.
[0085] [C.Appendix] From the above description, the present invention can be understood, for example, as follows: Note that, to facilitate understanding of each aspect, reference numerals in the drawings are conveniently placed in parentheses below, but this is not intended to limit the present invention to the illustrated aspects.
[0086] [Appendix 1] A program for a game device according to one aspect of the present invention is a program for a game device having a processor, which causes the processor to function as a reception unit that receives user operations and an action execution unit that causes a game character to perform an action based on the user's operation, and which is characterized in that when a transmission action is performed by another character of the game based on the operation of another user, the action execution unit causes the character to perform a response action corresponding to the transmission action based on the user's operation.
[0087] According to this aspect, the user operating the character uses the character's response actions to respond to other users, thereby reducing the burden of responding compared to, for example, responding using text. Furthermore, according to this aspect, the action execution unit causes the character to execute a response action corresponding to the transmission action. Therefore, compared to when a user responds to other users by freely operating the character to cause the character to move, it is possible to reduce the burden of responding. Furthermore, compared to when a user responds to other users by freely operating the character to cause the character to move, it is possible to cause the character to execute an action that is more appropriate as a response to other users.
[0088] In the above aspect, "operation of another user" may mean, for example, another user operating the same game device as the game device operated by the user, or another user operating a game device different from the game device operated by the user. A "communication action" may be any action performed by a character or another character in a game. For example, a "communication action" may be an action that does not affect the progress of the game. Here, an "action that does not affect the progress of the game" may be, for example, an action that does not affect the character's ability to continue playing the game, or an action that does not affect the character's status, such as the character's survivability or attack power. Note that a "communication action" may be an action that allows a user to express their intentions through a character's communication action, or an action that allows a user to communicate their intentions to another user through a character's communication action. The "response action" may be an action that does not affect the progress of the game. Furthermore, the "response action" may be an action that is started after the transmission action has been started, or an action that is started simultaneously with the transmission action. Furthermore, the "response action" may be an action that is performed in response to the transmission action when the transmission action is performed.
[0089] [Appendix 2] A program for a game device according to another aspect of the present invention is a program for a game device as described in Appendix 1, characterized in that the action execution unit is capable of causing the character to execute the response action when the character and the other character have a predetermined positional relationship in a virtual space related to the game. According to this aspect, when the positional relationship between a character and another character is not appropriate for responding to another user using the character's response action, the character's execution of the response action can be restricted, thereby making it possible to prevent the user from performing unnecessary operations.
[0090] In the above embodiment, the "virtual space" may be a three-dimensional space having both horizontal and vertical dimensions, or a two-dimensional space having only horizontal dimensions. The "positional relationship" refers to the relationship between the position of a character in a virtual space and the positions of other characters. Here, the "position of a character" may be a concept that includes, for example, the position of a character in the virtual space, the orientation of the character in the virtual space, and part or all of the position and shape of the character's reference area set corresponding to the character in the virtual space. For example, if the virtual space is a three-dimensional space, the "position of a character" may be a concept that includes at least one of the position of the character in the horizontal direction of the virtual space and the position of the character in the vertical direction of the virtual space. The "orientation of a character" refers to, for example, the direction in which the character is facing in the virtual space. The "reference area of a character" may be set at a position that includes the character when the character performs a communication action. Furthermore, the "reference area of a character" may have, for example, a predetermined shape. In this case, the character's reference area may have a two-dimensional shape such as a circle, a rectangle, or an ellipse, or a three-dimensional shape such as a sphere, a polygon, or an ellipsoid. Furthermore, the "character's reference area" may have a shape determined based on the transmission action performed by the character when the character performs the transmission action. Furthermore, the "character's reference area" may have a shape determined based on the orientation of the character when the character performs the transmission action. The "predetermined positional relationship" may be, for example, a relationship in which the distance between a character and another character in a virtual space is equal to or less than a reference distance. Here, if the virtual space is a three-dimensional space having horizontal and vertical extents, the "distance in the virtual space" may be a distance in the three-dimensional space, or a distance in a two-dimensional space representing the horizontal extent. The "predetermined positional relationship" may be, for example, a relationship in which the angle between the direction a character is facing and the direction another character is facing is equal to or less than a reference angle (e.g., a relationship in which a character and another character are facing each other). The "predetermined positional relationship" may be, for example, a relationship in which the angle between the direction a character is facing and a line segment connecting the character and the other character, or the angle between the direction another character is facing and a line segment connecting the other character and the other character, is equal to or less than a reference angle. The "predetermined positional relationship" may be, for example, a relationship in which the position of a character is included in a reference area of the other character that performed the transmission action. The "reference distance" and "reference angle" may be determined according to the type of transmission action, or may be predetermined values.
