Game program, game system, game device

The game program and system facilitate easy sharing of gameplay images by allowing users to create and manage electronic image collections, enhancing user interaction and community engagement.

JP2026042121AActive Publication Date: 2026-03-11CAPCOM CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-27
Publication Date
2026-03-11

AI Technical Summary

Technical Problem

Existing information processing systems, such as described in Patent Document 1, face challenges in facilitating easy sharing of gameplay images between users.

Method used

A game program, system, and device that enable users to create and share electronic image collections, allowing users to view and save gameplay images, with features like album creation, image acquisition, and conditional sharing based on user progress and preferences.

Benefits of technology

Enhances the ease of sharing gameplay images, enabling users to view and save images more effectively, fostering a community of users who can interact and share their gaming experiences.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026042121000001_ABST
    Figure 2026042121000001_ABST
Patent Text Reader

Abstract

To provide a game system that enables users to more easily share game play images. [Solution] The game system 1 includes an image acquisition means 563 and an image album creation means 564. The image acquisition means 563 acquires gameplay images while a first user is playing a game. The image album creation means 564 creates an album including one or more gameplay images acquired by the image acquisition means 563. The game system 1 further includes a sharing means 233. The sharing means 233 shares the album with a second user other than the first user so that the album can be viewed.
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Description

[Technical Field]

[0001] The present invention relates to a game program, a game system, and a game device. [Background technology]

[0002] In the information processing system described in Patent Document 1, a photograph is taken in a virtual space, and an image of the virtual space is generated. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2023-075441 Summary of the Invention [Problem to be solved by the invention]

[0004] The information processing system described in Patent Document 1 has room for improvement in terms of sharing gameplay images between users.

[0005] The purpose of the present disclosure has been made in consideration of these circumstances, and its purpose is to provide a game program, a game system, and a game device that allow users to more easily share gameplay images between each other. [Means for solving the problem]

[0006] The first aspect comprises a computer comprising: a game execution means for executing a game based on an operation of a first user; image acquisition means for acquiring game play images while the first user is playing the game; an image collection creating means for creating an electronic image collection including one or more game play images acquired by said image acquisition means; and a sharing unit for sharing the electronic image collection with a second user other than the first user so that the second user can view the electronic image collection. It is a game program.

[0007] In a first aspect, when the first user performs an operation to share the electronic image collection with the second user, the sharing means can share all of the one or more gameplay images included in the electronic image collection so that they can be viewed by the second user.

[0008] In a first aspect, when the second user performs a selection operation to select a specific gameplay image from the one or more gameplay images included in the electronic image collection, the sharing means can save a copy of the specific gameplay image on the second user's game device.

[0009] In a first aspect, a flag is set in the electronic image collection to indicate whether or not copies of the one or more game play images included in the electronic image collection are permitted to be associated with the second user; The sharing means is when it is determined based on the flag that copies of the one or more gameplay images are permitted to be associated with the second user, making the one or more gameplay images included in the electronic image collection viewable by the second user and permitting copies of the one or more gameplay images included in the electronic image collection to be saved on the game device of the second user; If it is determined based on the flag that copies of the one or more gameplay images are not permitted to be associated with the second user, the one or more gameplay images included in the electronic image collection can be made viewable to the second user, but copies of the one or more gameplay images included in the electronic image collection can not be permitted to be saved on the second user's game device.

[0010] In a first aspect, the electronic image collection can include a predetermined background image and the one or more game play images pasted onto the background image.

[0011] In a first aspect, the image album creation means can change at least one of the background image and a decorative image pasted on the background image separately from the one or more gameplay images based on the operation of the first user.

[0012] In a first aspect, the sharing means can determine whether or not to share the one or more gameplay images included in the electronic image collection with the second user so that they can be viewed, based on the second user's game progress.

[0013] In a first aspect, the image acquisition means associates game information indicating a state of the game at a time when the game play image is acquired with the game play image; The sharing means is determining whether the second user has progressed in the game to a game state corresponding to the game play image based on the game information associated with the game play image and the progress of the game of the second user; When it is determined that the second user has progressed through the game up to the game situation corresponding to the gameplay image, the gameplay image included in the electronic image collection is shared with the second user so that it can be viewed; If it is determined that the second user has not progressed to the game situation corresponding to the gameplay image, the gameplay image included in the electronic image collection can be prevented from being shared and viewable by the second user.

[0014] In a first aspect, the game information may include at least one of location information within the game where the gameplay image was acquired and information indicating the progress of the first user's game at the time the gameplay image was acquired.

[0015] In a first aspect, the game execution means can request the first user to play a game associated with the game play image to be included in the electronic image collection.

[0016] In a first aspect, when a player character of a predetermined user appears in the game play image included in the electronic image collection, the sharing means can use the predetermined user as the second user.

