Information processing method, information processing apparatus, and information processing system

By displaying a goal presentation scene where objects reach the goal in the order of their actual rankings, the information processing device addresses the discrepancy in racing games, enhancing player engagement and excitement.

JP2026002206AActive Publication Date: 2026-01-08CYGAMES INC
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Patent Information

Application Number
JP2024100018
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-06-20
Publication Date
2026-01-08
Estimated Expiration
2044-06-20

AI Technical Summary

Technical Problem

In racing games where rankings are determined by points earned rather than arrival order, there is often a discrepancy between the order of arrival at the finish line and the actual ranking, causing player discomfort and diminishing the excitement of the finish line scene.

Method used

The information processing device controls a goal presentation scene where objects reach the goal in the order of their actual rankings determined in the race scene, following a race scene where players play and earn points, ensuring the ranking order aligns with the points earned.

Benefits of technology

This approach eliminates the sense of incongruity between arrival order and actual ranking, enhancing the entertainment value by providing a goal presentation that accurately reflects the race results.

✦ Generated by Eureka AI based on patent content.

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Abstract

To achieve a new performance technique in "a race game for determining ranking not by the order of arrival at a goal but by the height of an acquired score".SOLUTION: The information processing apparatus 10 according to the present disclosure includes the game executing unit 11 that moves the plurality of objects toward the first goal and updates the score acquired by each of the plurality of objects, and the race scene control unit 12 that displays the race scene in which the plurality of objects move toward the first goal. And a goal performance scene control part 14 for displaying a goal performance scene in which the plurality of objects move toward a second goal after a race scene in which at least one of the plurality of objects reaches the first goal, and the plurality of objects reach the second goal in the order of the score ranking.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present disclosure relates to a program, an information processing method, an information processing device, and an information processing system. [Background technology]

[0002] A technology related to the present disclosure is disclosed in Patent Document 1. Patent Document 1 discloses a racing game in which multiple objects are moved along a route toward a goal, and in which players compete for points calculated not based on the order of arrival at the goal, but on the order of arrival, actions, items acquired, etc. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2023-136345 Summary of the Invention [Problem to be solved by the invention]

[0004] In a game (racing game) in which rankings are assigned, there have been cases in which rankings have not been properly announced. One example of an objective of the present disclosure is to provide a presentation technique that displays the rankings of each element appropriately according to the progress of the game and does not hinder the excitement of the players. [Means for solving the problem]

[0005] According to the present disclosure, Computer, a game execution unit that moves a plurality of objects toward a first goal and updates the points acquired by each of the plurality of objects; a race scene control unit that displays a race scene in which the plurality of objects move toward the first goal; a score ranking determination unit that determines a score ranking of the plurality of objects based on the scores of each of the plurality of objects at the time when at least one of the plurality of objects reaches the first goal; a goal presentation scene control unit that displays a goal presentation scene in which the plurality of objects move toward a second goal and reach the second goal in the order of the points ranking after the race scene in which at least one of the plurality of objects reaches the first goal; A program is provided to function as a

[0006] Further, according to the present disclosure, One or more computers a game execution step of moving a plurality of objects toward a first goal and updating the score acquired by each of the plurality of objects; a race scene control step of displaying a race scene in which the plurality of objects move toward the first goal; a score ranking determination step of determining a score ranking of the plurality of objects based on the scores of each of the plurality of objects at a time when at least one of the plurality of objects reaches the first goal; a goal presentation scene control step of displaying a goal presentation scene in which the plurality of objects move toward a second goal and reach the second goal in the order of the points scored, after the race scene in which at least one of the plurality of objects reaches the first goal; An information processing method is provided that performs the above.

[0007] Further, according to the present disclosure, a game execution unit that moves a plurality of objects toward a first goal and updates the points acquired by each of the plurality of objects; a race scene control unit that displays a race scene in which the plurality of objects move toward the first goal; a score ranking determination unit that determines a score ranking of the plurality of objects based on the scores of the plurality of objects at the time when at least one of the plurality of objects reaches the first goal; a goal presentation scene control unit that displays a goal presentation scene in which the plurality of objects move toward a second goal and reach the second goal in the order of the points scored, after the race scene in which at least one of the plurality of objects reaches the first goal; An information processing device having the above configuration is provided.

[0008] Further, according to the present disclosure, a game execution unit that moves a plurality of objects toward a first goal and updates the points acquired by each of the plurality of objects; a race scene control unit that displays a race scene in which the plurality of objects move toward the first goal; a score ranking determination unit that determines a score ranking of the plurality of objects based on the scores of the plurality of objects at the time when at least one of the plurality of objects reaches the first goal; a goal presentation scene control unit that displays a goal presentation scene in which the plurality of objects move toward a second goal and reach the second goal in the order of the points scored, after the race scene in which at least one of the plurality of objects reaches the first goal; An information processing system is provided having: [Effects of the Invention]

[0009] According to one aspect of the present disclosure, a presentation technique is realized that appropriately displays the ranking of each element according to the progress of the game and does not hinder the excitement of the player. [Brief explanation of the drawings]

[0010] [Figure 1]FIG. 1 is a diagram illustrating an example of processing executed by an information processing device. [Figure 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of an information processing device. [Figure 3] FIG. 3 is an example of a functional block diagram of an information processing device. [Figure 4] FIG. 4 is a diagram showing an example of a screen displayed by the information processing device. [Figure 5] FIG. 5 is a diagram showing another example of a screen displayed by the information processing device. [Figure 6] FIG. 6 is a diagram showing another example of a screen displayed by the information processing device. [Figure 7] FIG. 7 is a diagram showing another example of a screen displayed by the information processing device. [Figure 8] FIG. 8 is a flowchart showing an example of the flow of processing by the information processing device. [Figure 9] FIG. 9 is a diagram illustrating another example of the process executed by the information processing device. [Figure 10] FIG. 10 is a diagram illustrating another example of the process executed by the information processing device. [Figure 11] FIG. 11 is a diagram illustrating another example of the process executed by the information processing device. [Figure 12] FIG. 12 is a diagram illustrating another example of the process executed by the information processing device. [Figure 13] FIG. 13 is a diagram showing another example of a screen displayed by the information processing device. [Figure 14] FIG. 14 is a diagram showing another example of a screen displayed by the information processing device. [Figure 15] FIG. 15 is a diagram showing another example of a screen displayed by the information processing device. [Figure 16] FIG. 16 is a diagram illustrating another example of the process executed by the information processing device. [Figure 17] FIG. 17 is a diagram showing another example of a screen displayed by the information processing device. [Figure 18]FIG. 18 is a flowchart showing another example of the flow of processing by the information processing device. [Figure 19] FIG. 19 is a flowchart showing another example of the flow of processing by the information processing device. [Figure 20] FIG. 20 is a flowchart showing another example of the flow of processing by the information processing device. DETAILED DESCRIPTION OF THE INVENTION

[0011] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. In this disclosure, the drawings relate to one or more embodiments. In all drawings, similar components are designated by similar reference numerals, and descriptions thereof will be omitted as appropriate.

[0012] <<First embodiment>> <Summary> The information processing device 10 of the first embodiment controls a "racing game in which rankings are determined not by the order of arrival at the finish line but by the amount of points acquired." As shown in FIG. 1, the information processing device 10 displays a "race scene in which multiple objects move toward a first goal" followed by a "goal presentation scene in which multiple objects move toward a second goal." Note that the length ratio between the race scene and the goal presentation scene may vary and is not limited to the example shown in the figure.

[0013] A "race scene" is a scene in which a player plays a game while controlling the movements of objects. In a race scene, the movements of objects are controlled by the player. Therefore, the order in which the multiple objects arrive at the first goal and the points they earn will vary depending on the player's operation. Note that the information processing device 10 may control the movements of some of the multiple objects.

[0014] On the other hand, the "goal presentation scene" is a presentation scene that notifies the player of the ranking of the multiple objects determined in the race scene in an entertaining manner. In the goal presentation scene, the movements of the multiple objects are controlled by the information processing device 10. That is, in the goal presentation scene, the player only watches the presentation displayed on the screen and cannot control the movements of the objects displayed on the screen. Therefore, the arrival order of the multiple objects at the second goal is controlled by the information processing device 10 without being affected by the player's operation. Then, the information processing device 10 controls the goal presentation scene so that the multiple objects reach the second goal in the order of the scoring ranking determined in the race scene.

[0015] In a racing game where rankings are determined by the number of points earned, rather than the order of arrival at the finish line, there may be a discrepancy between the order of arrival at the finish line and the actual ranking based on the points, such as when a player reaches the finish line first but is actually ranked fourth. This discrepancy can cause discomfort to the player, diminish the value of the finish line scene that would normally get the player excited, and result in a lack of entertainment value.

[0016] To address this issue, the information processing device 10 of the first embodiment displays a goal presentation scene in which multiple objects reach the goal in the order of their actual rankings determined in the race scene, after a race scene in which the player actually plays the game. In this way, by displaying a "goal presentation scene in which the actual rankings based on the points match the order of arrival at the goal (second goal)" after the race scene, it is possible to eliminate the sense of incongruity caused by the discrepancy between the order of arrival at the goal and the actual rankings. Furthermore, rather than simply notifying the player of the actual rankings after the race scene, entertainment value can be enhanced by displaying a goal presentation scene in which multiple objects reach the goal (second goal) while competing in the order of their actual rankings.

