Game system, operation method of game system, and program
The game system ensures clear visibility of both player and opponent characters and the game field by displaying them separately and equally sized, addressing the obstruction issue in mahjong games.
Patent Information
- Application Number
- JP2025190357
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-11-11
- Publication Date
- 2026-01-23
AI Technical Summary
In table games like mahjong, where multiple characters compete, a character often obstructs the player's view of the game field, making it difficult to see the situation clearly.
A game system and method that displays a first image of the player's character and a second image of opponent characters and the game field separately, ensuring both are of equal size and without overlap, allowing clear visibility of the game field and characters.
Enables players to view the game field without obstruction, maintaining visibility of both characters and game elements, enhancing the gaming experience by reducing the need for stereoscopic representations and minimizing image data requirements.
Smart Images

Figure 2026012464000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to games. [Background technology]
[0002] Game systems that display multiple images corresponding to different viewpoints have been proposed. For example, Patent Document 1 discloses a video game that displays a composite image including a first image in which a second avatar is hidden within the field of view of a virtual camera corresponding to a first avatar, and a second image in the field of view of the virtual camera corresponding to the second avatar. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 5629812 Summary of the Invention [Problem to be solved by the invention]
[0004] Table games in which multiple characters compete against each other have been proposed. For example, in a mahjong game, when a game field (i.e., a mahjong table) on which multiple mahjong tiles are arranged and multiple characters positioned around the game field are displayed, a part of the game field overlaps with the character in the foreground. In other words, the character obstructs the player's ability to view the situation of the game field. In consideration of the above circumstances, one aspect of the present disclosure aims to enable a player to view the situation of the game field without being obstructed by the characters. [Means for solving the problem]
[0005] In order to solve the above problems, a game system according to one embodiment of the present disclosure includes a game control unit that controls a table game in which game elements are distributed to each of a plurality of characters, including a first character corresponding to a player and a second character that competes against the first character, and a display control unit that displays a game image including a first image and a second image on a display device, wherein the first image includes the first character that behaves according to the status of the distribution of the game elements to the first character, and the second image represents a virtual space including a game field in which the game elements are visibly arranged and the second character that behaves according to the status of the distribution of the game elements to the second character, and in the game image, the first character and the second character are of equal size.
[0006] A method of operating a game system according to one embodiment of the present disclosure controls a table game in which game elements are distributed to each of a plurality of characters, including a first character corresponding to a player and a second character competing against the first character, and displays a game image including a first image and a second image on a display device, wherein the first image includes the first character acting in accordance with the status of the distribution of the game elements to the first character, the second image represents a virtual space including a game field in which the game elements are visibly arranged and the second character acting in accordance with the status of the distribution of the game elements to the second character, and in the game image, the first character and the second character are of equal size.
[0007] A program according to one embodiment of the present disclosure is a program that causes a computer system to function as a game control unit that controls a table game in which game elements are distributed to each of a plurality of characters, including a first character corresponding to a player and a second character that competes against the first character, and a display control unit that displays a game image including a first image and a second image on a display device, wherein the first image includes the first character that acts according to the status of the distribution of the game elements to the first character, the second image represents a virtual space that includes a game field in which the game elements are visibly arranged and the second character that acts according to the status of the distribution of the game elements to the second character, and in the game image, the first character and the second character are of equal size. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a block diagram illustrating the configuration of a game system according to a first embodiment. [Figure 2] FIG. 2 is a block diagram illustrating a configuration of a terminal device. [Figure 3] FIG. 2 is a block diagram illustrating an example of the functional configuration of a terminal device and a control system. [Figure 4] FIG. 2 is a schematic diagram of a game image. [Figure 5] FIG. 2 is an explanatory diagram of the relationship between an opponent character and a game field. [Figure 6] FIG. 2 is an explanatory diagram of data stored in a storage device of a terminal device. [Figure 7] FIG. 10 is an explanatory diagram of an action performed by a character. [Figure 8] FIG. 1 is a block diagram illustrating a configuration of a control system. [Figure 9] FIG. 2 is an explanatory diagram of data stored in a storage device of the control system. [Figure 10] 10 is a flowchart illustrating a detailed procedure of a registration process. [Figure 11] 10 is a flowchart illustrating a detailed procedure of a control process. [Figure 12] 10 is a flowchart illustrating a detailed procedure of a process for updating a game image. [Figure 13] FIG. 10 is a block diagram illustrating an example of the functional configuration of a game system according to a second embodiment. [Figure 14] FIG. 11 is a schematic diagram of a game image in the third embodiment. [Figure 15] FIG. 13 is an explanatory diagram of the correspondence between characters and performance data in the fourth embodiment. [Figure 16] FIG. 10 is a schematic diagram of a game image in a modified example. DETAILED DESCRIPTION OF THE INVENTION
[0009] The following description of the preferred embodiments of the present invention will be given with reference to the accompanying drawings. The following exemplary embodiments include various limitations that are not essential to the present invention. Therefore, the scope of the present invention is not limited to the following exemplary embodiments.
[0010] [First embodiment] FIG. 1 is a block diagram illustrating the configuration of a game system 100 according to a first embodiment. The game system 100 is a computer system that provides a mahjong game. The mahjong game is a table game in which four characters corresponding to different players compete in mahjong. The game system 100 includes a control system 10 and a plurality of terminal devices 20. Each of the plurality of terminal devices 20 communicates with the control system 10 via a communication network 200, such as the Internet or a LAN (Local Area Network).
[0011] Each of the multiple terminal devices 20 is an information device used for a mahjong game. In the first embodiment, each terminal device 20 is a dedicated gaming device installed in a commercial facility such as a game arcade. It is assumed that multiple terminal devices 20 are installed in one facility, or that multiple terminal devices 20 are installed in different facilities. Four players play a mahjong game using different terminal devices 20. Note that a portable or stationary information device owned by an individual player, such as a smartphone, tablet device, home gaming device, or personal computer, may be used as the terminal device 20 for the mahjong game.
[0012] Fig. 2 is a block diagram illustrating an example of the configuration of terminal device 20. As illustrated in Fig. 2, terminal device 20 includes a control device 21, a storage device 22, a communication device 23, a display device 24, and an operation device 25. Note that terminal device 20 may be realized as a single device, or may be realized as multiple devices configured separately from each other.
[0013] The control device 21 is one or more processors that control the operation of the control system 10. Specifically, the control device 21 is configured by one or more types of processors, such as a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), an FPGA (Field Programmable Gate Array), or an ASIC (Application Specific Integrated Circuit).
[0014] The storage device 22 is one or more memories that store programs executed by the control device 21 and various data used by the control device 21. For example, a well-known recording medium such as a semiconductor recording medium or a magnetic recording medium, or a combination of multiple types of recording media, is used as the storage device 22. Note that, for example, a portable recording medium that is detachable from the terminal device 20, or a recording medium (e.g., cloud storage) that the control device 21 can write to or read from via the communication network 200 may also be used as the storage device 22.
[0015] The communication device 23 communicates with the control system 10 or other terminal devices 20 via the communication network 200. The communication line used by the communication device 23 may consist of only wired sections or may include wireless sections. Furthermore, the communication device 23, which is separate from the terminal device 20, may be connected to the terminal device 20 by wire or wirelessly.
[0016] The operation device 25 is an input device that accepts operations by the player. For example, a plurality of controls that can be operated by the player, or a touch panel that detects the player's contact with the display surface of the display device 24, may be used as the operation device 25. Note that the operation device 25, which is separate from the terminal device 20, may be connected to the terminal device 20 by wire or wirelessly.
[0017] The display device 24 displays various images under the control of the control device 21. For example, various display panels such as a liquid crystal display panel or an organic EL (Electroluminescence) panel are used as the display device 24. Note that the display device 24, which is separate from the terminal device 20, may be connected to the terminal device 20 by wire or wirelessly.
[0018] Fig. 3 is a block diagram illustrating an example of the functional configuration of the terminal devices 20 and the control system 10. As illustrated in Fig. 3, the control device 21 of each terminal device 20 executes a program stored in the storage device 22 to realize multiple functions (an operation processing unit 31, a display processing unit 32) for controlling the mahjong game.
[0019] The operation processing unit 31 accepts operations from the player on the operation device 25. Specifically, the operation processing unit 31 transmits instruction data Ra (Ra1 to Ra3) corresponding to the operation of the player on the operation device 25 from the communication device 23 to the control system 10. The instruction data Ra is data representing instructions from the player. The display processing unit 32 displays an image on the display device 24. The display processing unit 32 receives control data Rb (Rb1 to Rb4) transmitted from the control system 10 via the communication device 23, and causes the display device 24 to display an image corresponding to the control data Rb.
[0020] The display device 24 of the first embodiment displays, for example, an image G (hereinafter referred to as a "game image") showing the progress of a mahjong game. FIG. 4 is a schematic diagram of the game image G. As illustrated in FIG. 4, the game image G is a moving image showing four characters C (C1, C2) corresponding to different players playing mahjong. Each character C behaves according to the progress of the mahjong game. The appearance of each character is different enough to be visually distinguishable.
[0021] A single mahjong game generally follows the steps below. [Step 1] A pile of mahjong tiles is formed, and a predetermined number of mahjong tiles (i.e., dealt tiles) are distributed from the pile to each of the four characters C. [Step 2] Each character C takes one mahjong tile from the pile (i.e., self-draws) and discards the self-drawn tile and one unnecessary mahjong tile from their own hand. Step 2 is repeated for each of the four characters C in turn. [Step 3] If one or more of the four characters C have a specific winning hand with their tiles and that character C declares a winning hand, that character C will win. [Step 4] When a character C wins, the character C is awarded points corresponding to the winning hand by one or more other characters C. [Step 5] A mahjong game ends when one of the four characters C wins, or when the game ends in a draw where no character C wins.