[0017] In a first aspect, the sharing means can share the electronic image collection with the second user so that it can be viewed, on the condition that the player character of the second user is located in a predetermined area within the game.

[0018] In the first aspect, the sharing means can use a user selected by the first user from a player list of the first user as the second user.

[0019] In the first aspect, the gameplay images may include either still images or videos of the game being played.

[0020] A second aspect of the present invention is a game execution unit that executes a game based on an operation of a first user; an image acquisition unit that acquires gameplay images while the first user is playing the game; an image album creation unit that creates an electronic image album including one or more game play images acquired by the image acquisition unit; a sharing unit that shares the electronic image collection with a second user other than the first user so that the second user can view the electronic image collection; It is a game system.

[0021] A third aspect of the present invention provides a game execution unit that executes a game based on an operation of a first user; an image acquisition unit that acquires gameplay images while the first user is playing the game; an image album creation unit that creates an electronic image album including one or more game play images acquired by the image acquisition unit; a sharing unit that shares the electronic image collection with a second user other than the first user so that the second user can view the electronic image collection; It is a game device. [Effects of the Invention]

[0022] According to the game program, game system, and game device of the present invention, game play images can be more easily shared between users. [Brief explanation of the drawings]

[0023] [Figure 1] 1 is a block diagram showing a schematic configuration of a game system according to an embodiment. [Figure 2] 1A and 1B are diagrams illustrating examples of images in an album according to an embodiment. [Figure 3] 10A and 10B are diagrams showing a user's view of an album. [Figure 4] 1A and 1B are diagrams illustrating an example of information stored in an image DB according to an embodiment. [Figure 5] 10 is an example of a screen displayed on the game device according to the embodiment. [Figure 6] 10 is an example of a screen displayed on the game device according to the embodiment. [Figure 7] 10 is an example of a screen displayed on the game device according to the embodiment. [Figure 8] 10 is a sequence chart showing an example of the operation of the game system according to the embodiment. [Figure 9] 10 is a sequence chart showing an example of the operation of the game system according to the embodiment. [Figure 10] 10 is a sequence chart showing an example of the operation of the game system according to the embodiment. [Figure 11] FIG. 10 is a diagram schematically illustrating an example of information stored in an image DB according to a first modified example of the embodiment. [Figure 12] 10 is a flowchart showing a procedure of a process executed by a control unit according to a first modified example of the embodiment. [Figure 13] 10 is a flowchart showing a procedure of a process executed by a control unit according to a second modified example of the embodiment. [Figure 14]10A and 10B are diagrams each showing an example of an image in an album according to another embodiment of the present invention; [Figure 15] 10 is an example of a screen displayed on a game device according to another embodiment. [Figure 16] 10A and 10B are diagrams each showing an example of an image in an album according to another embodiment of the present invention; DETAILED DESCRIPTION OF THE INVENTION

[0024] [Embodiment] An embodiment of a game system 1 of the present disclosure will be described with reference to the drawings.

[0025] <Game Description> In the game system 1 shown in FIG. 1, a server device 2 and a plurality of game devices 5 are communicably connected to each other via a communication network 6, and a game provided by the server device 2 is executed on the game devices 5.

[0026] The game of this embodiment is an online game executed in the game system 1. In this game, a user of a game device 5 can cause one or more player characters to act in a virtual game space and can have the player characters fight against enemy characters, which are non-player characters. In this game, a user of a game device 5 can also perform so-called multiplay, in which the user's own player character acts in the virtual game space together with player characters operated by other users of game devices 5, allowing the player characters of each user to cooperate and fight against enemy characters, which are non-player characters.

[0027] In a game, a user can acquire game content. Game content is electronic data representing elements related to the game, such as a player character controlled by the user in a virtual game space, items such as weapons, armor, and tools that the player character can use in the virtual game space, and consumable media including various virtual currencies that can be used in the game. Users can obtain game content by purchasing it for a fee, by completing quests, or as rewards for various in-game events.

[0028] Virtual currency may be either paid virtual currency or free virtual currency. Paid virtual currency is virtual currency that is acquired by paying a fee. Free virtual currency is virtual currency that is acquired without paying a fee. Free virtual currency may be acquired as the game progresses, for example, as a bonus given to a user when logging into the game (a so-called login bonus) or as a bonus given to a user for completing a game event such as a quest.

[0029] A quest is game content associated with tasks and conditions to be achieved within the game. A clearing condition is set for each quest. If the clearing condition of the quest is achieved through the user's gameplay, the user is given a predetermined reward. Note that a quest may also be associated with tasks other than the clearing condition (so-called missions). By achieving the clearing condition while accomplishing the mission, the user is given a mission clearing reward in addition to the clearing reward.