[0017] <Hardware configuration> An example of the hardware configuration of the information processing device 10 will be described below. Each functional unit of the information processing device 10 is realized by any combination of hardware and software. Those skilled in the art will understand that there are various variations in the realization method and device. The software includes programs that are pre-loaded in the device before shipping, and programs downloaded from recording media such as CDs (Compact Discs) or servers on the Internet.

[0018] FIG. 2 is a block diagram illustrating an example of the hardware configuration of an information processing device 10. As shown in FIG. 2, the information processing device 10 has a processor 1A, a memory 2A, an input / output interface 3A, a peripheral circuit 4A, and a bus 5A. The peripheral circuit 4A includes various modules. The information processing device 10 does not necessarily have to have the peripheral circuit 4A. Note that the information processing device 10 may be composed of multiple devices that are physically and / or logically separated. In this case, each of the multiple devices can have the above hardware configuration.

[0019] The bus 5A is a data transmission path for the processor 1A, memory 2A, peripheral circuit 4A, and input / output interface 3A to mutually transmit and receive data. The processor 1A is, for example, a central processing unit (CPU) or a graphics processing unit (GPU). The memory 2A is, for example, a random access memory (RAM) or a read-only memory (ROM). The input / output interface 3A includes interfaces for acquiring information from input devices, external devices, external servers, external sensors, cameras, etc., and interfaces for outputting information to output devices, external devices, external servers, etc. The input / output interface 3A also includes an interface for connecting to a communication network such as the Internet. Examples of input devices include a keyboard, mouse, microphone, physical buttons, touch panel, and dedicated game console controller. Examples of output devices include a display, projection device, speaker, printer, and mailer. The processor 1A can issue commands to each module and perform calculations based on the results of those calculations.

[0020] <Configuration of information processing system including information processing device 10> An example of the configuration of an information processing system will be described below, but the present invention is not limited to this example.

[0021] In one example, a plurality of client terminals connected to each other via client-host type communication constitute an information processing system. The information processing device 10 is one of the plurality of client terminals connected to each other via client-host type communication, specifically, a client terminal that functions as a host. Communication between the client terminals may be performed via a server, or may be performed directly without the server. In the case of communication via a server, the information processing system may further include a server. Players play the game by operating the client terminals.

[0022] "Client terminals" include, but are not limited to, game devices, smartphones, tablet terminals, personal computers, mobile phones, smart watches, wearable terminals, and the like.

[0023] In another example, a server and a client terminal of a server-client system constitute an information processing system. The information processing device 10 is the server of the server-client system. A player operates the client terminal to play the game.

[0024] In another example, the information processing device 10 is a game device that is not connected to other game devices. A player operates the game device to play a game. In this example, one information processing device 10 constitutes an information processing system.

[0025] <Functional configuration> An example of the functional configuration of the information processing device 10 will be described. Fig. 3 shows an example of a functional block diagram of the information processing device 10. As shown in the figure, the information processing device 10 has a game execution unit 11, a race scene control unit 12, a scoring ranking determination unit 13, and a goal presentation scene control unit 14.

[0026] The game execution unit 11 controls the game based on operations from one or more players. Specifically, the game execution unit 11 moves multiple objects toward a first goal based on operations from the players, and updates the points earned by each of the multiple objects. A scene in which multiple objects earn points while moving toward the first goal is called a "race scene."

[0027] A "race scene" is a scene in which a player plays a game while controlling the movements of objects. In a race scene, the movements of objects are controlled by the player. Therefore, the order in which the multiple objects arrive at the first goal and the points they earn will vary depending on the player's operation. Note that the information processing device 10 may control the movements of some of the multiple objects.

[0028] An "object" is an object that is controlled by a player and moves in accordance with the player's control during a race scene. Examples of objects include, but are not limited to, characters, avatars, moving objects such as cars and airplanes, and other objects.

[0029] Note that among the objects, there may be a non-player object that moves based on the decisions made by the computer without any operation from the player. In this case, the game execution unit 11 moves the non-player object toward the first goal based on the decisions made by the computer without any operation from the player, and updates the score acquired by the non-player object.

[0030] The objects may have different characteristics. In one example, the characteristics are defined in terms of speed, power, stamina, tenacity, intelligence, etc. For example, an evaluation value (e.g., a 5-point scale) for each of the characteristics is defined in advance for each object.

[0031] The "operations that a player can perform" are determined for each game. For example, a player may be able to move, accelerate, decelerate, stop, or jump an object. A player may also be able to cause an object to attack other objects, defend against attacks from other objects, obtain items, use items, or use skills.

[0032] "Updating the score" is a concept that includes at least one of adding points and subtracting points.

[0033] The "method of scoring points" is an item that can be determined for each game. For example, the game execution unit 11 may award points to each of a plurality of objects according to their order of arrival at the first goal. In one example, the game execution unit 11 awards higher points to objects that arrive earlier. The game execution unit 11 may award points according to their order of arrival at the first goal only to objects whose order of arrival at the first goal satisfies a score awarding condition (e.g., first, first to third), or may award points according to their order of arrival to all objects.

[0034] Furthermore, one or more check points may be provided before the first goal. The game execution unit 11 may then award points to each of the multiple objects according to the order in which they passed through each of the multiple points including the first goal and the check point. In one example, the game execution unit 11 awards higher points to objects that arrive earlier. The game execution unit 11 may award points according to their arrival order only to objects whose arrival order at the arrival point satisfies a score awarding condition (e.g., number 1, 1st to 3rd), or may award points according to their arrival order to all objects.

[0035] Furthermore, the game execution unit 11 may award points to each of the multiple objects according to the items acquired before reaching the first goal. The game may be designed so that multiple types of items can be acquired. The game execution unit 11 may then award points to each of the multiple objects according to the type of item acquired. In one example, items are placed on the course. Each of the multiple objects can acquire an item through a player's operation. For example, each of the multiple objects can acquire an item by passing through a position where an item is placed.

[0036] The game execution unit 11 may also award points to each of the multiple objects according to the damage inflicted on other objects before reaching the first goal. The game execution unit 11 may also deduct points from each of the multiple objects according to the damage received from other objects before reaching the first goal.

[0037] The "contents of the course in the race scene" are matters that can be determined for each game. The course in the race scene may be a straight course, a track course, a course set up in a city, or some other course. The course in the race scene may also be an open course or a separate course. The length of the course in the race scene and other course designs may also be various.

[0038] The race scene control unit 12 causes a display device to display a race scene in which multiple objects move toward a first goal. The race scene control unit 12 causes the above-mentioned client terminal or game device to display a screen of the race scene.

[0039] An example of a screen of a race scene is shown in Figures 4 and 5. Note that the screens shown in the figures are merely examples and are not limiting.

[0040] Figure 4 shows the situation before the race starts, and Figure 5 shows the situation after the first goal is reached.

[0041] In the area 101 on the screen, a timeline showing the progress of the race is displayed at the position of mark M. In FIG. 4, mark M is located at position S, which indicates the start point. In FIG. 5, mark M is located at position G, which indicates the first goal point L1.

[0042] A plurality of objects A to D are displayed in an area 102 on the screen. In Fig. 4, the plurality of objects A to D are shown lined up on a starting line. In Fig. 5, the plurality of objects A to D are shown moving toward a first goal L1.

[0043] The area 103 on the screen shows the current status of each of the multiple objects. The numerical value associated with each object indicates the score that has been earned to date. Since Figure 4 shows the state before the start, the scores of all objects are "0". Figure 5 shows the score that each object has earned to date. In the example of Figure 5, the score that each object has earned to date is between 680 and 715. Although not shown, skills, items, etc. that each object can execute may also be displayed in area 103 on the screen.

[0044] Returning to FIG. 3, the score ranking determination unit 13 determines the score ranking of the plurality of objects based on the scores of each of the plurality of objects at the time when at least one of the plurality of objects reaches the first goal.

[0045] For example, if the game is designed so that the race ends when some (e.g., one, three, etc.) of the multiple objects reach the first goal, the scoring ranking determination unit 13 determines the scoring ranking of the multiple objects based on the scores of each of the multiple objects at the time when some of the multiple objects reach the first goal and the race ends.

[0046] On the other hand, if the game is designed so that the race ends when all of the multiple objects reach the first goal, the scoring ranking determination unit 13 determines the scoring ranking of the multiple objects based on the scores of each of the multiple objects at the time when all of the multiple objects reach the first goal and the race ends.

[0047] Hereinafter, the point in time when at least one of the objects reaches the first goal and the race ends may be referred to as the "end of the race."

[0048] The scoring ranking determination unit 13 determines the scoring ranking of the multiple objects in descending order of the points acquired, i.e., in descending order of the points at the end of the race. Depending on the design of the game, the scoring ranking determination unit 13 may also determine the scoring ranking of the multiple objects in descending order of the points acquired, i.e., in descending order of the points at the end of the race.

[0049] The goal presentation scene control unit 14 displays a goal presentation scene in which a plurality of objects move toward the second goal and reach the second goal in the order of the scoring ranking determined by the scoring ranking determination unit 13. The goal presentation scene control unit 14 displays a screen of the goal presentation scene on the above-mentioned client terminal or game device.