[0022] The four characters C competing in the mahjong game are divided into one player character C1 and three opponent characters C2. The player character C1 displayed by each terminal device 20 is one of the four characters C that corresponds to the player using that terminal device 20 (i.e., the player's own house). That is, the player character C1 is the character C operated by the player using the terminal device 20. On the other hand, the three opponent characters C2 are characters C other than the player character C1 (i.e., other houses) among the four characters C. That is, each opponent character C2 is a character C competing against the player character C1. The player character C1 in one terminal device 20 is displayed as the opponent character C2 in each terminal device 20 other than that terminal device 20. The characters C corresponding to each player can also be said to be avatars representing the player. The player character C1 is an example of a "first character," and the opponent character C2 is an example of a "second character."
[0023] As illustrated in FIG. 4, the game image G includes a first image G1, a second image G2, and a third image G3. The first image G1 and the second image G2 are displayed in different areas of the game image G. That is, the first image G1 and the second image G2 do not overlap with each other. Specifically, the first image G1 is disposed to the side (specifically, to the right) of the second image G2. As illustrated in FIG. 4, the game image G of the first embodiment includes a boundary Gb that separates the first image G1 and the second image G2. The boundary Gb is a straight line or a curved line located between the first image G1 and the second image G2. With the above configuration, the player can clearly distinguish between the first image G1 and the second image G2.
[0024] The first image G1 is an image including the player's own character C1. The player's own character C1 is configured as a flat image of the player's own character C1 looking from the front. In the first embodiment, the first image G1 includes the player's own character C1, as well as a king tile G1a and the number of remaining tiles G1b. The king tile G1a is an arrangement of mahjong tiles from the pile that will not be self-drawn by each character C except by self-drawing on the ridge. The king tile G1a includes one or more Dora indicating tiles G1c. The number of remaining tiles G1b is the remaining number of mahjong tiles that the four characters C can self-draw from the pile in one game.
[0025] The second image G2 is an image including three opponent characters C2 and a game field F. Specifically, the second image G2 represents a virtual three-dimensional space (hereinafter referred to as "virtual space") in which the three opponent characters C2 and the game field F are arranged. Specifically, an image captured by a virtual camera arranged in the virtual space is displayed as the second image G2.
[0026] The three opponent characters C2 are positioned around the game field F. Of the three opponent characters C2, the character C located on the left side of the game field F (i.e., the player above the player's character C1) is configured as a flat image facing right. Of the multiple opponent characters C2, the character C located on the right side of the game field F (i.e., the player below the player's character C1) is configured as a flat image facing left. Furthermore, of the multiple opponent characters C2, the character C located on the far side of the game field F (i.e., the player opposite the player's character C1) is configured as a flat image facing forward.
[0027] As can be seen from Fig. 4, the player's character C1 and each of the opponent characters C2 are displayed at the same size in the game image G. Specifically, the player's character C1 and each of the characters C have the same displayed height. In other words, the player's character C1 and the opponent character C2 have the same or similar sizes to the extent that the player does not perceive the difference in displayed size.
[0028] As described above, in the first embodiment, the player's character C1 and the other-player character C2 are displayed at the same size. Therefore, compared to a configuration in which the player's character C1 is displayed at a smaller size than the other-player character C2, the visibility of both the player's character C1 and the other-player character C2 is maintained. For example, the player's character C1 and the other-player character C2 can be displayed without reducing the design appeal of both the player's character C1 and the other-player character C2.
[0029] The game field F in FIG. 4 is a virtual place where mahjong is played by four characters C. Specifically, the game field F is arranged with discarded tiles F1 of each character C (C1, C2), hand tiles F2 of each opponent character C2, and a display unit F3 located approximately in the center of the game field F. The discarded tiles F1, hand tiles F2, and display unit F3 are three-dimensional stereoscopic images located in a virtual space. The discarded tiles F1 and hand tiles F2 are examples of "game elements."
[0030] The discarded tiles F1 are one or more mahjong tiles that each character C has discarded from their hand or self-drawn tiles. The hand tiles F2 of each opponent character C2 are one or more mahjong tiles owned by that opponent character C2. The display unit F3 displays various information related to mahjong. Specifically, the display unit F3 displays the player's wind (east wind / south wind / west wind / north wind), score, and tenpai pole for each character C. In addition to the elements exemplified above, elements such as starting player marks, dice, or tile piles may be included in the second image G2. The aforementioned king tile G1a may also be included in the second image G2. In the following description, the elements (F1 to F3) placed on the game field F will be referred to as "placed elements." The placed elements are visibly displayed on the game field F.
[0031] FIG. 5 is an explanatory diagram of the relationship between two opponent characters C2 located on the left and right sides of the game field F in the second image G2 and the elements placed on the game field F. In FIG. 5, one opponent character C2 located on the right side of the game field F is illustrated for convenience. Each opponent character C2 is composed of a planar image including a first portion C2-1 and a second portion C2-2. The first portion C2-1 and the second portion C2-2 are different portions of the opponent character C2. The first portion C2-1 corresponds to, for example, the lower body of the opponent character C2. On the other hand, the second portion C2-2 corresponds to, for example, the upper body of the opponent character C2.
[0032] The first portion C2-1 and the second portion C2-2 are drawn in tandem with the process of drawing the game field F (placement elements) as a two-dimensional image. Specifically, the first portion C2-1 is drawn before the game field F is drawn, and the second portion C2-2 is drawn after the game field F is drawn. Therefore, the first portion C2-1 is displayed behind the placement elements (game elements), and the second portion C2-2 is displayed in front of the placement elements. That is, as can be seen from FIGS. 4 and 5, the portions of the first portion C2-1 (lower body) of the opponent character C2 that overlap with the placement elements (F1 to F3) of the game field F are hidden behind the placement elements. Furthermore, the portions of the placement elements (F1 to F3) of the game field F that overlap with the second portion C2-2 of the opponent character C2 are hidden behind the second portion C2-2. In other words, the first portion C2-1 belongs to the layer behind the layout element, and the second portion C-2 belongs to the layer in front of the layout element.
[0033] As can be understood from the above explanation, in the first embodiment, the opponent character C2 is represented as a flat image. Therefore, compared to a configuration in which the opponent character C2 is represented as a stereoscopic image, the opponent character C2 can be displayed with a flat, cartoon-like impression. On the other hand, the elements (discarded tiles F1, hand tiles F2, and display unit F3) are represented as three-dimensional images. Therefore, compared to a configuration in which the elements are represented as flat images, the amount of image data required to display the elements can be reduced. Furthermore, the first portion C2-1 of the opponent character C2 is displayed behind the elements, and the second portion C2-2 is displayed in front of the display elements. Therefore, even though the elements are represented as stereoscopic images while the opponent character C2 is represented as a flat image, the player can perceive the elements and the opponent character C2 in a three-dimensional manner without feeling unnatural.
[0034] The above explanation has been given for the opponent characters C2 located on the left and right sides of the game field F. The opposing opponent character C2 located at the back of the game field F is entirely placed in the virtual space on a layer located at the back of the game field F. Therefore, the parts of the opposing opponent character C2 that overlap with the placement elements of the game field F are hidden behind those placement elements.
[0035] In a conventional standard mahjong game, the surface of the top board of the mahjong table (hereinafter referred to as the "table surface") is displayed, but in the game image G of the first embodiment, the mahjong table surface is not displayed. Therefore, in the space between each element (discarded tile F1, hand tiles F2, display unit F3) arranged in the game field F, a portion of each character C located behind each element is visibly displayed. For example, as illustrated in FIG. 4, a portion (specifically, the legs) of the opposing opponent character C2 is displayed in the space formed in the center of the display unit F3. Note that the above-described form in which the mahjong table surface is not displayed can also be expressed as a form in which a virtual table surface on which the discarded tile F1, hand tiles F2, and display unit F3 are arranged is displayed as a transparent image. However, the mahjong table surface may be displayed as a visible image in the game image G of the first embodiment.
[0036] The third image G3 in FIG. 4 overlaps the second image G2. Specifically, the third image G3 is placed below the game field F. The third image G3 is a two-dimensional image or a three-dimensional image including the player's character C1's hand of tiles G3a. The hand of tiles G3a is one or more mahjong tiles held by the player's character C1. As described above, the game image G in the first embodiment includes the third image G3 representing the mahjong tiles held by the player's character C1. Therefore, the player can clearly distinguish the mahjong tiles held by the player's character C1 from the game field F or the opponent's character C2. The third image G3 may be displayed so as not to overlap with the second image G2.
[0037] Incidentally, a form in which the player's character C1 is included in the second image G2 (hereinafter referred to as a "comparative example") is also envisioned. Specifically, the player's character C1 is placed in front of the game field F in the second image G2. However, in the comparative example, the game field F is located behind the player's character C1, and the player may not be able to see some or all of the elements placed in the game field F (e.g., discarded tiles F1). In the first embodiment, the first image G1 and the second image G2 do not overlap each other. That is, the player's character C1 is placed in an area separate from the second image G2. Therefore, a game image G can be displayed that allows the player to easily see the situation in the game field F without being obstructed by the player's character C1.
[0038] In the comparative example, the player's character C1 is positioned in the foreground of the game field F, and therefore the back view of the player's character C1 is displayed on the display device 24. In other words, the player cannot see the facial expression of the player's character C1. In the first embodiment, the player's character C1 is displayed facing forward, which has the advantage that the player can see the facial expression of the player's character C1 as well as the facial expressions of each of the opponent characters C2.
[0039] 6 is an explanatory diagram of data stored in the storage device 22 of each terminal device 20. The storage device 22 of the first embodiment stores image data D for each of a plurality of characters C that may appear in the mahjong game. Note that image data D for all types of characters C may be stored in advance in the storage device 22, or image data D for four characters C may be transferred from the control system 10 to each terminal device 20 at the start of the mahjong game.
[0040] The image data D of each character C is moving image data representing a moving image (animation) composed of a flat image of the character C. For one type of character C, image data D of a frontal view displayed as the player's own character C1 and image data D of each of a plurality of postures (facing right, facing left, facing front) displayed as the opponent character C2 are stored in the storage device 22. Note that the image data D of the frontal view displayed as the player's own character C1 may also be used to display the opponent character C2 in a frontal view. In addition to the image data D described above, image data for displaying the game field F on the display device 24 is also stored in the storage device 22.