[0091] [Appendix 3] A program for a game device according to another aspect of the present invention is a program for a game device as described in Appendix 2, characterized in that the processor is further made to function as a judgment unit that judges whether the character and the other character have the predetermined positional relationship based on the position of the character in the virtual space and at least one of the position and shape of a reference area set up in the virtual space corresponding to the other character. According to this aspect, it is determined whether the positional relationship between the character and other characters is appropriate for responding to other users using the character's response action, thereby making it possible to prevent the user from performing unnecessary operations.
[0092] [Appendix 4] A program for a game device according to another aspect of the present invention is a program for a game device as described in Appendix 2, characterized in that the action execution unit is capable of causing the character to execute the response action when the distance between the character and the other character in the virtual space related to the game is less than or equal to a reference distance. According to this aspect, when the distance between a character and another character is not appropriate for responding to another user using the character's response action, the character's execution of the response action can be restricted, thereby making it possible to prevent the user from performing unnecessary operations.
[0093] [Appendix 5] A program for a game device according to another aspect of the present invention is a program for a game device as described in Appendices 1 to 4, characterized in that the action execution unit is capable of causing the character to execute the response action when the character and the other character have a predetermined cooperative relationship in the game. According to this aspect, when a character has a predetermined collaborative relationship with another character and a user and another user need to communicate, for example, to progress through a game, the character's response action is used to respond to the other user, thereby making it possible to prevent the user from performing unnecessary operations.
[0094] In the above aspect, the "predetermined cooperative relationship" may be, for example, a relationship in which a character and another character can cooperate to progress the game. The "relationship in which a character and another character can cooperate to progress the game" may be, for example, a relationship in which, when multiple characters form a team to progress the game, the character and another character belong to the same team.
[0095] [Appendix 6] A program for a game device according to another aspect of the present invention is a program for a game device as described in Appendices 1 to 5, characterized in that the action execution unit is capable of causing the character to execute the transmission action based on the user's operation, the transmission action being an action designated from among a plurality of candidate transmission actions based on the user's operation, and the plurality of candidate transmission actions being actions selected by the user from a plurality of executable actions. According to this aspect, since the transfer action is a selected action from among a plurality of transfer candidate actions, it is possible to more accurately transfer intentions between users compared to when the transfer action is a single predetermined action. Also, according to this aspect, since the transfer candidate action is a selected action from among a plurality of executable actions, it is possible for users to express their intentions more freely compared to when the transfer candidate action is a predetermined action.
[0096] [Appendix 7] A program for a game device according to another aspect of the present invention is a program for a game device as described in Appendix 6, characterized in that the game device has a memory unit that stores action information representing the plurality of executable actions and designation feasibility information indicating whether the user can designate each of the plurality of executable actions as the transmission action. According to this aspect, the character performs a transmission action based on the action information stored in the game device, and therefore it is possible to reduce the processing load and communication load, etc., on the game device when the character performs a transmission action, compared to when the action information is stored in a device external to the game device, for example.
[0097] [Appendix 8] A program for a game device according to another aspect of the present invention is a program for a game device as described in Appendix 6 or 7, characterized in that the action execution unit is capable of causing the character to execute the response action even if the response action is not included in the plurality of candidate transmission actions. According to this aspect, it is possible to have the character execute a response action that is more appropriate as a response to another user, compared to when the response action is limited to the transfer candidate action.
[0098] [Appendix 9] A program for a game device according to another aspect of the present invention is a program for a game device as described in Appendices 1 to 8, characterized in that the response action is an action designated from among a plurality of candidate response actions based on the user's operation, and each of the plurality of candidate response actions is an action corresponding to the transmission action. According to this aspect, the response action is an action selected from a plurality of candidate response actions, which allows the user to express their intentions more freely than when the response action is a single predetermined type of action.
[0099] [Appendix 10] A program for a game device according to another aspect of the present invention is a program for a game device as described in Appendices 1 to 9, characterized in that the other character starts the transmission action at a timing corresponding to the start of the response action by the other character. According to this aspect, the transmission action and the response action can be synchronized, which allows smooth communication between the user and other users.
[0100] [Appendix 11] A game device according to one aspect of the present invention comprises a reception unit that receives user operations, and an action execution unit that causes a game character to perform an action based on the user's operation, and the action execution unit is characterized in that when a transmission action is performed by another character of the game based on the operation of another user, the action execution unit causes the character to perform a response action corresponding to the transmission action based on the user's operation. According to this aspect, the burden on the user operating the character to respond can be reduced compared to when the user responds to other users by, for example, text. Also, according to this aspect, the burden on the user to respond can be reduced compared to when the user responds to other users by freely operating the character. Also, according to this aspect, the character can be made to perform an action that is more appropriate as a response to other users compared to when the user responds to other users by freely operating the character.