[0050] The "goal presentation scene" is a presentation scene that notifies the player of the ranking of the multiple objects determined in the race scene in an entertaining manner. In the goal presentation scene, the movements of the multiple objects are controlled by the information processing device 10. That is, in the goal presentation scene, the player only watches the presentation displayed on the screen and cannot control the movements of the objects displayed on the screen. Therefore, the arrival order of the multiple objects at the second goal is controlled by the information processing device 10 without being affected by the player's operation. Then, the information processing device 10 controls the goal presentation scene so that the multiple objects reach the second goal in the order of the scoring ranking determined in the race scene.

[0051] The goal presentation scene control unit 14 displays the goal presentation scene after the race scene. More specifically, the goal presentation scene control unit 14 displays the goal presentation scene after "the end of the race when at least one of the multiple objects in the race scene reaches the first goal." The goal presentation scene control unit 14 can determine the content of the goal presentation scene after the end of the race (after the race scene), specifically, the positional relationships and movement speeds of the multiple objects. Then, the goal presentation scene control unit 14 can display the goal presentation scene with the determined content. The multiple objects that appear in the goal presentation scene are the same as the multiple objects that appeared in the race scene that was displayed immediately before.

[0052] The race scene control unit 12 and the goal rendering scene control unit 14 display a goal rendering scene after a race scene, as shown in FIG. 1. As shown in FIG. 1, it is preferable to display the goal rendering scene after the race scene without any other scenes in between. By connecting the race scene and the goal rendering scene in this way, the player can be given the feeling that a race involving multiple objects does not end with the race scene, but is connected to the goal rendering scene. Note that other scenes may be inserted between the race scene and the goal rendering scene. This also achieves the effects of the information processing device 10 described in the overview section above.

[0053] An example of a screen of a goal presentation scene is shown in Fig. 6. Fig. 6 shows a state in which a plurality of objects reach the second goal L2 in the order of the scoring ranking determined by the scoring ranking determination unit 13.

[0054] In this embodiment, various contents can be adopted for the "scene up to when the plurality of objects reach the second goal L2" in the goal production scene.

[0055] For example, the goal presentation scene may transition from FIG. 7 to FIG. 6. In this way, the goal presentation scene may include an effect in which the order of the multiple objects changes at least once before the multiple objects reach the second goal L2. There are various means for realizing this effect. For example, the goal presentation scene control unit 14 may realize this effect by changing the movement speed of each object so that the order changes randomly. By incorporating such an effect, it is possible to increase the excitement of players watching the goal presentation scene. In the following embodiments, means for realizing other effects in the "scene until the multiple objects reach the second goal L2" in the goal presentation scene will be described.

[0056] The "contents of the course in the goal presentation scene" are matters that can be determined for each game. The course in the goal presentation scene may be a straight course, a track course, a course set up in a city, or other. The course in the goal presentation scene may also be an open course or a separate course. The course in the goal presentation scene may be the same as the course in the race scene, or it may be different. The length of the course in the goal presentation scene and other course designs may also adopt various contents. In the following embodiment, specific examples of the course in the goal presentation scene will be described.

[0057] Next, an example of the processing flow of the information processing device 10 will be described using the flowchart in Fig. 8. Note that the purpose here is to explain the processing flow. Since the details of each process have been described above, the explanation here will be omitted as appropriate.

[0058] First, the information processing device 10 controls a race scene (S10). That is, the information processing device 10 moves a plurality of objects toward a first goal based on the operation of the player, and updates the points acquired by each of the plurality of objects. Then, the information processing device 10 displays a race scene in which the plurality of objects move toward the first goal on a client terminal or a game device operated by the player.

[0059] Thereafter, the information processing device 10 determines the ranking of the points scored by the plurality of objects (S20). That is, the information processing device 10 determines the ranking of the points scored by the plurality of objects at the end of the race when at least one of the plurality of objects reaches the first goal.

[0060] Thereafter, the information processing device 10 controls a goal presentation scene (S30). That is, after the end of the race (after the race scene), the information processing device 10 displays, on the client terminal or game device operated by the player, a goal presentation scene in which a plurality of objects move toward the second goal and reach the second goal in the order of the points ranking determined in S20.

[0061] <Action and effect> After a race scene in which the player plays the game while controlling the movement of the objects, the information processing device 10 can display a goal presentation scene in which multiple objects reach a goal (second goal) in the order of the points ranking determined in the race scene.

[0062] In a racing game where rankings are determined by the number of points earned, rather than the order of arrival at the finish line, there may be a discrepancy between the order of arrival at the finish line and the actual ranking based on the points, such as when a player reaches the finish line first but is actually ranked fourth. This discrepancy can cause discomfort to the player, diminish the value of the finish line scene that would normally get the player excited, and result in a lack of entertainment value.

[0063] To address this issue, the information processing device 10 displays, after a race scene in which the player actually plays the game, a goal presentation scene in which multiple objects reach the goal (second goal) in the order of their actual ranking determined in the race scene. In this way, by displaying a "goal presentation scene in which the actual ranking based on the points matches the arrival order at the goal (second goal)" after the race scene, it is possible to eliminate the sense of incongruity caused by the discrepancy between the arrival order at the goal and the actual ranking. Furthermore, rather than simply notifying the player of the actual ranking after the race scene, entertainment value can be enhanced by displaying a goal presentation scene in which multiple objects reach the goal (second goal) in the order of their actual ranking while competing.

[0064] <<Second embodiment>> The information processing device 10 of the second embodiment realizes a distinctive effect in the goal scene, which will be described in detail below.

[0065] The goal effect scene control unit 14 can execute at least one of the following first to eleventh effect controls.

[0066] <First production control> In this example, the goal presentation scene control unit 14 determines the "positional relationship" of each of the multiple objects in the goal presentation scene based on the score of each of the multiple objects at the end of the race when at least one of the multiple objects reaches the first goal.

[0067] The "positional relationship" is a concept that includes either of the following: The display position (position on the course) of each object at each point up to the second goal or when the second goal is reached. - In what order should each object be placed at each point until the second goal is reached, or when the second goal is reached, or at what distance should each object be placed?

[0068] In one example, the goal presentation scene control unit 14 determines the "movement speed" of each of the multiple objects in the goal presentation scene based on the score of each of the multiple objects at the end of the race. By controlling the movement speed of each of the multiple objects in the goal presentation scene, the positional relationship of each of the multiple objects in the goal presentation scene is controlled.

[0069] For example, the goal rendering scene control unit 14 can determine a faster moving speed for an object with a higher score at the end of the race. There are various ways to determine a moving speed that satisfies the condition. For example, the goal rendering scene control unit 14 can determine the moving speed of the object with the highest score based on a predetermined V max Then, the goal effect scene control unit 14 determines the score P of the object. max and the ratio of the score P of the other object (= P / P max ) to calculate the moving speed V of other objects (=V max ×P / P max ) may be determined. Note that this method is merely an example and is not limiting.

[0070] During the goal presentation scene, the moving speed of the plurality of objects may be constant or variable. For example, the moving speed of the plurality of objects may increase as they approach the second goal, or conversely, the moving speed of the plurality of objects may decrease as they approach the second goal. In one example, max The time change of the object with the highest score is defined in advance. The movement speed of the object with the highest score is changed according to the definition. The movement speeds of the other objects are determined by a calculation method using the above ratio.

[0071] The goal rendering scene control unit 14 can determine the movement speeds of the multiple objects in the goal rendering scene after the race finishes (after the race scene). Then, the goal rendering scene control unit 14 can display the goal rendering scene with the determined content.

[0072] In this way, by determining the "positional relationship" of each of the multiple objects in the goal production scene based on the scores of each of the multiple objects at the end of the race when at least one of the multiple objects reaches the first goal, it is possible to produce a production in the goal production scene that reflects the results of the race scene. Specifically, the object that has earned the higher score will reach the second goal earlier. In this way, it is possible to produce a production that reflects the results of the race scene.

[0073] <Second production control> In this example, the moving speed of each of the plurality of objects in the goal presentation scene is determined using a method different from that of the first presentation control.

[0074] In this example, the goal production scene control unit 14 determines the length of the course to reach the second goal in the goal production scene based on the score (score at the end of the race) of the object with the highest score.

[0075] For example, if the point score of the object ranked first at the end of the race is 840, the goal production scene control unit 14 sets the length of the course to reach the second goal in the goal production scene to 840, as shown in FIG.

[0076] Furthermore, the goal presentation scene control unit 14 divides the course leading to the second goal in the goal presentation scene into a plurality of sections, the number of which is equal to the number of addition points passed through in the race scene. As explained in the first embodiment, an addition point is a concept that includes the first goal and check points. For example, if there are 10 addition points, as shown in FIG. 9, the goal presentation scene control unit 14 divides the course leading to the second goal in the goal presentation scene into 10 sections.

[0077] The goal rendering scene control unit 14 then determines the movement speed of each object in each of the plurality of sections in the goal rendering scene based on the points acquired by each object between the plurality of addition points in the race scene.