[0041] As illustrated in FIG. 6, the image data D of the first embodiment includes basic action data X, special action data Ya, and alternative action data Yb. The basic action data X is video data representing a video in which a character C sequentially performs a plurality of different basic actions B (B1 to B4). The plurality of basic actions B are actions that the character C regularly repeats in a mahjong game. In the following description, an example in which the character C performs a plurality of basic actions B is shown, but a case in which the character C performs only one type of basic action B is also envisioned.
[0042] FIG. 7 is an explanatory diagram of the actions performed by each character C. In FIG. 7, the upper body of the player's character C1 is illustrated for convenience. Each opponent character C2 also moves in the same manner as the player's character C1. As illustrated in FIG. 7, the basic actions B represented by the basic action data X in the first embodiment are: (1) Basic Action B1: Self-draw from the pile (2) Basic Action B2: Consideration of Discarding a Tile (3) Basic Action B3: Discarding a tile from your hand or a tile drawn by yourself (4) Basic Action B4: Waiting for the opponent character C2's action The basic action B1 is executed following the basic action B4, so that the basic actions B1 to B4 are cyclically repeated.
[0043] The special action data Ya is video data representing a video of a character C performing a special action Ma. The special action Ma is a different action from the plurality of basic actions B. Specifically, the special action Ma is a action that the character C performs separately from the plurality of basic actions B. The special action Ma is performed between successive basic actions B. For example, examples of the special action Ma include an action of rejoicing at a desired development, or an action of being disappointed or angry at a setback or unfortunate development.
[0044] The alternative action data Yb is video data representing a video in which a character C performs an alternative action Mb. The alternative action Mb is a different action from the plurality of basic actions B. Specifically, the alternative action Mb is a action that the character C performs in place of some or all of the plurality of basic actions B, as exemplified below. For example, the alternative action Mb is a action in which the emotion or behavior of each character C is emphasized compared to the basic action B.
[0045] Basic action B1 is the action of drawing a mahjong tile and checking it with a standard facial expression and behavior. On the other hand, alternative action Mb1 that can be substituted for basic action B1 is the action of drawing a mahjong tile with a facial expression and behavior that shows joy at a desired development, or the action of drawing a mahjong tile with a facial expression and behavior that shows disappointment at an unfortunate development. Note that alternative action Mb1 may include the action of rejoicing that the self-drawn tile is the desired mahjong tile, or the action of disappointment that the self-drawn tile is not the desired mahjong tile. Furthermore, basic action B2 is the action of considering a discarded tile with a standard facial expression and behavior. On the other hand, alternative action Mb2 that can be substituted for basic action B2 is the action of considering a discarded tile with a facial expression and behavior that shows joy or disappointment. Basic action B3 is the action of discarding a tile with a standard facial expression and behavior. On the other hand, the alternative action Mb3 that can be substituted for the basic action B3 is the action of discarding a tile with a joyful or dejected facial expression and behavior. The basic action B4 is the action of waiting with a standard facial expression and behavior. On the other hand, the alternative action Mb4 that can be substituted for the basic action B4 is the action of waiting with a joyful or dejected facial expression and behavior.
[0046] As can be understood from the above examples, the special action Ma and the multiple alternative actions Mb (Mb1 to Mb4) are collectively expressed as an action M (hereinafter referred to as "presentation action") for producing effects in a mahjong game. That is, the presentation action M in the first embodiment includes the special action Ma and the alternative action Mb. The special action data Ya and the alternative action data Yb are video data representing the presentation action M. The presentation action M can also be expressed as, for example, a habit or custom specific to the character C.
[0047] Fig. 8 is a block diagram illustrating an example of the configuration of the control system 10. As illustrated in Fig. 8, the control system 10 includes a control device 11, a storage device 12, and a communication device 13. The control system 10 may be realized as a single device, or may be realized as multiple devices configured separately from each other.
[0048] The control device 11 is one or more processors that control the operation of the control system 10. Specifically, the control device 11 is configured by one or more types of processors such as a CPU, a GPU, a DSP, an FPGA, or an ASIC.
[0049] The communication device 13 communicates with each of the multiple terminal devices 20 via the communication network 200. The communication line used by the communication device 23 may be composed of only wired sections or may include wireless sections. Furthermore, the communication device 13, which is separate from the control system 10, may be connected to the control system 10 by wire or wirelessly.
[0050] The storage device 12 is one or more memories that store programs executed by the control device 11 and various data used by the control device 11. For example, a known recording medium such as a semiconductor recording medium or a magnetic recording medium, or a combination of multiple types of recording media, is used as the storage device 12. Note that, for example, a portable recording medium that is detachable from the control system 10, or a recording medium (e.g., cloud storage) that the control device 11 can write to or read from via the communication network 200 may also be used as the storage device 12.
[0051] FIG. 9 is an explanatory diagram of data stored in the storage device 12. The storage device 12 of the first embodiment stores game data P for each of multiple players. The game data P for each player includes information such as the player's identification information Pid, their performance in past mahjong games, and the player's rank (rank or dan level). The game data P of the first embodiment also includes identification information Cid and effect data E for each character C owned by the player. That is, a correspondence between each of the multiple characters C owned by each player and the effect data E is registered. Specifically, one of multiple effect data E, in which one or both of the effect actions M and the action conditions Q differ, is set for each character C. That is, one or both of the effect actions M and the action conditions Q differ for each character C. Note that two or more of the four players playing a mahjong game may use the same character C. The identification information Cid is a code sequence for identifying one type of character C.
[0052] The performance data E corresponding to each character C specifies a performance action M to be performed by the character C and the conditions (hereinafter referred to as "action conditions") Q of the performance action M. As described above, the performance action M is specified as one or both of a special action Ma and one or more alternative actions Mb.
[0053] The performance data E that specifies the special action Ma includes a specification of the time point at which the special action Ma is executed. The time point at which the special action Ma is executed is specified in relation to a plurality of basic actions B (B1 to B4). For example, the performance data E specifies a time point immediately after one of the plurality of basic actions B. In other words, the performance data E specifies the position at which the special action Ma is inserted relative to the plurality of basic actions B. Furthermore, the performance data E that specifies the alternative action Mb includes a specification of one or more basic actions B that are to be substituted for the alternative action Mb among the plurality of basic actions B (B1 to B4).
[0054] The action condition Q is a condition under which the character C executes the performance action M. In other words, when the action condition Q specified by the performance data E is met, the character C in the game image G executes the performance action M specified by the performance data E.
[0055] Specifically, conditions regarding the status of the hand of a character C in a mahjong game (hereinafter referred to as "tile status") are specified as the operating conditions Q. The tile status of each character C includes the status of the hand of the character C, as well as the status of tiles drawn or discarded by the character C. For example, any condition related to the tile situation may be specified as the operation condition Q, such as the self-drawn tile being a Dora, the self-drawn tile being a character tile, the self-drawn tile being a number tile, the self-drawn tile forming a set (triplet, sequence, or kong), being in tenpu due to the self-drawn tile, the self-drawn tile advancing the number of potential tile positions, the hand showing a particular tendency (aiming for pinfu, aiming for tanyao, a dyeing hand such as a mixed or pure one-suit, aiming for yakuman, etc.), being in tenpu due to a particular waiting position (waiting for Dora, waiting for both sides, waiting for a border, etc.), being in dark tenpu (a dark tenpu), the self-drawn tile being the same as a previously discarded tile, the self-drawn tile being a dangerous tile against another player's tenpai, etc. Multiple conditions related to the tile situation may be specified as the operation condition Q. It should be noted that mahjong tiles are an example of a "game element," and the tile situation is an example of a "game element distribution situation."
[0056] 3, the control device 11 of the control system 10 executes a program stored in the storage device 12 to realize a plurality of functions for controlling a mahjong game (an instruction receiving unit 41, a game control unit 42, a display control unit 43, a lottery processing unit 44, and a correspondence management unit 45). The instruction receiving unit 41 receives instructions from a player to each terminal device 20. Specifically, the instruction receiving unit 41 receives instruction data Ra (Ra1 to Ra3) transmitted from each terminal device 20 via the communication device 13.
[0057] The game control unit 42 controls the mahjong game. Specifically, the game control unit 42 progresses the mahjong game in accordance with the instruction data Ra accepted by the instruction accepting unit 41. For example, the game control unit 42 sequentially updates the tile status (hand tiles, self-drawn tiles, or discarded tiles) of each character C in accordance with the instruction data Ra.
[0058] The display control unit 43 causes an image (e.g., a game image G) showing the progress of the mahjong game to be displayed on the display device 24 of each terminal device 20. For example, the display control unit 43 transmits control data Rb (Rb2, Rb3) for controlling the image displayed by the terminal device 20 from the communication device 13 to each terminal device 20. As described above, the display processing unit 32 of each terminal device 20 displays an image corresponding to the control data Rb on the display device 24. It may be said that the display control unit 43 of the control system 10 and the display processing unit 32 of the terminal device 20 constitute an element that causes the display device 24 to display the game image G.
[0059] The lottery processing unit 44 executes a lottery process. The lottery process is a process for randomly selecting one of a plurality of lottery elements by lottery. The plurality of lottery elements include a plurality of characters C, a plurality of effect data E, and a plurality of combinations of the characters C and the effect data E. That is, depending on the result of the lottery process by the lottery processing unit 44, one of the characters C, the effect data E, and a combination of the two is awarded to the player. Note that the lottery elements are not limited to the above examples. For example, the lottery elements may include an item that advantageously progresses the mahjong game, or game media (e.g., in-game currency) consumed to play the mahjong game or execute the lottery process. Furthermore, the effect data E may be awarded to the player in the form of an item that is applied to the character C (e.g., clothing or equipment worn by the character C).
[0060] The correspondence management unit 45 manages the effect data E for each of the multiple characters C owned by each player. Specifically, the correspondence management unit 45 registers the correspondence between the identification information Cid of the character C and the effect data E in the game data P of each player. In other words, the correspondence management unit 45 registers one of the multiple different effect data E for each character C owned by the player.
[0061] 10 is a flowchart illustrating the detailed procedure of a process (hereinafter referred to as the "registration process") for registering the correspondence between the character C and the effect data E. The registration process of FIG. 10 is executed in each of the multiple terminal devices 20 and the control system 10.