[0101] [Appendix 12] A game system according to one embodiment of the present invention is a game system comprising a first game device and a second game device capable of communicating with the first game device, wherein the first game device comprises a first reception unit that receives an operation from a first user and a first action execution unit that causes a first character of the game to perform a transmission action based on the operation of the first user, and the second game device comprises a second reception unit that receives an operation from a second user and a second action execution unit that, when the first character performs the transmission action, causes a second character of the game to perform a response action corresponding to the transmission action based on the operation of the second user. According to this aspect, the first user and the second user communicate using a transmission action of the first character and a response action of the second character, which reduces the communication burden compared to, for example, communicating through text. Furthermore, according to this aspect, the second user responds to the first user by having the second character execute a response action corresponding to the transmission action, which reduces the response burden compared to when the second user responds to the first user by freely operating the second character. Furthermore, according to this aspect, it is possible to have the second character execute an action that is more appropriate as a response to the first user compared to when the second user responds to the first user by freely operating the second character. [Explanation of symbols]
[0102] 1...game system, 10...game device, 30...display device, 110...control unit, 111...game control unit, 112...operation reception unit, 113...action execution unit, 114...information acquisition unit, 120...response determination unit, 121...reference area setting unit, 122...placement condition determination unit, 130...memory unit, 140...communication unit, 150...operation unit, 1000...processor.
Claims
1. A program for a game device having a processor, The processor, a reception unit that receives user operations; an action execution unit that causes a game character to execute an action based on the user's operation; and make it work, The operation execution unit When a transmission action is performed by another character of the game based on an operation of another user, causing the character to perform a response action corresponding to the transmission action based on an operation by the user; A game device program characterized by:
2. The operation execution unit In the virtual space related to the game, When the character and the other character have a predetermined positional relationship, The character can be caused to perform the response action.
2. The game device program according to claim 1.
3. The processor, and further functioning as a determination unit that determines whether or not the character and the other character have the predetermined positional relationship based on the position of the character in the virtual space and at least one of the position and the shape of a reference area provided in the virtual space corresponding to the other character.
3. The game device program according to claim 2.
4. The operation execution unit In the virtual space related to the game, When the distance between the character and the other character is equal to or less than a reference distance, The character can be caused to perform the response action.
3. The game device program according to claim 2.
5. The operation execution unit In the game, When the character and the other character have a predetermined cooperative relationship, The character can be caused to perform the response action.
5. The game device program according to claim 1, wherein the program is a program for executing a game on a game device.
6. The operation execution unit The character can be caused to perform the transmission action based on an operation by the user, The transmission operation is The action is designated from among a plurality of candidate transfer actions based on the user's operation, The plurality of transfer candidate actions are: An action selected by the user from among a plurality of executable actions.
6. The game device program according to claim 1, wherein the program is a program for executing a game on a game device.
7. The game device includes: Action information representing the plurality of executable actions; designation possibility information indicating whether the user can designate each of the plurality of executable actions as the communication action; A storage unit that stores the 7. The game device program according to claim 6.
8. The operation execution unit Even if the response action is not included in the plurality of transfer candidate actions, The character can be caused to perform the response action.
8. The game device program according to claim 6 or 7.
9. The response action is The action is selected from a plurality of candidate response actions based on the user's operation, Each of the plurality of response candidate actions is An operation corresponding to the transmission operation, 9. The game device program according to claim 1, wherein the program is a program for executing a game on a game device.
10. The other characters are: starting the transmission action at a timing corresponding to the start of the response action by the character; 10. The game device program according to claim 1, wherein the program is a program for executing a game on a game device.
11. a reception unit that receives user operations; an action execution unit that causes a game character to execute an action based on the user's operation; Equipped with The operation execution unit When a transmission action is performed by another character of the game based on an operation of another user, causing the character to perform a response action corresponding to the transmission action based on an operation by the user; A game device characterized by:
12. A game system comprising a first game device and a second game device capable of communicating with the first game device, the first game device, a first receiving unit that receives an operation by a first user; a first action execution unit that causes a first character of a game to execute a communication action based on an operation of the first user; Equipped with the second game device, a second receiving unit that receives an operation of a second user; When the first character performs the transmission action, a second action execution unit that causes a second character of the game to execute a response action corresponding to the transmission action based on an operation of the second user; Equipped with A game system characterized by:
Citation Information
Patent Citations
Game program and game device
JP2016016146A