[0078] The first section of the goal presentation scene (section 1 in Figure 9, hereinafter referred to as the "first section of the goal presentation scene") corresponds to the section from the start of the race scene to the first addition point (hereinafter referred to as the "first section of the race scene"). The nth section of the goal presentation scene (hereinafter referred to as the "nth section of the goal presentation scene") corresponds to the section from the (n-1)th addition point to the nth addition point of the race scene (hereinafter referred to as the "nth section of the race scene"). Note that n is an integer of 2 or greater.

[0079] The goal rendering scene control unit 14 determines the movement speed of each object in the first section of the goal rendering scene (section 1 in FIG. 9) based on the score that each object has acquired in the first section of the race scene.

[0080] For example, the goal rendering scene control unit 14 can increase the moving speed of an object in the first section of the goal rendering scene as the object acquires a higher score in the first section of the race scene. There are various ways to determine the moving speed that satisfies the condition. For example, the goal rendering scene control unit 14 can increase the moving speed of the object that acquires the highest score in the first section of the race scene by a predetermined U max Then, the goal production scene control unit 14 may determine the score M obtained by the object in the first section of the race scene. max and the score M that other objects have earned in the first section of the race scene (= M / M max ) to calculate the moving speed U of other objects (=U max ×M / M max ) may be determined. Note that this method is merely an example and is not limiting.

[0081] Furthermore, the goal rendering scene control unit 14 determines the movement speed of each object in the nth section of the goal rendering scene (sections 2 to 10 in FIG. 9) based on the points each object has acquired in the nth section of the race scene. The goal rendering scene control unit 14 can determine the movement speed of each object in the nth section of the goal rendering scene using a method similar to the method for determining the movement speed of each object in the first section of the goal rendering scene described above.

[0082] A specific example of the above-mentioned movement speed determination method will be described using FIG. 10. FIG. 10 shows the points acquired by each of the plurality of objects A to D in each of the plurality of sections in the race scene. As shown in FIG. 10, the information processing device 10 can store the points acquired by each of the plurality of objects A to D in each of the plurality of sections in the race scene. In FIG. 10, there are ten points of addition in the race scene. The points acquired by each of the plurality of objects A to D in each of the ten sections in the race scene are shown. The total shown in the figure is the sum of the points acquired in each of the ten sections in the race scene. The ranking shown in the figure indicates the score ranking of the plurality of objects determined based on the scores (shown totals) of each of the plurality of objects at the end of the race when at least one of the plurality of objects reaches the first goal. In FIG. 10, it is shown that object A has acquired 100 points in the first section of the race scene.

[0083] In the example of FIG. 10, the goal presentation scene control unit 14 sets the moving speed of object A, which has the highest score in the first section of the race scene, to a predetermined U max Then, the goal production scene control unit 14 determines the moving speed of object B as U based on the ratio (=80 / 100) of the points acquired by objects A and B in the first section of the race scene. max ×80 / 100. The goal production scene control unit 14 also determines the moving speed of object C as U based on the ratio (=60 / 100) of the points that objects A and C have acquired in the first section of the race scene. max×60 / 100. The goal production scene control unit 14 also determines the moving speed of object D as U based on the ratio (=40 / 100) of the points that objects A and D have acquired in the first section of the race scene. max The result is ×40 / 100.

[0084] Similarly, in the second section of the goal presentation scene, the goal presentation scene control unit 14 controls the moving speed of the object B, which has the highest score in the second section of the race scene, to a predetermined U max Then, the goal presentation scene control unit 14 determines the moving speed of the object A as U max ×80 / 100. In addition, the goal production scene control unit 14 determines the moving speed of the object C as U max ×60 / 100. In addition, the goal production scene control unit 14 determines the moving speed of the object D as U max The result is ×40 / 100.

[0085] The goal rendering scene control unit 14 can determine the movement speeds of the multiple objects in the goal rendering scene after the race finishes (after the race scene). Then, the goal rendering scene control unit 14 can display the goal rendering scene with the determined content.

[0086] By determining the movement speed of each object in the goal presentation scene using this method, it is possible to create a presentation in the goal presentation scene that reflects the progress of each object's score acquisition in the race scene.

[0087] <Third production control> In this example, the goal presentation scene control unit 14 selects either the first determination method or the second determination method for each object, and determines the movement speed in the goal presentation scene using the selected determination method.

[0088] In one example, the goal presentation scene control unit 14 randomly selects either the first determination method or the second determination method for each object. For example, the goal presentation scene control unit 14 may select either the first determination method or the second determination method by lottery in which the probability of selecting the first determination method is 50% and the probability of selecting the second determination method is 50%. Note that the lottery probabilities illustrated here are merely examples, and other values ​​may also be used.

[0089] As a result of the selection by the goal rendering scene control unit 14, all objects may be determined by the same determination method (the first determination method or the second determination method), or objects may be determined by different determination methods.

[0090] The first determination method is the method of determining the movement speed described in the first performance control or the method of determining the movement speed described in the second performance control. That is, in the first determination method, the goal performance scene control unit 14 determines the movement speed of the object based on the content of the race scene.

[0091] Next, a second determination method will be described. In the second determination method, the goal rendering scene control unit 14 determines the movement speed of each of a plurality of objects in the goal rendering scene based on a predetermined parameter that is determined in advance for each object. That is, in the second determination method, the goal rendering scene control unit 14 determines the movement speed of each object based on the predetermined characteristics of each object, regardless of the content of the race scene.

[0092] An example of a parameter is "leg style." Leg style is indicated by characteristics such as "breakaway," "leading," "passing," and "pursuing." Evaluation values ​​(e.g., a five-point scale) for each of these characteristics are defined in advance for each object (e.g., breakaway 5, leading 4, passing 2, pursuing 2). Then, based on the contents of the definition, the goal rendering scene control unit 14 determines the leg style to be applied to the object for which the second determination method was selected. For example, the goal rendering scene control unit 14 can determine the leg style with the highest evaluation value as the leg style to be applied to that object.

[0093] In this example, the performance content for the goal performance scene is determined in advance for each running style. The goal performance scene control unit 14 determines the moving speed and position of the object for which the second determination method was selected in accordance with the performance content. That is, the goal performance scene control unit 14 determines the moving speed and position of the object for which the second determination method was selected in accordance with the performance content.

[0094] Below, examples of the performance content in the goal performance scene determined for each running style are shown, but the present invention is not limited to these examples.

[0095] Escape: From the start of the goal scene, the player will remain directly beside the front row regardless of the score relationship (large or small, or the difference between them) with other objects. If the player is already in the front row, the player will maintain that position.

[0096] Leading: In a specified scene in the latter half of the goal performance scene, the running position continues to rise, aiming for at least second place. When three or more objects are performing a leading performance, the objects will run side by side with their slowest line set to second place.

[0097] Pass: In a specified scene in the latter half of the goal performance scene, the running position will be adjusted so that no object will be in a position ahead of third place. When three or more objects are performing a pass performance, the objects will run side by side with the third place line designated as the front row.

[0098] Chase: In the first half of the goal scene, the car maintains its fourth-place position at the back of the pack regardless of the accumulated points. Then, in the second half of the goal scene, the car officially reflects the points earned in the race and moves forward. For example, in the second half of the goal scene, the car's movement speed is determined using the first method.

[0099] It should be noted that there are various definitions of "predetermined scene in the second half" and "predetermined scene in the first half." For example, if a goal presentation scene is made up of a corner scene and a straight line scene lined up in this order as will be described later, the straight line scene can be defined as the predetermined scene in the second half, and the corner scene can be defined as the predetermined scene in the first half.

[0100] After the race finishes (after the race scene), the goal rendering scene control unit 14 can select either the first determination method or the second determination method for each object and determine the movement speed in the goal rendering scene using the selected determination method. Then, the goal rendering scene control unit 14 can display the goal rendering scene using the determined content.

[0101] In this way, by determining the movement speed of each of the multiple objects using various methods, the content of the presentation in the goal presentation scene can be made unpredictable. As a result, the order of arrival at the second goal (ranking based on the score) can be made unpredictable. This type of presentation can increase the excitement of players watching the goal presentation scene. Furthermore, by setting the movement speed and position based on the parameters set for each object, it is possible to create a presentation that does not destroy the game world view formed based on the characteristics, etc., of each of the multiple objects.

[0102] <Fourth Production Control> In this example, the goal presentation scene control unit 14 makes the length of the first half of the goal presentation scene relatively longer than the length of the second half of the goal presentation scene.

[0103] For example, the goal presentation scene control unit 14 can divide the course in the goal presentation scene into multiple sections as shown in Figure 9, and then make predetermined adjustments as shown in Figure 11 to make the length of the relatively first section in the goal presentation scene longer than the length of the relatively second section.

[0104] It should be noted that there are various ways of making adjustments as long as the result that "the length of the first half of the goal performance scene is relatively longer than the length of the second half of the goal performance scene" is achieved.