[0062] A player of the mahjong game can instruct a lottery process by operating the operation device 25. When the lottery process is instructed, the operation processing unit 31 transmits instruction data Ra1 requesting the lottery process from the communication device 23 to the control system 10 (Sa1). The instruction accepting unit 41 of the control system 10 receives the instruction data Ra1 transmitted from the terminal device 20 by the communication device 13 (Sb1). The lottery processing unit 44 executes the lottery process in response to reception of the instruction data Ra1 (Sb2). Specifically, the lottery processing unit 44 probabilistically selects one of a plurality of lottery elements by lottery.
[0063] The correspondence management unit 45 manages the correspondence between the character C and the effect data E according to the result of the lottery processing (Sb3). For example, if a combination of character C and effect data E is assigned to a player as a result of the lottery processing, the correspondence management unit 45 registers the correspondence between the character C and the effect data E in the game data P. Furthermore, if effect data E is assigned to a player as a result of the lottery processing, the correspondence management unit 45 registers the correspondence between the effect data E and the character C owned by the player in the game data P. If character C is assigned to a player as a result of the lottery processing, the correspondence management unit 45 registers the correspondence between the character C and the effect data E owned by the player in the game data P. As can be understood from the above explanation, the correspondence management unit 45 manages the correspondence between each of a plurality of characters C and one of a plurality of effect data E.
[0064] The lottery processing unit 44 transmits control data Rb1 representing the result of the lottery processing from the communication device 13 to the terminal device 20 (Sb4). The display processing unit 32 of the terminal device 20 receives the control data Rb1 via the communication device 23 (Sa2) and causes the display device 24 to display the result of the lottery processing represented by the control data Rb1 (Sa3).
[0065] The procedure for the registration process is as described above. As can be understood from the above explanation, in the first embodiment, the effect data E is awarded to the player according to the result of the lottery process. Therefore, it is possible to effectively provide the player with an incentive to play the mahjong game in order to acquire the desired effect data E.
[0066] 11 is a flowchart illustrating the detailed procedure of a process for progressing a mahjong game (hereinafter referred to as a "control process"). The control process of FIG.
[0067] A player of each terminal device 20 can instruct the start of a mahjong game by operating the operation device 25. To start a mahjong game, the player operates the operation device 25 to select one of a plurality of characters C that the player owns. Note that a player who owns only one type of character C selects that character C. The operation processing unit 31 transmits instruction data Ra2 for requesting the start of a mahjong game from the communication device 23 to the control system 10 (Sc1). The instruction data Ra2 includes identification information Cid of the character C selected by the player and identification information Pid for identifying the player.
[0068] The instruction receiving unit 41 of the control system 10 receives the instruction data Ra2 transmitted from the terminal device 20 via the communication device 13 (Sd1). The instruction receiving unit 41 executes an authentication process using the identification information Pid in the instruction data Ra2. The authentication process is a process for authenticating that the player is a legitimate user who has been registered in advance. If the authentication process fails, the failure of the authentication process is notified to the terminal device 20, and subsequent processes are not executed.
[0069] The game control unit 42 sets the combinations of four players who will play the mahjong game (hereinafter referred to as "battle pairs") (Sd2). Specifically, the game control unit 42 sets the battle pairs (i.e., matches) according to information such as rank or battle record included in the game data P of each player. Any known technology may be used to set the battle pairs.
[0070] The correspondence management unit 45 determines, for each player in a battle group, the correspondence between the character C designated by the instruction data Ra2 from among the multiple characters C owned by that player and the effect data E registered for that character C (Sd3). As described above, the instruction data Ra2 designates the character C selected by each player. That is, the correspondence management unit 45 determines the correspondence between the character C corresponding to each player and the effect data E in accordance with instructions from that player.
[0071] The game control unit 42 transmits control data Rb2 from the communication device 13 to the terminal devices 20 used by each player in the competition group (Sd4). The control data Rb2 includes identification information Cid of the four characters C selected by each of the four players in the competition group.
[0072] The display processing unit 32 of each terminal device 20 receives the control data Rb2 transmitted from the control system 10 via the communication device 23 (Sc2). The display processing unit 32 executes a start process (Sc3). The start process is a process for starting one game of the mahjong game. Specifically, the display processing unit 32 displays the game image G of FIG. 4, which includes the four characters C and the game field F specified by the control data Rb2, on the display device 24. The display processing unit 32 also distributes a predetermined number of mahjong tiles from the tile pile to each character C. One game of the mahjong game begins with the above start process.
[0073] A player of each terminal device 20 gives various instructions for progressing the mahjong game by operating the operation device 25. The operation processing unit 31 accepts the operation on the operation device 25 and transmits instruction data Ra3 representing the instructions from the player from the communication device 23 to the control system 10 (Sc4).
[0074] The instruction receiving unit 41 of the control system 10 receives the instruction data Ra3 transmitted from the terminal device 20 via the communication device 13 (Sd5). The game control unit 42 progresses the mahjong game in accordance with the instruction data Ra3 received by the instruction receiving unit 41 (Sd6). The display control unit 43 transmits control data Rb3 corresponding to the progress of the mahjong game from the communication device 13 to each terminal device 20 (Sd7). The control data Rb3 is data for updating the game image G of each terminal device 20 in accordance with the progress of the mahjong game. Note that the update of the game image G in accordance with the control data Rb3 will be described later.
[0075] The display processing unit 32 of each terminal device 20 receives the control data Rb3 transmitted from the control system 10 via the communication device 13 (Sc5). The display processing unit 32 updates the game image G displayed on the display device 24 in accordance with the control data Rb3 (Sc6). As a result of the above processing, for example, each of the four characters C sequentially executes a plurality of basic actions B (B1 to B4).
[0076] The game control unit 42 of the control system 10 determines whether a predetermined end condition has been met (Sd8). The end condition is, for example, a winning hand or a draw for one round of the mahjong game. If the end condition has not been met (Sd8: NO), the reception of instruction data Ra3 (Sd5), the progression of the mahjong game (Sd6), and the transmission of control data Rb3 (Sd7) are repeated.
[0077] On the other hand, if the end condition is met (Sd8: YES), the display control unit 43 executes end processing (Sd9). The end processing is processing for increasing or decreasing the points of each character C depending on the result of the mahjong game. When the end processing is executed, the display control unit 43 transmits control data Rb4 from the communication device 13 to each terminal device 20 (Sd10). The control data Rb4 is data for notifying each terminal device 20 of the end of one game in the mahjong game, and indicates the increase or decrease in the points of each character C.
[0078] The display processing unit 32 of the terminal device 20 determines whether the communication device 23 has received the control data Rb4 transmitted from the control system 10 (Sc7). If the control data Rb has not been received (Sc7: NO), the processing by the control device 21 proceeds to step Sc4. That is, the transmission of instruction data Ra3 in response to an instruction from the player (Sc4), the reception of control data Rb3 (Sc5), and the update of the game image G in response to the control data Rb3 (Sc6) are repeated until the control data Rb4 is received. If the communication device 23 has received the control data Rb4 (Sc7: YES), the display processing unit 32 causes the display device 24 to display a result image representing the result of one game (Sc8). The result image is an image representing the increase or decrease in the score of each character C represented by the control data Rb4. The processing of steps Sc3 to Sc8 by the terminal device 20 and the processing of steps Sd5 to Sd10 by the control system 10 are repeated over multiple games of the mahjong game.
[0079] As described above, in step Sd7 of the control processing, the control system 10 updates the game image G of each terminal device 20. Fig. 12 is a flowchart illustrating the procedure of a part of the processing executed in step Sd7 (hereinafter referred to as "performance processing"). The performance processing is processing in which each character C executes the performance action M (special action Ma or each alternative action Mb) described above.
[0080] When the effect processing starts, the display control unit 43 selects one of the four characters C (hereinafter referred to as the "selected character C") (Se1). The character C whose turn it is to draw a card among the four characters C is selected as the selected character C. The display control unit 43 determines whether the selected character C is currently performing an effect action M (Se2).
[0081] If the selected character C is not performing the effect action M (Se2: NO), the display control unit 43 determines whether or not the action condition Q specified by the effect data E of the selected character C is met for the tile situation of the selected character C (Se3). In other words, it is determined whether or not the condition for the selected character C to perform the effect action M is met.
[0082] If the action condition Q is not met (Se3: NO), the display control unit 43 transmits control data Rb3-1 to each terminal device 20 (Se4). The control data Rb3-1 is control data Rb3 that instructs the selected character C to perform basic action B (B1 to B4). The display processing unit 32 of each terminal device 20 that has received the control data Rb3-1 controls the game image G so that the selected character C performs basic action B (Sc5, Sc6). Specifically, the display processing unit 32 displays a moving image represented by the basic action data X of the selected character C on the display device 24. As can be understood from the above explanation, the display control unit 43 of the control system 10 causes the character C to repeat multiple basic actions B when the action condition Q is not met for the tile situation of each character C.
[0083] On the other hand, if the action condition Q is met for the tile situation of the selected character C (Se3: YES), the display control unit 43 transmits control data Rb3-2 to each terminal device 20 (Se4). The control data Rb3-2 is control data Rb3 that instructs the selected character C to perform the effect action M specified by the effect data E. The display processing unit 32 of each terminal device 20 that has received the control data Rb3-2 controls the game image G so that the selected character C performs the effect action M specified by the effect data E (Sc5, Sc6). As can be understood from the above explanation, the display control unit 43 of the control system 10 causes the character C to perform the effect action M (special action Ma and each alternative action Mb) when the action condition Q is met for the tile situation of each character C.
[0084] Specifically, when the control data Rb3-2 instructs the execution of the special action Ma, the display processing unit 32 controls the game image G so that the selected character C executes the special action Ma (Sc6). Specifically, the display processing unit 32 causes the display device 24 to display a moving image represented by the special action data Ya of the selected character C at the time specified by the effect data E. For example, the selected character C executes the special action Ma immediately after a specific basic action B from among a plurality of basic actions B (B1 to B4). As can be understood from the above explanation, the display control unit 43 of the control system 10 causes the character C to execute the special action Ma after executing the basic action B when the action condition Q is met for the tile situation of each character C.