[0105] In one example, the goal effect scene control unit 14 can implement the adjustment using a pre-prepared calculation formula. One example of the calculation formula is Y=(1-X 2 ). A graph of this formula is shown in FIG. 12. Y is the ratio of the length of the adjusted interval. X is an adjustment value that takes a value between 0 and 1. A different X value is set for each interval. A smaller X value is set for the earlier interval. In one example, the X value is calculated by multiplying the serial number of each interval by a predetermined coefficient. The predetermined coefficient is, for example, 1 divided by the number of intervals, but is not limited to this. For example, if the number of intervals is 5, the coefficient value is 0.2 (= 1 / 5). The X value for the first interval is 0.2 (= 0.2 × 1). The X value for the second interval is 0.4 (= 0.2 × 2).

[0106] By making the length of the first half of a goal presentation scene relatively longer than the length of the second half, the influence (weight) of the score progression in the first half becomes greater than the influence (weight) of the score progression in the second half. This makes it easier for dynamic overtaking and overtaking developments involving multiple objects to occur in the first half than in the second half (because the first half appears to progress faster even with the same score). If the first half of a goal presentation scene continues to be monotonous, users watching the scene may become bored with the development and lose interest in the goal presentation scene. By generating such dynamic overtaking and overtaking developments in the first half of a goal presentation scene, this inconvenience can be alleviated. Furthermore, when the seventh presentation control described below is employed, a "second goal position where no object exists" may be displayed on the screen when multiple objects pass a predetermined position in the second half. Even if such dynamic overtaking and overtaking developments involving multiple objects occur when no objects are displayed on the screen, the player will not be able to view them. Therefore, the above-described configuration makes it easier for dynamic overtaking and overtaking developments involving multiple objects to occur in the first half of a goal presentation scene.

[0107] <5th Production Control> In this example, the goal presentation scene control unit 14 configures the course in the goal presentation scene with a “corner scene” and a “straight scene.” For example, the goal presentation scene control unit 14 transitions the goal presentation scene as shown in FIG. 13 (corner scene) → FIG. 7 (straight scene) → FIG. 6 (straight scene).

[0108] By composing the course of the goal scene with corner scenes and straight scenes, it is possible to realize a scene that simulates the goal scene of a track race. As a result, it is possible to increase the excitement of the player. In addition, it is possible to smoothly transition from the race scene to the goal scene.

[0109] <6th Production Control> In this example, the course for the race scene and the goal rendering scene is an open course. The goal rendering scene control unit 14 determines the arrangement order (course positions) of the multiple objects at the start of the goal rendering scene based on the order of arrival at the first goal in the race scene.

[0110] For example, as shown in Fig. 14, the goal production scene control unit 14 can place an object on the inner lane, the earlier the object reaches the first goal in the race scene. In the example of Fig. 14, the order of arrival at the first goal in the race scene is C → A → B → D. And as shown in Fig. 14, the arrangement order (course positions) of the multiple objects at the start of the goal production scene is C → A → B → D in order from the inside lane.

[0111] The goal rendering scene control unit 14 can determine the arrangement order (course positions) of multiple objects at the start of the goal rendering scene after the race finishes (after the race scene). Then, the goal rendering scene control unit 14 can display the goal rendering scene with the determined contents.

[0112] In this way, by setting the order (course positions) of multiple objects at the start of the goal production scene to an order that reflects the order in which they arrive at the first goal in the race scene, a sense of unity is created between the race scene and the goal production scene, giving the player the feeling that they are one continuous scene.

[0113] <7th Production Control> In this example, just before the object reaches the second goal, the goal presentation scene control unit 14 switches the scene displayed on the screen from "the position where the object is present" to "the position of the second goal where no object is yet present," and performs a presentation in which the objects appear there in sequence.

[0114] For example, the goal presentation scene control unit 14 transitions the goal presentation scene as follows: Fig. 13 (position where the object exists) → Fig. 7 (position where the object exists) → Fig. 15 (position of the second goal where the object does not yet exist) → Fig. 6 (position of the second goal where the object has appeared). After displaying the screen of Fig. 15, the goal presentation scene control unit 14 fixes the position and direction of the camera, and can display the object coming into the frame on the screen.

[0115] In addition, the goal presentation scene control unit 14 may transition the goal presentation scene as follows: Figure 7 (position where the object exists) → Figure 15 (position of the second goal where the object does not yet exist) → Figure 6 (position of the second goal where the object has appeared).

[0116] It should be noted that even while the "position of the second goal where no object exists yet" is displayed on the screen, the multiple objects continue to move toward the second goal based on the movement speed and display position determined by the first to third performance controls, etc. Then, each of the multiple objects comes into the frame of the displayed screen when it reaches the "position of the second goal where no object exists yet" displayed on the screen.

[0117] In this way, by switching the scene displayed on the screen from "the position where the object exists" to "the position of the second goal where no object exists yet," it is possible to create an effect where the ranking is unknown, and this gives the player a sense of suspense as they wonder "in what order will the objects appear at the second goal position where no object exists yet?"

[0118] <8th Production Control> In this example, the goal presentation scene control unit 14 reduces the moving speed of the multiple objects to create a slow-motion scene just before the object with the highest score (the leading object) reaches the second goal. By inserting a slow-motion scene just before the second goal, the entertainment value can be enhanced and the player's excitement at the goal scene can be heightened. The timing for starting the slow-motion scene can vary, but for example, it can be when the object with the highest score (the leading object) has run S% of the total length of the course in the goal presentation scene. The value of S can be, for example, 93, 94, 95, 96, 97%, etc., but is not limited to these.

[0119] <9th Production Control> In this example, the goal effect scene control unit 14 performs a distinctive effect immediately before the second goal is scored.

[0120] The goal production scene control unit 14 corrects the positional relationship of the plurality of objects after the first timing when the leading object reaches a predetermined point on the course to reach the second goal. The leading object may be the object with the highest score ranking, or may be an object that is not the highest in the score ranking.

[0121] Specifically, when the difference in score (score at the end of the race in the race scene) between the object in first place in the scoring ranking and the object in second place or lower in the scoring ranking is equal to or greater than a first threshold, the goal production scene control unit 14 increases the difference (distance on the course) between the object in first place in the scoring ranking and the object in second place or lower in the scoring ranking over time after the first timing. By controlling in this way, it is possible to create the impression that the object in first place in the scoring ranking has come far ahead. The goal production scene control unit 14 can perform a production that is in line with the final score (total score in the race scene), regardless of the score difference in the relevant section.

[0122] Furthermore, if the difference in score (score at the end of the race in the race scene) between the object in first place in the scoring ranking and the objects in second place or lower in the scoring ranking is less than a second threshold, the goal production scene control unit 14 reduces the difference (distance on the course) between the object in first place in the scoring ranking and the objects in second place or lower in the scoring ranking over time after the first timing. By controlling in this way, it is possible to create the impression of a close race between the object in first place in the scoring ranking and the other objects. The goal production scene control unit 14 can perform a production that matches the final score (total score in the race scene), regardless of the score difference in the relevant section.

[0123] The "predetermined point" for determining the first timing is a point determined in advance on the course of the goal scene. For example, the predetermined point can be a point where Q% of the total length of the course of the goal scene has been reached. The value of Q can be, for example, 93, 94, 95, 96, 97%, etc., but is not limited to these.

[0124] The goal presentation scene control unit 14 can determine the content of a characteristic presentation just before the second goal after the race finishes (after the race scene). Then, the goal presentation scene control unit 14 can display the goal presentation scene with the determined content.

[0125] <10th Production Control> In this example, the goal effect scene control unit 14 performs a distinctive effect immediately before the second goal is scored.

[0126] The goal production scene control unit 14 corrects the moving speeds of the plurality of objects after the object ranked first in the points ranking (the leading object) reaches a predetermined point on the course leading to the second goal.

[0127] Specifically, when the difference in score (score at the end of the race in the race scene) between the object ranked first in the scoring order and the objects ranked second or lower in the scoring order is equal to or greater than a first threshold, the goal production scene control unit 14 reduces the movement speed of the objects ranked second or lower in the scoring order after a first timing. The movement speed of the object ranked first in the scoring order may remain the same as before, or may be increased after the first timing. By controlling in this manner, it is possible to create the impression that the object ranked first in the scoring order is far ahead of the others.

[0128] Furthermore, if the difference in score (score at the end of the race in the race scene) between the object in first place in the scoring ranking and the objects in second place or lower in the scoring ranking is less than a second threshold, the goal production scene control unit 14 increases the movement speed of the objects in second place or lower in the scoring ranking after the first timing. The movement speed of the object in first place in the scoring ranking may remain the same as before, or may be decreased after the first timing. By controlling in this manner, it is possible to create the impression of a close race between the object in first place in the scoring ranking and other objects. Note that the goal production scene control unit 14 can control the movement speed of the objects in second place or lower in the scoring ranking so that "the objects in second place or lower in the scoring ranking reach the second goal at approximately the same time as the object in first place in the scoring ranking" and "the objects in second place or lower in the scoring ranking do not overtake the object in first place in the scoring ranking."

[0129] The "predetermined point" for determining the first timing is a point determined in advance on the course of the goal scene. For example, the predetermined point can be a point where Q% of the total length of the course of the goal scene has been reached. The value of Q can be, for example, 95, 96, 97%, etc., but is not limited to these.

[0130] The goal presentation scene control unit 14 can determine the content of a characteristic presentation just before the second goal after the race finishes (after the race scene). Then, the goal presentation scene control unit 14 can display the goal presentation scene with the determined content.

[0131] <11th Production Control> In this example, the goal effect scene control unit 14 determines the positional relationship of the plurality of objects at the time when the object ranked first in the points ranking reaches the second goal using the following characteristic method.

[0132] First, the goal effect scene control unit 14 defines a plurality of positions 11 to 18 in front of the second goal L2, as shown in Fig. 16. Note that the number of positions to be determined is not limited to the eight shown in the figure. A position that is a predetermined distance d away from the second goal L2 is defined as position 11, a position that is a predetermined distance d away from position 11 is defined as position 12, a position that is a predetermined distance d away from position 12 is defined as position 13, and so on.

[0133] Then, the goal production scene control unit 14 determines the position of the object ranked second in scoring at the time when the object ranked first in scoring reaches the second goal L2 based on the difference in score between the object ranked first and the object ranked second in scoring (score at the end of the race in the race scene).

[0134] Specifically, if the score difference is within a threshold, position l1, one line behind the second goal L2, is determined as the position of the object ranked second in points when the object ranked first in points reaches the second goal L2.

[0135] On the other hand, if the score difference is greater than the threshold, position l2, which is two lines behind the second goal L2, is determined as the position of the object ranked second in points when the object ranked first in points reaches the second goal L2.

[0136] Here, the position of the object ranked second in points has been determined to be one line behind the second goal L2 and two lines behind the second goal L2, but the number of lines behind is a design matter and is not limited to this example.

[0137] In addition, here, the score difference between the object ranked first and the object ranked second in the scoring ranking is classified into two states, and the position of the object ranked second in the scoring ranking is determined according to each state, but this is not limiting. The score difference between the object ranked first and the object ranked second in the scoring ranking may be classified into three or more states, and the position of the object ranked second in the scoring ranking may be determined according to each state.

[0138] The goal production scene control unit 14 similarly determines the positions of the objects ranked third or lower in the scoring order.

[0139] That is, the goal production scene control unit 14 determines the position of the object ranked third in scoring at the time when the object ranked first in scoring reaches the second goal L2 based on the difference in score (score at the end of the race in the race scene) between the object ranked second in scoring and the object ranked third in scoring.

[0140] Specifically, if the score difference is within a threshold, the position one line behind the position of the object in second place in the scoring ranking is determined as the position of the object in third place in the scoring ranking at the time when the object in first place in the scoring ranking reaches the second goal L2. For example, if l1 is determined as the position of the object in second place in the scoring ranking at the time when the object in first place in the scoring ranking reaches the second goal L2, and the score difference between the object in second place and the object in third place in the scoring ranking is within a threshold, the goal production scene control unit 14 determines position l2 as the position of the object in third place in the scoring ranking.

[0141] On the other hand, if the score difference is greater than the threshold, a position two lines behind the position of the object in second place in scoring is determined as the position of the object in third place in scoring at the time when the object in first place in scoring reaches the second goal L2. For example, if l1 is determined as the position of the object in second place in scoring at the time when the object in first place in scoring reaches the second goal L2, and the score difference between the object in second place and the object in third place in scoring is greater than the threshold, goal production scene control unit 14 determines position l3 as the position of the object in third place in scoring.

[0142] In this way, the goal effect scene control unit 14 can change the positional relationship of the plurality of objects at the time when the object ranked first in the scoring order reaches the second goal to a state that reflects the score relationship of the plurality of objects.

[0143] The goal rendering scene control unit 14 can determine the positional relationship of the plurality of objects at the time when the object with the highest score reaches the second goal after the race finishes (after the race scene). Then, the goal rendering scene control unit 14 can display the goal rendering scene with the determined content.

[0144] Other configurations of the information processing device 10 of this embodiment are similar to those of the information processing device 10 of the first embodiment.

[0145] According to the information processing device 10 of this embodiment, the same effects as those of the information processing device 10 of the first embodiment are achieved.

[0146] Furthermore, the information processing device 10 of this embodiment can execute at least one of the characteristic first to eleventh performance controls described above in a goal performance scene. With such an information processing device 10, the performance effect of the goal performance scene can be further enhanced. The performance effects realized by each performance control are as described above.

[0147] <<Third embodiment>> The information processing device 10 of the third embodiment realizes distinctive effects in the race scene, which will be described in detail below.

[0148] The race scene control unit 12 can display the points that each of the plurality of objects has acquired up to now (see area 103), as shown in Figures 4 and 5. In the latter half of the race scene, including the point at which the object reaches the first goal, the race scene control unit 12 can hide the points that each of the plurality of objects has acquired up to now, as shown in Figure 17.

[0149] There are various timings for hiding the score. For example, the score may be hidden when the leading object has run R% of the total length of the course in the race scene. The value of R can be, for example, 70, 75, 80, 85, 90%, etc., but is not limited to these.

[0150] Other configurations of the information processing device 10 of this embodiment are similar to those of the information processing device 10 of the first and second embodiments.

[0151] The information processing device 10 of this embodiment achieves the same effects as the information processing device 10 of the first and second embodiments. In addition, by hiding the points that each of the multiple objects has earned up to that point in the latter half of the race scene, it becomes difficult to tell who is in the top spot in the scoring rankings thereafter. By displaying the goal presentation scene in this state, it is possible to increase the excitement of the player in the goal presentation scene.

[0152] <<Example>> An embodiment of the information processing device 10 will be described below using the flowchart in Fig. 18. Note that this embodiment is merely an example, and the present invention is not limited to this.

[0153] First, the information processing device 10 starts a race scene based on the player's operation (S100). After that, the game execution unit 11 and the race scene control unit 12 operate objects based on the player's operation to control the race scene, and display the race scene on a display device (such as a client terminal or a game device) (S101).

[0154] In the race scene, the game execution unit 11 moves a plurality of objects toward a first goal based on the player's operation, and updates the points acquired by each of the plurality of objects.

[0155] Players compete not for finishing order in the race (finishing order at the first goal), but for points at the end of the race.

[0156] There are two ways to earn points: Acquiring items Passing through a point where points are added

[0157] In the race scene, multiple checkpoints are set up on the way to the first goal. The multiple checkpoints and the first goal are points of addition. To aim for a high score, each player aims to acquire as many items as possible and pass the points of addition in the fastest order. In order to aim for a high score, players are required to perform control actions appropriate to the situation. Since the score ranking is determined based on the score at the first goal, there is a possibility that the order of arrival at the first goal and the actual ranking (score ranking) may differ.

[0158] During the race scene, the race scene control unit 12 displays the points that each of the plurality of objects has acquired up to now (see area 103), as shown in Figures 4 and 5. Then, in the latter half of the race scene, including the point at which the object reaches the first goal, the race scene control unit 12 does not display the points that each of the plurality of objects has acquired up to now, as shown in Figure 17.

[0159] There are various timings for hiding the score. For example, the score may be hidden when the leading object has run R% of the total length of the course in the race scene. The value of R can be, for example, 70, 75, 80, 85, 90%, etc., but is not limited to these.

[0160] Then, when at least one of the plurality of objects reaches the first goal and the race ends (Yes in S102), the scoring ranking determination unit 13 determines the scoring ranking of the plurality of objects based on the scores of each of the plurality of objects at the end of the race (S103). The game execution unit 11 and the race scene control unit 12 continue the processing of S101 while the race does not end (No in S102).

[0161] After the scoring order is determined, the goal effect scene control unit 14 determines the effect content for the goal effect scene (S104).

[0162] The processing of S104 will be specifically described with reference to Figure 19. First, the goal rendering scene control unit 14 determines the length of the course to reach the second goal (S200). The goal rendering scene control unit 14 determines the length of the course to reach the second goal in the goal rendering scene based on the score of the object ranked first in the scoring order (the score at the end of the race in the race scene). For example, as shown in Figure 10, if the score of the object ranked first in the scoring order is 840, the goal rendering scene control unit 14 sets the length of the course to reach the second goal in the goal rendering scene to 840 as shown in Figure 9.

[0163] The course in the goal presentation scene is made up of "corner scenes" and "straight scenes." 50% of the first half is corner scenes, and 50% of the second half is straight scenes. If the length of the course to reach the second goal in the goal presentation scene is 840, the first 420 are corner scenes, and the last 420 are straight scenes.

[0164] Next, the goal presentation scene control unit 14 divides the course up to the second goal into a plurality of sections by dividing the course up to the total number of addition points passed in the race scene (S201). For example, if there are 10 addition points, the goal presentation scene control unit 14 divides the course up to the second goal in the goal presentation scene into 10 sections, as shown in Fig. 9. The addition points are a concept that includes the first goal and the check points.

[0165] Next, the goal performance scene control unit 14 adjusts the lengths of the sections divided in S201 so that the front section is longer than the rear section (S202). The adjustment method is as described in the fourth performance control of the second embodiment.

[0166] Next, the goal rendering scene control unit 14 determines the position and movement speed of the object in the goal rendering scene (S203). Specifically, the goal rendering scene control unit 14 determines the following:

[0167] "The order of multiple objects at the start of the goal scene" The goal presentation scene control unit 14 determines the arrangement order (course positions) of multiple objects at the start of the goal presentation scene based on the order of arrival at the first goal in the race scene. Specifically, the goal presentation scene control unit 14 places an object that arrives earlier at the first goal in the race scene on the inner course. If the order of arrival at the first goal in the race scene is C → A → B → D, the goal presentation scene control unit 14 arranges multiple objects in the order C → A → B → D from the inside course at the start of the goal presentation scene, as shown in FIG.