[0085] Furthermore, when the control data Rb3-2 instructs the execution of an alternative action Mb, the display processing unit 32 controls the game image G so that the basic action B of the selected character C is replaced with the alternative action Mb (Sc6). Specifically, the display processing unit 32 displays on the display device 24 a moving image represented by the alternative action data Yb of the selected character C, instead of the basic action data X of one or more basic actions B specified by the effect data E among the multiple basic actions B. For example, instead of the basic action B executed with a standard facial expression and behavior, the selected character C executes an alternative action Mb that emphasizes the character's emotion and behavior. As can be understood from the above explanation, when the action condition Q is met for the tile situation of each character C, the display control unit 43 of the control system 10 changes some or all of the multiple basic actions B (B1 to B4) that the character C regularly executes to the alternative actions Mb.
[0086] On the other hand, if the selected character C is currently performing the effect action M (Se2: YES), the display control unit 43 determines whether or not a condition for ending the effect action M for the selected character C (hereinafter referred to as the "effect end condition") has been met (Se6). The effect end condition is, for example, that a predetermined time has elapsed since the selected character C started the effect action M, or that the self-drawn tile has advanced a predetermined number of times since the selected character C started the effect action M. Note that a predetermined condition related to the tile situation of each character C may also be adopted as the effect end condition. For example, it is conceivable that the action condition Q specified by the effect data E may include the effect end condition. In other words, the effect end condition may be set individually for each character C.
[0087] If the effect end condition is met for the selected character C (Se6: YES), the display control unit 43 transmits control data Rb3-3 to each terminal device 20 (Se7). The control data Rb3-3 is control data Rb3 instructing the selected character C to end the effect action M. The display processing unit 32 of each terminal device 20 that has received the control data Rb3-3 controls the game image G so that the selected character C ends the effect action M (Sc5, Sc6). Specifically, instead of the animation represented by the special action data Ya or the alternative action data Yb, the display device 24 displays the animation represented by the basic action data X. Therefore, the action of the selected character C is changed from the effect action M to the basic action B. On the other hand, if the effect end condition is not met (Se6: NO), the transmission of the control data Rb3-3 (Se7) is not executed. In other words, the selected character C continues the effect action M until the effect end condition is met.
[0088] As can be understood from the above explanation, each character C displayed in the game image G of the first embodiment behaves according to the situation of the mahjong tiles dealt to that character C (tile situation). Specifically, the display control unit 43 controls the game image G so that each character C executes one of the basic action B, the special action Ma, and the alternative action Mb according to the tile situation.
[0089] As explained above, in the first embodiment, one of a plurality of pieces of effect data E corresponds to each of a plurality of characters C. That is, a combination of effect action M and action condition Q is set for each character C. Then, when the action condition Q specified by the effect data E is established for the tile situation of each character C, the character C executes the effect action M specified by the effect data E. Therefore, it is possible to execute a variety of effect actions M under a variety of action conditions Q for each character C. That is, it is possible to prevent the actions of each character C from becoming monotonous.
[0090] Furthermore, when the action condition Q is met for the tile situation of each character C, that character C executes the effect action M. Therefore, each player can infer the tile situation of that character C from the actions of the characters C corresponding to other players. For example, when character C executes the effect action M of joy, each player can infer that the tile situation of that character C is progressing well. Furthermore, in the first embodiment, the correspondence between character C and effect data E is determined according to instructions from the player. That is, each player can select the effect action M that will serve as a clue for inferring the tile situation of character C. With the above configuration, it is possible to provide a highly entertaining and strategic mahjong game in which bargaining between players is important in selecting effect data E by each player.
[0091] In the first embodiment, when the action condition Q is not met, the character C performs a plurality of basic actions B, and when the action condition Q is met, the character C performs a performance action M that is different from the plurality of basic actions B. Therefore, the difference between the basic actions B and the performance action M can effectively indicate that the action condition Q has been met. In particular, in the first embodiment, when the action condition Q is met, after performing a regularly repeated basic action, the character C performs a special action that is different from the basic action. Therefore, the effect of being able to effectively indicate that the action condition Q has been met is particularly remarkable. Furthermore, in the first embodiment, when the action condition Q is met, some or all of the multiple basic actions B that each character C regularly repeats are changed to alternative actions Mb. Therefore, compared to a mode in which the special action Ma is executed only once when the action condition Q is met, the effect of being able to effectively and continuously indicate that the action condition Q has been met can be
[0092] [Second embodiment] A second embodiment of the present invention will be described. Note that, in each of the following exemplary embodiments, for elements whose functions are similar to those of the first embodiment, the reference numerals used in the description of the first embodiment will be used and detailed descriptions of each element will be omitted as appropriate.
[0093] In the first embodiment, the control system 10 comprehensively controls the progress of a mahjong game played by a plurality of terminal devices 20. In the second embodiment, one of the plurality of terminal devices 20 (hereinafter referred to as the "management terminal device 20a") comprehensively controls the progress of the mahjong game. In other words, in the second embodiment, the management terminal device 20a realizes the functions of the control system 10 in the first embodiment.
[0094] 13 is a block diagram illustrating an example of the functional configuration of a game system 100 in the second embodiment. The control system 10 in the second embodiment sets up battle pairs (matching) in response to a request from each terminal device 20. The control system 10 also selects the terminal device 20 of one of the four players in the battle pair as the management terminal device 20a. For example, the terminal device 20 of a player selected probabilistically from the four players is selected as the management terminal device 20a.
[0095] As illustrated in FIG. 13 , among the multiple terminal devices 20 used to play a mahjong game, the control device 21 of the management terminal device 20a functions as a control unit 40. The control unit 40 executes all of the processes executed by the control system 10 in the first embodiment, except for the setting of the matchups (Sd2). Specifically, the control unit 40 includes an instruction receiving unit 41, a game control unit 42, a display control unit 43, a lottery processing unit 44, and a correspondence management unit 45. The control unit 40 exchanges instruction data Ra and control data Rb with the operation processing unit 31 and the display processing unit 32 of the management terminal device 20a, as well as with each terminal device 20 other than the management terminal device 20a. Therefore, the second embodiment also executes operations similar to those of the first embodiment. For example, the game image G of FIG. 4 is displayed on each of the multiple terminal devices 20, including the management terminal device 20a, in which each character C executes a basic action B or a performance action M.
[0096] The second embodiment also achieves the same effects as the first embodiment. In the second embodiment, the management terminal device 20a controls the progress of the mahjong game, which has the advantage of reducing the amount of communication between the control system 10 and each terminal device 20 and the processing load on the control system 10. On the other hand, in the first embodiment, communication between each terminal device 20 is not required, which has the advantage of making it easier to ensure communication stability and security.
[0097] [Third embodiment] 14 is a schematic diagram of a game image G in the third embodiment. In the first embodiment, a first image G1 and a second image G2 are clearly distinguished by a boundary Gb. In the game image G in the third embodiment, the first image G1 and the second image G2 partially overlap each other. Specifically, the first image G1 is arranged so as to overlap the second image G2 within an area surrounded by the outer periphery of the second image G2.
[0098] The third embodiment also achieves the same effects as the first embodiment. Furthermore, in the third embodiment, the first image G1 and the second image G2 partially overlap, so the size of the game image G can be reduced compared to the first embodiment, in which the first image G1 and the second image G2 do not overlap. Furthermore, by displaying various images, such as background images, in the area between the outer edge of the second image G2 and the outer edge of the first image G1 (for example, in the blank area above, below, or to the right of the first image G1 in FIG. 14), the second image G2 can be displayed with a high level of design and a large amount of information. The configuration of the second embodiment, in which the progress of the mahjong game is controlled by the management terminal device 20a, is also applicable to the third embodiment.
[0099] [Fourth embodiment] FIG. 15 is an explanatory diagram of the correspondence between character C and effect data E in the fourth embodiment. As illustrated in FIG. 15, in the fourth embodiment, a pair of effect data E and character C (identification information Cid) corresponds to play medium Z. That is, play medium Z associates effect data E with character C. Play medium Z is a virtual medium owned by each player, and is represented as, for example, a virtual card (game card) used in a mahjong game. One or more play medium Z are registered in each player's game data P. The combination of effect data E and character C differs for each play medium Z.
[0100] The multiple lottery elements in the lottery process (Sb2) of the fourth embodiment are multiple play media Z. That is, the lottery processing unit 44 probabilistically selects one of the multiple play media Z by lottery. The correspondence management unit 45 registers the correspondence between the character C and the performance data E in the play media Z selected by the lottery process in the game data P (Sb3). Also, in the fourth embodiment, part of the control process (FIG. 11) of the first embodiment is changed to the following procedure applying the play media Z.
[0101] To start a mahjong game, a player of each terminal device 20 operates the operation device 25 to select one of the multiple play media Z that he or she owns. Note that a player who owns only one type of play media Z selects that play media Z. The operation processing unit 31 of each terminal device 20 transmits instruction data Ra2 to request the start of the mahjong game from the communication device 23 to the control system 10 (Sc1). The instruction data Ra2 includes identification information Zid of the play media Z selected by the player and identification information Pid for identifying the player.
[0102] The instruction receiving unit 41 of the control system 10 receives the instruction data Ra2 transmitted from the terminal device 20 via the communication device 13 (Sd1). That is, the instruction receiving unit 41 receives a selection of one of a plurality of play media Z from the player. After the instruction receiving unit 41 performs authentication processing and the game control unit 42 sets the battle pairing (Sd2), the correspondence management unit 45 determines, for each player, the correspondence between the character C and the effect data E in the play media Z selected by that player (Sd3). That is, the correspondence management unit 45 determines the correspondence between the character C and the effect data E in the play media Z selected by the instruction receiving unit 41. The subsequent operations are the same as those in the first embodiment.
[0103] The fourth embodiment also achieves the same effects as the first embodiment. Furthermore, in the fourth embodiment, a player of a mahjong game can obtain a combination of performance data E and character C by obtaining play medium Z. Note that, although the above explanation has exemplified a configuration based on the first embodiment, the configuration of the second or third embodiment can also be applied to the fourth embodiment.