[0168] "Velocity of multiple objects in goal scenes" The goal presentation scene control unit 14 selects either the first determination method or the second determination method for each object, and determines the movement speed in the goal presentation scene using the selected determination method.

[0169] The goal rendering scene control unit 14 randomly selects either the first determination method or the second determination method for each object. For example, the goal rendering scene control unit 14 selects either the first determination method or the second determination method by lottery with a 50% probability of selecting the first determination method and a 50% probability of selecting the second determination method.

[0170] In the first determination method, the goal presentation scene control unit 14 determines the movement speed of each object in each of the multiple sections in the goal presentation scene based on the points acquired by each object between multiple points of addition, as described in the second presentation control of the second embodiment in detail.

[0171] On the other hand, in the second determination method, the goal performance scene control unit 14 determines the movement speed of each object based on the parameters (leg quality) of each object. The details are as explained in the third performance control of the second embodiment.

[0172] "The performance just before the second goal" The effect starts after the first timing when the leading object reaches a predetermined point on the course leading to the second goal. The predetermined point is the point where 94% of the total length of the course in the goal effect scene has been run. The leading object may be the object with the highest score, or may be an object that is not the highest in the score order.

[0173] If the difference in score (score at the end of the race in the race scene) between the object in first place in the scoring ranking and the objects in second place or lower in the scoring ranking is equal to or greater than a first threshold, the goal production scene control unit 14 reduces the movement speed of the objects in second place or lower in the scoring ranking after the first timing. Note that after the first timing, the goal production scene control unit 14 makes the movement speed of the object in first place in the scoring ranking the same as its movement speed up to that point. With this control, after the first timing, the difference in score between the object in first place in the scoring ranking and the objects in second place or lower in the scoring ranking increases over time.

[0174] On the other hand, if the difference in score (score at the end of the race in the race scene) between the object in first place in the scoring ranking and the objects in second place or lower in the scoring ranking is less than a second threshold, the goal production scene control unit 14 increases the movement speed of the objects in second place or lower in the scoring ranking after the first timing. Note that, after the first timing, the goal production scene control unit 14 makes the movement speed of the object in first place in the scoring ranking the same as its movement speed up to that point. By this control, after the first timing, the difference between the object in first place in the scoring ranking and the objects in second place or lower in the scoring ranking becomes smaller over time. Note that the goal production scene control unit 14 determines the movement speed of the objects in second place or lower in the scoring ranking so that "the objects in second place or lower in the scoring ranking reach the second goal at approximately the same time as the object in first place in the scoring ranking" and "the objects in second place or lower in the scoring ranking do not overtake the object in first place in the scoring ranking."

[0175] Returning to FIG. 18, after S104, the goal effect scene control unit 14 causes the display device (client terminal, game device, etc.) to display the goal effect scene with the effect content determined in S104 (S105).

[0176] The process of S105 will be specifically described with reference to FIG. 20. First, the goal rendering scene control unit 14 starts displaying a corner scene (S300). Next, when the leading object reaches 50% of the course, the goal rendering scene control unit 14 starts displaying a straight scene (S301). Then, when the leading object reaches 94% of the course, the goal rendering scene control unit 14 switches the camera position to the second goal (S302). The leading object may be the object with the highest score ranking, or an object that is not the highest in the score ranking. Furthermore, the leading object at 50% of the course and the leading object at 94% of the course may be the same object, or they may be different objects. The positions and movement speeds of the objects are determined in S104.

[0177] By switching the camera position to the second goal in S302, the scene displayed on the screen changes from the previous "state where an object is present" (see FIG. 7) to "state where no object is present yet" (see FIG. 15). Thereafter, the goal performance scene control unit 14 fixes the position and direction of the camera, and displays the object coming into the frame on a screen where no object is present yet, as shown in FIG.

[0178] After the leading object reaches 94% of the course, the goal rendering scene control unit 14 corrects the movement speed based on the difference in score between the object in first place and the objects in second place and below (S303). Specifically, the goal rendering scene control unit 14 performs the correction in accordance with the content determined in the above-mentioned "performance just before the second goal."

[0179] Then, the goal presentation scene control unit 14 executes the presentation just before the second goal by displaying the object whose moving speed has been corrected on the screen (S304). That is, the object whose moving speed has been corrected comes into the frame at the moving speed corrected in S303 on a screen on which no object yet exists, as shown in Fig. 15. The goal presentation scene control unit 14 can display in slow motion (slow playback) the state in which the object comes into the frame on a screen on which no object yet exists, as shown in Fig. 15, and then moves towards the second goal.

[0180] Although the present disclosure has been described above with reference to the embodiments, the present disclosure is not limited to the above-described embodiments. Various modifications that can be understood by those skilled in the art can be made to the configuration and details of the present disclosure within the scope of the present disclosure. Furthermore, each embodiment can be combined with other embodiments as appropriate.

[0181] In addition, in the flowcharts used in the above explanation, multiple steps (processes) are described in order. However, the order of the steps performed in each embodiment is not limited to the order described. In each embodiment, the order of the steps shown in the drawings can be changed as long as it does not cause any problems in terms of the content.

[0182] <<Modifications>> <Variation 1> The information processing device 10 is not limited to the above-mentioned example, but can also be applied to other games involving two elements, speed and score.

[0183] For example, the information processing device 10 can be applied to a shooting game in which players compete to see who can shoot with the highest accuracy and speed.

[0184] In this shooting game, "shooting all targets (for example, if there are 10 targets, shooting all 10)" corresponds to the above-mentioned "first goal." The player who shoots all targets faster reaches the first goal.

[0185] In this shooting game, points are earned by shooting targets. For example, a high score may be earned by shooting a specific part of the body. Players compete for these points. In such a shooting game, the above-mentioned goal production scene can be used to notify players of the ranking of points determined based on the above-mentioned points.

[0186] <Variation 2> The information processing device 10 of the second modification has a function of controlling a game in which players compete for points acquired during play. The information processing device 10 displays the points acquired by each player up to that point while the players are playing the game, and hides the displayed points at a predetermined timing during the game.

[0187] There is no limitation on the genre of the game controlled by the information processing device 10. The games described in the above embodiment and modification 1 are merely examples, and the invention is not limited to these.

[0188] The predetermined timing is determined in advance. The predetermined timing may be a timing that occurs at the end of the game, or may be another timing. If the game play time is fixed, the predetermined timing may be a timing when the remaining time reaches a predetermined value. Alternatively, the predetermined timing may be a timing when a predetermined event occurs that is designed to appear at the end of the game. Note that the examples given here are merely examples, and are not limited to these examples. The information processing device 10 can continue to hide the score after the predetermined timing until the game ends.

[0189] After the game is over, the information processing device 10 notifies the players of the score ranking determined based on the scores of each player at the time the game is over. The notification method is not limited, and various methods can be used. The goal presentation scene described in the above embodiment may be used. Alternatively, the ranking may simply be displayed on a screen.

[0190] By providing such a function to hide the scores, it becomes difficult to know who is in the top spot after a certain timing, which increases the excitement of the players when the score rankings are announced thereafter.

[0191] A part or all of the above-described embodiments can be described as, but not limited to, the following supplementary notes. 1. Turn your computer a game execution unit that moves a plurality of objects toward a first goal and updates the points acquired by each of the plurality of objects; a race scene control unit that displays a race scene in which the plurality of objects move toward the first goal; a score ranking determination unit that determines a score ranking of the plurality of objects based on the scores of each of the plurality of objects at the time when at least one of the plurality of objects reaches the first goal; a goal presentation scene control unit that displays a goal presentation scene in which the plurality of objects move toward a second goal and reach the second goal in the order of the points ranking after the race scene in which at least one of the plurality of objects reaches the first goal; A program that functions as a 2. The goal production scene control unit: The program described in 1, which determines the positional relationship of each of the multiple objects in the goal production scene based on the score of each of the multiple objects at the time at which at least one of the multiple objects reaches the first goal. 3. The game execution unit: 3. The program described in 1 or 2, which awards points to each of the plurality of objects according to the order in which they passed through at least one check point set before the first goal and each of a plurality of addition points including the first goal. 4. The goal production scene control unit: dividing a course leading to the second goal in the goal production scene into a plurality of sections, the number of which is equal to the number of the addition points that have been passed; The program described in 3, wherein the movement speed of each of the objects in each of the multiple sections in the goal production scene is determined based on the points acquired by each of the objects between the multiple addition points. 5. The goal effect scene control unit 5. The program according to 4, wherein the length of the course to reach the second goal in the goal presentation scene is determined based on the score of the object ranked first in the scoring order. 6. The goal presentation scene control unit: 6. The program according to 4 or 5, wherein the length of the first half of the section is made relatively longer than the length of the second half of the section. 7. The goal production scene control unit: 7. The program according to any one of 1 to 6, wherein the positional relationship of the plurality of objects is corrected after a first timing when the object ranked first in the score reaches a predetermined point on the course leading to the second goal. 8. The goal presentation scene control unit when the difference in score between the object ranked first in the score ranking and the object ranked second or lower in the score ranking is equal to or greater than a first threshold value, increasing the difference in score between the object ranked first in the score ranking and the object ranked second or lower over time after the first timing; 8. The program described in 7, wherein, if the difference in score between the object ranked first in the score ranking and the object ranked second or lower in the score ranking is less than a second threshold, after the first timing, the difference between the object ranked first in the score ranking and the object ranked second or lower in the score ranking is reduced over time. 9. The goal production scene control unit: 9. The program according to any one of 1 to 8, wherein the moving speeds of the plurality of objects are corrected after the object ranked first in the score reaches a predetermined point on the course leading to the second goal. 10. The goal production scene control unit: when a difference in score between the object ranked first in the score ranking and the object ranked second or lower in the score ranking is equal to or greater than a first threshold value, reducing the moving speed of the object ranked second or lower in the score ranking after the first timing; A program as described in 9, which increases the movement speed of the object ranked second or lower in the score ranking after the first timing if the difference in score between the object ranked first in the score ranking and the object ranked second or lower in the score ranking is less than a second threshold. 11. The race scene includes at least one check point set before the first goal and a plurality of addition points including the first goal, The goal effect scene control unit: selecting either a first determination method or a second determination method for each of the objects, and determining a movement speed in the goal presentation scene using the selected determination method; In the first determination method, a course leading to the second goal in the goal presentation scene is divided into a plurality of sections, the number of which is equal to the number of the addition points passed through, and a moving speed of each of the objects in each of the plurality of sections in the goal presentation scene is determined based on the points acquired by each of the objects between the plurality of addition points; 11. The program according to any one of 2 to 10, wherein the second determination method determines the movement speed of each of the plurality of objects in the goal presentation scene based on a predetermined parameter that is set in advance for each of the objects. 12. One or more computers: a game execution step of moving a plurality of objects toward a first goal and updating the score acquired by each of the plurality of objects; a race scene control step of displaying a race scene in which the plurality of objects move toward the first goal; a score ranking determination step of determining a score ranking of the plurality of objects based on the scores of each of the plurality of objects at a time when at least one of the plurality of objects reaches the first goal; a goal presentation scene control step of displaying a goal presentation scene in which the plurality of objects move toward a second goal and reach the second goal in the order of the points scored, after the race scene in which at least one of the plurality of objects reaches the first goal; An information processing method that performs the above. 13. A game execution unit that moves a plurality of objects toward a first goal and updates the points acquired by each of the plurality of objects; a race scene control unit that displays a race scene in which the plurality of objects move toward the first goal; a score ranking determination unit that determines a score ranking of the plurality of objects based on the scores of the plurality of objects at the time when at least one of the plurality of objects reaches the first goal; a goal presentation scene control unit that displays a goal presentation scene in which the plurality of objects move toward a second goal and reach the second goal in the order of the points scored, after the race scene in which at least one of the plurality of objects reaches the first goal; An information processing device having the above. 14. A game execution unit that moves a plurality of objects toward a first goal and updates the points acquired by each of the plurality of objects; a race scene control unit that displays a race scene in which the plurality of objects move toward the first goal; a score ranking determination unit that determines a score ranking of the plurality of objects based on the scores of the plurality of objects at the time when at least one of the plurality of objects reaches the first goal; a goal presentation scene control unit that displays a goal presentation scene in which the plurality of objects move toward a second goal and reach the second goal in the order of the points scored, after the race scene in which at least one of the plurality of objects reaches the first goal; An information processing system having the above. [Explanation of symbols]

[0192] 10. Information processing equipment 11 Game Execution Unit 12 Race scene control section 13. Scoring and Ranking Division 14 Goal production scene control section 1A processor 2A Memory 3A input / output I / F 4A peripheral circuit 5A Bus

Claims

1. Computer, a game execution unit that moves a plurality of objects toward a first goal and updates the scores acquired by each of the plurality of objects; a race scene control unit that displays a race scene in which the plurality of objects move toward the first goal; a score ranking determination unit that determines a score ranking of the plurality of objects based on the scores of the plurality of objects at the time when at least one of the plurality of objects reaches the first goal; a goal presentation scene control unit that displays a goal presentation scene in which the plurality of objects move toward a second goal and reach the second goal in the order of the points scored, after the race scene in which at least one of the plurality of objects reaches the first goal; A program that functions as a

2. The goal effect scene control unit:

2. The program according to claim 1, wherein the positional relationship of each of the plurality of objects in the goal presentation scene is determined based on the score of each of the plurality of objects at the time when at least one of the plurality of objects reaches the first goal.

3. The game execution unit The program according to claim 1, wherein each of the plurality of objects is awarded points according to the order in which it passes through at least one check point set before the first goal and each of a plurality of addition points including the first goal.

4. The goal effect scene control unit: dividing a course leading to the second goal in the goal production scene into a plurality of sections, the number of which is equal to the number of the addition points that have been passed; 4. The program according to claim 3, wherein the moving speed of each of the objects in each of the plurality of sections in the goal production scene is determined based on the points acquired by each of the objects between the plurality of addition points.

5. The goal effect scene control unit:

5. The program according to claim 4, wherein the length of a course to reach the second goal in the goal presentation scene is determined based on the score of the object ranked first in the scoring order.

6. The goal effect scene control unit:

5. The program according to claim 4, wherein the length of the first half of the section is relatively longer than the length of the second half of the section.

7. The goal effect scene control unit:

2. The program according to claim 1, wherein the positional relationships of the plurality of objects are corrected after a first timing when the object ranked first in the score reaches a predetermined point on the course leading to the second goal.

8. The goal effect scene control unit: when a difference in score between the object having the first highest score ranking and the object having the second highest or lower score ranking is equal to or greater than a first threshold value, increasing the difference in score between the object having the first highest score ranking and the object having the second highest or lower score ranking with the passage of time after the first timing, The program of claim 7, wherein, if the difference in score between the object ranked first in the score ranking and the object ranked second or lower in the score ranking is less than a second threshold, after the first timing, the difference between the object ranked first in the score ranking and the object ranked second or lower in the score ranking is reduced over time.

9. The goal effect scene control unit:

2. The program according to claim 1, wherein the moving speeds of the plurality of objects are corrected after the object with the highest score reaches a predetermined point on the course leading to the second goal.

10. The goal effect scene control unit: when a difference in score between the object having the first highest score ranking and the object having the second highest or lower score ranking is equal to or greater than a first threshold value, reducing the moving speed of the object having the second highest or lower score ranking after the first timing; The program of claim 9, wherein, when the difference in score between the object ranked first in the score ranking and the object ranked second or lower in the score ranking is less than a second threshold, the movement speed of the object ranked second or lower in the score ranking is increased after the first timing.

11. In the race scene, at least one check point set before the first goal and a plurality of addition points including the first goal are set, The goal effect scene control unit: selecting either a first determination method or a second determination method for each of the objects, and determining a movement speed in the goal presentation scene using the selected determination method; In the first determination method, a course leading to the second goal in the goal presentation scene is divided into a plurality of sections, the number of which is equal to the number of the addition points passed through, and a moving speed of each of the objects in each of the plurality of sections in the goal presentation scene is determined based on the points acquired by each of the objects between the plurality of addition points; 11. The program according to claim 2, wherein the second determination method determines the movement speed of each of the plurality of objects in the goal presentation scene based on a predetermined parameter that is set in advance for each of the objects.

12. One or more computers a game execution step of moving a plurality of objects toward a first goal and updating the score acquired by each of the plurality of objects; a race scene control step of displaying a race scene in which a plurality of the objects move toward the first goal; a score ranking determination step of determining a score ranking of the plurality of objects based on the scores of each of the plurality of objects at a time when at least one of the plurality of objects reaches the first goal; a goal presentation scene control step of displaying a goal presentation scene in which the plurality of objects move toward a second goal and reach the second goal in the order of the points scored, after the race scene in which at least one of the plurality of objects reaches the first goal; An information processing method that performs the above.

13. a game execution unit that moves a plurality of objects toward a first goal and updates the points acquired by each of the plurality of objects; a race scene control unit that displays a race scene in which the plurality of objects move toward the first goal; a score ranking determination unit that determines a score ranking of the plurality of objects based on the scores of the plurality of objects at a time when at least one of the plurality of objects reaches the first goal; a goal presentation scene control unit that displays a goal presentation scene in which the plurality of objects move toward a second goal and reach the second goal in the order of the points scored, after the race scene in which at least one of the plurality of objects reaches the first goal; An information processing device having the above.

14. a game execution unit that moves a plurality of objects toward a first goal and updates the points acquired by each of the plurality of objects; a race scene control unit that displays a race scene in which the plurality of objects move toward the first goal; a score ranking determination unit that determines a score ranking of the plurality of objects based on the scores of the plurality of objects at a time when at least one of the plurality of objects reaches the first goal; a goal presentation scene control unit that displays a goal presentation scene in which the plurality of objects move toward a second goal and reach the second goal in the order of the points scored, after the race scene in which at least one of the plurality of objects reaches the first goal; An information processing system having the above.

Citation Information

Patent Citations

  • Game program, information processing system, and information processing method

    JP2023136345A