[0104] [Variations] The above-described embodiments can be modified in various ways. Specific modifications that can be applied to the above-described embodiments are exemplified below. Two or more embodiments arbitrarily selected from the following examples may be combined to the extent that they are not mutually contradictory.
[0105] (1) In each of the above-mentioned modes, four players are assumed to play a mahjong game, but the total number of players is not limited to the above examples. For example, the above-mentioned modes are equally applicable to a three-player mahjong game played by three players or a two-player mahjong game played by two players. Furthermore, considering table games other than mahjong games, modes in which five or more players play the game are also envisioned.
[0106] (2) In each of the above-mentioned forms, it is assumed that real players play the mahjong game, but one or more of the multiple players may be virtual players (non-player characters such as so-called CPU players) realized by calculations by the game control unit 42.
[0107] (3) The information displayed in each of the first image G1 and the second image G2 is not limited to the example shown in Fig. 4. For example, it is also possible that some or all of the placement elements (discarded tiles F1, hand tiles F2, and display unit F3) are displayed in the first image G1, or that some or all of the elements (king tile G1a and number of remaining tiles G1b) displayed in the first image G1 of Fig. 4 are displayed in the second image G2.
[0108] (4) In the above-described embodiments, the entirety of each basic motion B is changed to one alternative motion Mb, but a part of one basic motion B may be changed to an alternative motion Mb. For example, a form is envisioned in which the first half or the second half of one basic motion B is changed to an alternative motion Mb, and the remaining part of the basic motion B is not changed.
[0109] (5) In the above-described embodiments, the game image G is exemplified in which the first image G1 and the second image G2 are separated by a boundary Gb, but embodiments in which the first image G1 and the second image G2 are not clearly separated are also contemplated. For example, as illustrated in Fig. 16, an embodiment in which the boundary Gb is not displayed between the first image G1 and the second image G2, and the first image G1 and the second image G2 are continuous with each other is also contemplated.
[0110] (6) In the fourth embodiment, the play medium Z corresponds to the character C and the effect data E. However, a play medium Z corresponding only to the character C or a play medium Z corresponding only to the effect data E may be given to a player, for example, by a lottery process. The correspondence management unit 45 registers the character C given to the player by one play medium Z and the effect data E given to the player by one play medium Z in the game data P in correspondence with each other.
[0111] Furthermore, the correspondence management unit 45 may determine the correspondence between a character C and effect data E in response to an instruction from the player via the operation device 25. For example, the correspondence management unit 45 registers in the game data P a character C selected by a player from among a plurality of characters C owned by the player and effect data E selected by the player from among a plurality of effect data E owned by the player, in such a manner that the correspondence is mutually associated. Also, a configuration is envisioned in which the correspondence management unit 34 registers in the game data P the correspondence between a character C selected by a player from among a plurality of characters C and one piece of effect data E owned by the player. Another configuration is envisioned in which the correspondence management unit 34 registers in the game data P the correspondence between effect data E selected by a player from among a plurality of effect data E and one character C owned by the player.
[0112] (7) In the above-described embodiments, each player selects one of a plurality of characters C. However, a configuration in which each player uses only one fixed character C is also envisioned. In other words, the selection of the character C by the player may be omitted. Regardless of whether the character C is fixed or variable, a configuration in which one of a plurality of pieces of performance data E is associated with the character C is preferable.
[0113] (8) In each of the above-described embodiments, the opponent character C2 is divided into a first portion C2-1 and a second portion C2-2, and is drawn in the order of the first portion C2-1 → the placement elements (F1 to F3) → the second portion C2-2. However, the configuration for displaying the first portion C2-1 behind the placement elements and the second portion C2-2 in front of the placement elements is not limited to the above examples. For example, the first portion C2-1 and the second portion C-2 may be placed in a virtual space in which the placement elements exist. The first portion C2-1 is placed on a layer located behind the placement elements in the virtual space. On the other hand, the second portion C2-2 is placed on a layer located in front of the placement elements in the virtual space. Even in the above configuration, the first portion C2-1 is displayed behind the placement elements, and the second portion C2-2 is displayed in front of the placement elements.
[0114] (9) In each of the above-mentioned forms, examples have been given in which each character C is represented by a two-dimensional image and the game field F is represented by a three-dimensional image, but forms in which each character C (C1, C2) is represented by a three-dimensional image, or forms in which the game field F (placement elements) is represented by a two-dimensional image, are also envisioned.
[0115] (10) In each of the above-described embodiments, a special action Ma is executed between successive basic actions B, but the relationship between the basic action B and the special action Ma is not limited to the above examples. For example, the special action Ma may be executed while a basic action B is being executed. Specifically, when the action condition Q is met, the display control unit 43 causes the character C to start the special action Ma at a point in the middle of the basic action B currently being executed (a so-called cut-in).
[0116] (11) In each of the above embodiments, a mahjong game is exemplified, but the table game to which the present disclosure is applicable is not limited to a mahjong game. For example, the present disclosure is also applicable to a card game (e.g., a poker game) in which various cards such as playing cards are dealt to multiple characters C. As can be understood from the above explanation, the table game to which the present disclosure is applicable is comprehensively expressed as a game in which game elements are dealt to multiple characters C. The game elements are mahjong tiles in a mahjong game or cards in a card game. Note that the present disclosure may also be applied to video games other than table games.
[0117] (12) In the above-described embodiments, visible actions of each character C are exemplified. However, the actions of character C also include actions that can be heard by each player, such as the character C making a sound. For example, basic action B (B1 to B4) is an action in which each character C pronounces a predetermined line with standard intonation. On the other hand, special action Ma or alternative action Mb is an action in which special lines are pronounced with emphasized intonation. If action condition Q is not met for the tile situation of each character, character C executes basic action B with standard intonation. On the other hand, if action condition Q is met, character C executes performance action M with emphasized intonation. Each character C may execute an action that combines visible actions and audible pronunciation.
[0118] (13) In the above-described embodiments, the display processing unit 32 displays the game image G on the display device 24 using the image data D stored in the storage device 22 of each terminal device 20. However, the image data D of each character C may be stored in the storage device 12 of the control system 10. The display control unit 43 transmits video data (basic action data X, special action data Ya, or alternative action data Yb) representing the actions of each character C from the communication device 13 to each terminal device 20 as control data Rb (Rb2, Rb3).
[0119] 11, the display control unit 43 transmits control data Rb2 including basic action data X of each of the four characters C corresponding to the fighting team from the communication device 13 to each terminal device 20. The display processing unit 32 of each terminal device 20 uses the basic action data X received from the control system 10 to display each character C performing a basic action B on the display device 24.
[0120] 12, the display control unit 43 transmits control data Rb3-1 including the basic action data X of the selected character C to each terminal device 20. Similarly, in step Se7 in FIG. 12, the display control unit 43 transmits control data Rb3-3 including the basic action data X of the selected character C to each terminal device 20. The display processing unit 32 of each terminal device 20 causes the selected character C to perform the basic action B represented by the basic action data X.
[0121] 12, the display control unit 43 transmits control data Rb3-2 including the special action data Ya or alternative action data Yb of the selected character C to each terminal device 20. The display processing unit 32 of each terminal device 20 causes the selected character C to perform the special action Ma represented by the special action data Ya or the alternative action Mb represented by the alternative action data Yb.
[0122] As can be understood from the above examples, the display control unit 43 includes both an element that instructs the terminal device 20 to display character C using image data D held by the terminal device 20, and an element that causes the terminal device 20 to display character C by transmitting image data D to the terminal device 20.
[0123] (14) The functions of the game system 100 according to each of the above-described embodiments are realized through cooperation between one or more processors constituting the control device (11 or 21) and a program stored in the storage device (21 or 22). The program according to each of the above-described embodiments may be provided in a form stored on a computer-readable recording medium and installed on a computer. The recording medium may be, for example, a non-transitory recording medium, such as an optical recording medium (optical disk) such as a CD-ROM, but may also include any known form of recording medium, such as a semiconductor recording medium or a magnetic recording medium. Note that a non-transitory recording medium includes any recording medium other than a transitory, propagating signal, and does not exclude volatile recording media. Furthermore, in a configuration in which a distribution device distributes a program via a communication network 200, the recording medium storing the program in the distribution device corresponds to the non-transitory recording medium described above.
[0124] [Note] From the above description, for example, the following preferred embodiments of the present invention can be understood. Note that, in order to facilitate understanding of each embodiment, reference numerals in the drawings are written in parentheses for convenience, but this is not intended to limit the present invention to the embodiments shown in the drawings.
[0125] [Appendix A] Game systems that display multiple images corresponding to different viewpoints have been proposed. For example, Japanese Patent No. 5629812 discloses a video game that displays a composite image including a first image in which a second avatar is hidden within the field of view of a virtual camera corresponding to a first avatar, and a second image in the field of view of the virtual camera corresponding to the second avatar.
[0126] Incidentally, table games in which multiple characters compete against each other have been proposed. For example, in a mahjong game, when a game field (i.e., a mahjong table) on which multiple mahjong tiles are arranged and multiple characters positioned around the game field are displayed, a part of the game field overlaps with the character in the foreground. In other words, the character obstructs the player's ability to view the situation of the game field. In consideration of the above circumstances, one aspect of the present disclosure (Appendix A) aims to enable a player to view the situation of the game field without being obstructed by the characters.
[0127] [Appendix A1] A game system (100) according to one aspect of the present disclosure (Appendix A1) includes a game control unit (42) that controls a table game in which game elements are distributed to each of a plurality of characters (C), including a first character (C1) corresponding to a player and a second character (C2) that competes against the first character (C1), and a display control unit (43) that causes a display device (24) to display a game image (G) including a first image (G1) and a second image (G2), wherein the first image (G1) includes the first character (C1) acting in accordance with the status of the distribution of the game elements to the first character (C1), and the second image (G2) represents a virtual space including a game field (F) in which the game elements are visibly arranged and the second character (C2) acting in accordance with the status of the distribution of the game elements to the second character (C2), and in the game image (G), the first character (C1) and the second character (C2) are of equal size.
[0128] In the above embodiment, a game image (G) including a first image (G1) representing a first character (C1) and a second image (G2) representing a virtual space including a second character (C2) and a game field (F) is displayed on the display device (24). Therefore, a game image (G) that allows a player to view the status of game elements in the game field (F) without being obstructed by the first character (C1) can be displayed. Furthermore, because the first character (C1) and the second character (C2) are displayed at the same size, the visibility of both the first character (C1) and the second character (C2) is maintained compared to, for example, a configuration in which the first character (C1) is displayed at a smaller size than the second character (C2). For example, the first character (C1) and the second character (C2) can be displayed without diminishing their respective design appeal.
[0129] A "character (C)" is an object that represents a player of a table game. For example, the concept of "character (C)" includes biological objects such as humans or animals, as well as non-biological objects such as robots. The multiple characters (C) include not only characters (C) that correspond to players who actually play the game, but also virtual players (non-player characters such as so-called CPU players) that are realized by calculations performed by a control device. A "character (C)" is also expressed as an avatar that represents a player.
[0130] A "table game" is a video game that progresses by distributing game elements to multiple characters (C) (multiple players). For example, a mahjong game or a card game are typical examples of a "table game." A "game element" is a type of object that corresponds to the type of table game. For example, the game element in a mahjong game is a mahjong tile, and the game element in a card game is, for example, a card such as a playing card.
[0131] The "game field (F)" is the location (field) where a table game is played. For example, in a mahjong game, the "game field (F)" corresponds to the pile of mahjong tiles before they are dealt, or the mahjong table on which each character's (C) hand or discarded tiles are placed. In a card game, the "game field (F)" corresponds to the deck of cards before they are dealt, or the table on which each character's (C) hand is placed.
[0132] "The status of the distribution of game elements" refers to the status of game elements distributed to each character (C). For example, in a mahjong game, the status of each character's (C) dealt tiles, hand tiles, discarded tiles, and self-drawn tiles corresponds to the "status of the distribution of game elements." In a card game, the status of each character's (C) initial hand, discarded cards selected from some or all of the hand, and dealt cards to be exchanged for discarded cards corresponds to the "status of the distribution of game elements."
[0133] The "action" of each character (C) refers to a change in the appearance of the character (C). In addition to the character's (C) physical movements or vocalizations, the "action" also includes changes in the character's (C) facial expressions.
[0134] The relationship between the first image (G1) and the second image (G2) in the game image (G) is arbitrary. For example, the first image (G1) and the second image (G2) may be arranged in different areas, or the first image (G1) and the second image (G2) may partially overlap. Furthermore, the first image (G1) and the second image (G2) may be separated by a visible boundary, or there may be no clear boundary between the first image (G1) and the second image (G2).
[0135] The "size" of each character (C) refers to the size of the character (C) on display. For example, the height or body length of each character (C) is a specific example of "size." Furthermore, "equivalent" to the size of the first character (C1) and the size of the second character (C2) includes not only a relationship in which the size of the first character (C1) and the size of the second character (C2) are completely identical, but also a relationship in which the size of the first character (C1) and the size of the second character (C2) are substantially identical. A relationship in which the size of the first character (C1) and the size of the second character (C2) are substantially identical means a relationship in which the sizes of the first character (C1) and the second character (C2) are similar enough that the viewer does not perceive a difference in size between the first character (C1) and the second character (C2) as images.
[0136] [Appendix A2] In the specific example (Supplementary Note A2) of Appendix A1, the first image (G1) and the second image (G2) do not overlap each other. In the above embodiment, the first image (G1) and the second image (G2) do not overlap each other. That is, the first image (G1) and the second image (G2) are displayed in different areas of the game image (G). Therefore, it is possible to display a game image (G) that allows the situation of the game field (F) to be easily viewed without being obstructed by the first character (C1).
[0137] [Appendix A3] In a specific example (Supplementary Note A3) of Appendix A2, the game image (G) includes a boundary that separates the first image (G1) and the second image (G2). In the above aspect, the player can clearly distinguish between the first image (G1) and the second image (G2).
[0138] [Appendix A4] In a specific example (Supplementary Note A4) of Appendix A1, the first image (G1) and the second image (G2) partially overlap each other in the game image (G). In the above embodiment, since the first image (G1) and the second image (G2) partially overlap each other, the size of the game image (G) can be reduced compared to an embodiment in which the first image (G1) and the second image (G2) do not overlap each other.
[0139] The first image (G1) and the second image (G2) "partially overlap" not only means that a part of the first image (G1) and a part of the second image (G2) overlap with each other, but also includes a case where the entire first image (G1) overlaps with the second image (G2), or a case where the entire second image (G2) overlaps with the first image (G1).
[0140] [Appendix A5] In a specific example (Supplementary Note A5) of any of Supplementary Notes A1 to A4, the second character (C2) is a two-dimensional image including a first portion (C2-1) and a second portion (C2-2), the first portion (C2-1) is displayed behind the game elements, and the second portion (C2-2) is displayed in front of the game elements. With the above configuration, even though the game elements are represented as three-dimensional images while the second character (C2) is represented as a two-dimensional image, it is possible for the player to perceive the game elements and the second character (C2) three-dimensionally without feeling unnatural.
[0141] The first part (C2-1) may be displayed behind the game elements, and the second part (C2-2) may be displayed in front of the game elements in any manner. For example, the first part (C2-1) may be drawn in the following order: game elements, then second part (C2-2). Alternatively, the first part (C2-1) may be placed on a layer behind the game elements in the virtual space, and the second part (C2-2) may be placed on a layer in front of the game elements.
[0142] [Appendix A6] In any specific example (Supplementary Note A6) of Supplementary Note A1 to Supplementary Note A5, the game image (G) includes a third image (G3) representing the game element possessed by the first character (C1). In the above aspect, the game image (G) includes a third image (G3) representing the game element possessed by the first character (C1). Therefore, the player can clearly distinguish the game element possessed by the first character (C1) from the game field (F) or the second character (C2).
[0143] The "third image (G3)" is an image representing a virtual space in which the game elements held by the first character (C1) are arranged, or a two-dimensional image representing the game elements. The "game elements held by the first character (C1)" are game elements that have been dealt to the first character (C1) and are currently held by the first character (C1). For example, tiles in a mahjong game, or cards in a card game, correspond to the "game elements held."
[0144] [Appendix A7] An operation method of a game system (100) according to one aspect of the present disclosure (Appendix A7) controls a table game in which game elements are distributed to each of a plurality of characters (C), including a first character (C1) corresponding to a player and a second character (C2) competing against the first character (C1), and displays a game image (G) including a first image (G1) and a second image (G2) on a display device (24), wherein the first image (G1) includes the first character (C1) acting in accordance with the status of the distribution of the game elements to the first character (C1), the second image (G2) represents a virtual space including a game field (F) in which the game elements are visibly arranged and the second character (C2) acting in accordance with the status of the distribution of the game elements to the second character (C2), and in the game image (G), the first character (C1) and the second character (C2) are of equal size.
[0145] [Appendix A8] A program according to one aspect of the present disclosure (Appendix A8) is a program that causes a computer system to function as a game control unit (42) that controls a table game in which game elements are distributed to each of a plurality of characters (C), including a first character (C1) corresponding to a player and a second character (C2) that competes against the first character (C1), and a display control unit (43) that displays a game image (G) including a first image (G1) and a second image (G2) on a display device (24), wherein the first image (G1) includes the first character (C1) that acts according to the status of the distribution of the game elements to the first character (C1), and the second image (G2) represents a virtual space that includes a game field (F) in which the game elements are visibly arranged and the second character (C2) that acts according to the status of the distribution of the game elements to the second character (C2), and in the game image (G), the first character (C1) and the second character (C2) are of equal size.
[0146] [Appendix B] There have been proposed competitive games in which multiple characters corresponding to different players compete against each other. For example, Japanese Patent No. 6737844 discloses a technique in which, if a user leaves the competitive game midway, the operator of the character corresponding to that user is switched to another user.
[0147] Incidentally, table games in which multiple characters compete against each other have been proposed. For example, in a mahjong game, a game field (i.e., a mahjong table) on which multiple mahjong tiles are arranged and multiple characters positioned around the game field are displayed. However, in conventional table games, the movements of each character tend to become monotonous. In consideration of the above circumstances, one aspect of the present disclosure (Appendix B) aims to prevent the movements of each character competing in a table game from becoming monotonous.
[0148] [Appendix B1] A game system (100) according to one aspect (Appendix B1) of the present disclosure includes: a correspondence management unit (45) that manages correspondence between a plurality of characters (C) including a character (C) corresponding to a player and one of a plurality of different pieces of performance data (E) that specify a performance action (M) and an action condition (Q), the correspondence management unit (45) determining the correspondence between the character (C) corresponding to the player and the performance data (E) in response to an instruction from the player; a game control unit (42) that controls a table game in which game elements are distributed to each of the plurality of characters (C); and a display control unit (43) that displays a game image (G) including the plurality of characters (C) on a display device (24), the display control unit (43) being configured to cause the character (C) to execute the performance action (M) specified by the performance data (E) when an action condition (Q) specified by the performance data (E) corresponding to the character (C) is established regarding the distribution of the game elements to the respective characters (C).
[0149] In the above-described embodiment, one of a plurality of pieces of effect data (E) corresponds to each of a plurality of characters (C). That is, a combination of an effect action (M) and an action condition (Q) is set for each character (C). Then, when the action condition (Q) specified by the effect data (E) regarding the distribution status of the game elements is established, the character (C) executes the effect action (M) specified by the effect data (E). Therefore, it is possible to execute a variety of effect actions (M) under a variety of action conditions (Q) for each character (C). That is, it is possible to prevent the actions of each character (C) competing in a table game from becoming monotonous.
[0150] A "character (C)" is a living object that represents a player of a table game. For example, the concept of "character (C)" includes not only living objects such as humans or animals, but also non-living objects such as robots. The multiple characters (C) include not only characters (C) that correspond to players who actually play the game, but also virtual players (non-player characters such as so-called CPU players) that are realized by calculations performed by a control device. A "character (C)" is also expressed as an avatar that represents a player.
[0151] "Managing the correspondence between a character (C) and effect data (E)" means, for example, a process of associating a character (C) with effect data (E), or a process of storing the correspondence between a character (C) and effect data (E) in a storage device. "Determining the correspondence between a character (C) and effect data (E) in response to an instruction from a player" means, for example, selecting one of multiple characters (C) associated with different effect data (E) in response to an instruction from a player, or selecting one of multiple effect data (E) for a character (C) corresponding to a player in response to an instruction from a player. In other words, at least one of a character (C) and effect data (E) is selected in response to an instruction from a player. Note that "selecting a character (C)" is basically the action of selecting one character (C) from multiple candidates. However, in a situation where the player can select only one character (C), the action of confirming the selection of that character (C) is also included in "selecting a character (C)." In addition, "selection of effect data (E)" is basically the action of selecting one effect data (E) from multiple candidates, but in a situation where, for example, the player can select only one effect data (E), the action of confirming the selection of that effect data (E) is also included in "selection of effect data (E)."
[0152] A "table game" is a video game that progresses by distributing game elements to multiple characters (C) (multiple players). For example, a mahjong game or a card game are typical examples of a "table game." A "game element" is a type of object that corresponds to the type of table game. For example, the game element in a mahjong game is a mahjong tile, and the game element in a card game is, for example, a card such as a playing card.
[0153] "Game element distribution status" refers to the status of game elements distributed to each character (C). For example, in a mahjong game, the status of each character's (C) dealt tiles (initial hand), hand tiles, discarded tiles, and self-drawn tiles corresponds to the "game element distribution status." In a card game, the status of each character's (C) initial hand, discarded cards selected from some or all of the hand, and dealt cards to be exchanged for discarded cards corresponds to the "game element distribution status." "Operation condition (Q)" is a condition related to the status explained above.
[0154] "Performance action (M)" refers to a change in appearance that is applied to a character (C) when the action condition (Q) is met. In addition to the physical movements or vocalizations of the character (C), "performance action (M)" also includes changes in the character's (C) facial expressions. Habits unique to the character (C) are also exemplified as "performance action (M)." In addition to the movements of the character (C) itself, the concept of "performance action (M)" also includes the performance action (effects) that control the atmosphere around the character (C).
[0155] [Appendix B2] In a specific example (Supplementary Note B2) of Appendix B1, the display control unit (43) causes each of the plurality of characters (C) to perform one or more basic actions (B) different from the performance action (M) when the action condition (Q) is not met, and causes the character (C) to perform the performance action (M) when the action condition (Q) is met. In the above aspect, when the action condition (Q) is not met, the character (C) performs one or more basic actions (B), and when the action condition (Q) is met, the character (C) performs one or more performance actions (M) different from the one or more basic actions (B). Therefore, the fulfillment of the action condition (Q) can be effectively indicated.
[0156] [Appendix B3] In a specific example (Supplementary Note B3) of Appendix B2, the performance action (M) includes a special action (Ma), the one or more basic actions (B) are a plurality of different basic actions (B), and the display control unit (43) causes each of the plurality of characters (C) to repeat the plurality of basic actions (B) when the action condition (Q) is not met, and the character (C) executes a special action (Ma) separate from the plurality of basic actions (B). Therefore, the effect of being able to effectively indicate that the action condition (Q) is met is particularly remarkable.
[0157] "Multiple basic actions (B)" are basic actions that are repeated in table games. For example, in a mahjong game, the series of actions of (1) drawing a tile from the pile → (2) examining a discarded tile → (3) discarding a tile from one's hand → (4) waiting for another player's action corresponds to "multiple basic actions (B)." In a card game, for example, the series of actions of (1) examining a discarded card → (2) exchanging a discarded card → (3) waiting for another player's action corresponds to "multiple basic actions (B)." A "special action (Ma)" is an action separate from a basic action (B). For example, an action that expresses emotions such as joy, anger, sadness, or happiness depending on the result of the previous basic action (B) is exemplified as a "special action (Ma)."
[0158] The temporal relationship between the basic action (B) and the special action (Ma) is arbitrary. For example, it is conceivable that the character (C) executes the special action (Ma) immediately after the completion of the basic action (B) that is being executed when the action condition (Q) is met. In other words, the special action (Ma) is executed between the successive basic actions (B). It is also conceivable that the character (C) executes the special action (Ma) at a point in the middle of the basic action (B) that is being executed when the action condition (Q) is met.
[0159] [Appendix B4] In a specific example (Supplementary Note B4) of Appendix B3, the performance action (M) includes an alternative action (Mb), and the display control unit (43) changes some or all of the basic actions (B) of each of the plurality of characters (C) to the alternative actions (Mb) when the action condition (Q) is met for that character (C). In the above aspect, when the action condition (Q) is met, some or all of the basic actions (B) regularly repeated by each character (C) are changed to the alternative actions (Mb). Therefore, compared to a configuration in which the special action (Ma) is executed only once, the fulfillment of the action condition (Q) can be effectively and continuously indicated.
[0160] An "alternative motion (Mb)" is a motion that replaces part or all of one or more basic motions (B) among a plurality of basic motions (B). Examples of the alternative motion (Mb) corresponding to each basic motion (B) include motions that are modified based on the basic motion (B). For example, a motion that emphasizes the basic motion (B) or a motion that adds facial expressions such as joy, anger, sadness, or happiness to the basic motion (B) are suitable as an "alternative motion (Mb)".
[0161] [Appendix B5] In a specific example (Supplementary Note B5) of Appendix B2, the performance action (M) includes an alternative action (Mb), the one or more basic actions (B) are a plurality of different basic actions (B), and the display control unit (43) causes each of the plurality of characters (C) to repeat the plurality of basic actions (B) when the action condition (Q) is not met, and changes some or all of the plurality of basic actions (B) by the character (C) to the alternative action (Mb) when the action condition (Q) is met. In the above aspect, when the action condition (Q) is met, one of the plurality of steadily repeated basic actions (B) is changed to the alternative action (Mb). Therefore, it is possible to effectively and continuously indicate that the action condition (Q) is met.
[0162] [Appendix B6] A game system (100) according to any one of the specific examples (Supplementary Note B6) of Supplementary Note B1 to Supplementary Note B4 further includes a lottery processing unit (44) that selects one of a plurality of lottery elements including effect data (E) by lottery, and the correspondence management unit (45) manages the correspondence between the effect data (E) assigned to the player by the lottery processing unit (44) and the character (C) corresponding to the player. In the above-described aspect, the effect data (E) is assigned to the player according to the result of the lottery processing. Therefore, an incentive to play the game in order to acquire the desired effect data (E) can be effectively given to the player.
[0163] The "lottery process" is a process of probabilistically selecting one of a plurality of elements. The "plural elements" may consist of only a plurality of pieces of effect data (E), or may include elements other than the effect data (E). Furthermore, the "plural elements" may include a combination of the effect data (E) and a character (C). Examples of elements other than the effect data (E) or character (C) that are granted in the lottery process include various items, such as items for advantageously progressing through the table game and items for decorating the character (C).
[0164] [Appendix B7] The game system (100) according to any one of the specific examples (Supplementary Note B7) of Supplementary Note B1 to Supplementary Note B4 further includes an instruction receiving unit (41) that receives from the player a selection of one of a plurality of play media (Z) that associates effect data (E) with a character (C), and the correspondence management unit (45) determines the correspondence between the character (C) and the effect data (E) in the play media (Z) selected by the instruction receiving unit (41). In the above-described aspect, the player can obtain a combination of effect data (E) and a character (C) by obtaining the play media (Z).
[0165] [Appendix B8] An operation method of a game system (100) according to one aspect of the present disclosure is a method of operation of a game system (100) in which a correspondence management unit (45) manages correspondence between a plurality of characters (C) including a character (C) corresponding to a player and one of a plurality of different pieces of performance data (E) that specify a performance action (M) and an action condition (Q), determines the correspondence between the character (C) corresponding to the player and the performance data (E) in response to an instruction from the player, controls a table game in which game elements are distributed to each of the plurality of characters (C), and causes a display device (24) to display a game image (G) including the plurality of characters (C), and in displaying the game image (G), when an action condition (Q) specified by the performance data (E) corresponding to the character (C) is established in relation to the distribution status of the game elements to each of the plurality of characters (C), causes the character (C) to perform the performance action (M) specified by the performance data (E).
[0166] [Appendix B9] A program according to one aspect of the present disclosure (Appendix B9) causes a computer system to function as: a correspondence management unit (45) that manages correspondence between a plurality of characters (C) including a character (C) corresponding to a player and one of a plurality of different pieces of performance data (E) that specify a performance action (M) and an action condition (Q), the correspondence management unit (45) determining the correspondence between the character (C) corresponding to the player and the performance data (E) in response to an instruction from the player; a game control unit (42) that controls a table game in which game elements are distributed to each of the plurality of characters (C); and a display control unit (43) that displays a game image (G) including the plurality of characters (C) on a display device (24), the display control unit (43) causing the character (C) to execute the performance action (M) specified by the performance data (E) when the action condition (Q) specified by the performance data (E) corresponding to the character (C) is established regarding the distribution status of the game elements to each of the plurality of characters (C). [Explanation of symbols]
[0167] 100...game system, 200...communication network, 10...control system, 11, 21...control device, 12, 22...storage device, 13, 23...communication device, 20...terminal device, 24...display device, 25...operation device, 31...operation processing unit, 32...display processing unit, 40...control unit, 41...instruction receiving unit, 42...game control unit, 43...display control unit, 44...lottery processing unit, 45...correspondence management unit.
Claims
[Claim 1] a game control unit that controls a table game in which game elements are distributed to each of a plurality of characters including a first character corresponding to a player and a second character that competes against the first character; a display control unit that causes a game image including the first image and the second image to be displayed on a display device; Equipped with the first image includes the first character that moves in accordance with a distribution status of the game elements to the first character; the second image represents a virtual space including a game field in which the game elements are visibly arranged and a second character that behaves in accordance with a distribution status of the game elements to the second character; In the game image, the first character and the second character are of equal size. Game system.
Citation Information
Patent Citations
Demagnetizing method of magnetic tape
JP1981029812A