[0030] Such games are played using a game device 5, which may be a home game console such as a PlayStation (registered trademark), a portable game console such as a Nintendo Switch (registered trademark), or an electronic device such as a personal computer, a smartphone, or a tablet. In the following, a case where the game device 5 is a game console will be exemplified.

[0031] <Game System Overview> The game system 1 is made up of a server device 2 and a plurality of game devices 5 .

[0032] The server device 2 stores game programs and game data, and manages the game data of the game device 5, more specifically, manages the game data for each account.

[0033] The game device 5 executes a predetermined game based on user operations. To do so, the game device 5 receives, specifically downloads and installs, a game program and game data from the server device 2 via the communication network 6. Each user is assigned account information associated with the game device 5. The account information includes identification information, a password, and the like. The account information is transmitted from the game device 5 to the server device 2 at the time of login and is used for user authentication on the server device 2. Note that, hereinafter, of the game devices 5, the game device 5 operated by the first user P1 will also be referred to as the "first game device 5a," and the game device 5 operated by the second user P2 will also be referred to as the "second game device 5b."

[0034] After user authentication, the server device 2 and the game device 5 can communicate with each other. After logging in, the game device 5 receives data necessary for the game progress, such as data related to the game progress status, from the server device 2, and then progresses the game while outputting game images and sounds based on user operations.

[0035] <Game system configuration> Hereinafter, the hardware configuration of each of the server device 2 and the game device 5 will be described with reference to FIG.

[0036] <Server device configuration> The server device 2 provides a game to the game device 5. As shown in Fig. 1, the server device 2 has a network interface 21, a storage unit 22, and a control unit 23. The network interface 21 and the storage unit 22 are electrically connected to the control unit 23 via a bus 29.

[0037] The network interface 21 is communicably connected to each game device 5 via a communication network 6 such as the Internet or a LAN.

[0038] The storage unit 22 is composed of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), SSD (Solid State Drive), etc. The storage unit 22 stores various programs including a part of the game program of this embodiment, as well as various data such as a user DB (Data Base) 221.

[0039] The user DB 221 stores user information, information about the player character operated by the user, and the like, in association with each identification number of a user playing the game. The user information includes information such as the user name and user rank. The information about the player character includes information such as the level and status of the player character, and equipment and items associated with the player character.

[0040] The control unit 23 is configured by a microcomputer having a CPU and a semiconductor memory, and controls the operation of the server device 2. The control unit 23 executes various programs to function as an information processing means 231, a collating means 232, and a sharing means 233. In this embodiment, these means 231 to 233 are examples of an information processing unit, a collating unit, and a sharing unit, respectively.

[0041] (Information processing means) The information processing means 231 transmits and receives various data to and from each game device 5. Main data received by the information processing means 231 includes game program download request information, account information, game data, etc. Main data transmitted by the information processing means 231 includes information for confirming that the game device 5 has received the game program, etc.

[0042] (Means of verification) The verification means 232 uses the user identification information received from the game device 5 to authenticate the user account.

[0043] (Sharing means) The sharing means 233 shares various game-related data among multiple game devices 5, in other words, among multiple users, based on user operations within the game. The various data include, for example, still images or videos generated by a user operating a game device 5 to capture a game screen. Hereinafter, such still images or videos generated using the game's capture function will be referred to as "gameplay images." Gameplay images may be acquired, for example, by automatically continuing to capture for a predetermined period of time. Gameplay images acquired by user operations or automatically are saved in a predetermined folder. The folder may be provided with a function that automatically deletes older gameplay images when the volume of saved data reaches a predetermined capacity.

[0044] The various data also includes an album in which one or more gameplay images are stored. An album is, for example, an electronic image collection that compiles images captured by a user. For example, a user can create an album by selecting one or more gameplay images of their choice from multiple gameplay images saved in a specified folder.

[0045] FIG. 2 shows an example of album AL10. As shown in FIG. 2, album AL10 includes, for example, a plurality of game play images IM11-IM14, a background image IMb that forms the background of the game play images IM11-IM14, and decorative images DE1-DE5 for decorating the areas surrounding the game play images IM11-IM14. Decorative images DE1 and DE2 are images of speech bubbles containing predetermined characters. Decorative images DE3 and DE4 are images of ribbons containing predetermined characters. Decorative image DE5 is an image of a sticky note containing predetermined characters. The characters included in each of decorative images DE1-DE5 may be entered by the user or may be prepared in advance.

[0046] The decorative images included in the album AL10 are not limited to the format shown in FIG. 2, and any format that can decorate the gameplay images can be used.

[0047] Furthermore, the decorative images DE1 to DE5 may be arranged so as to overlap a portion of each of the game play images IM11 to IM 14. As shown in Fig. 2, by arranging the decorative images DE1 to DE5 so as not to overlap each of the game play images IM11 to IM 14, viewing of the game play images IM11 to IM 14 is less likely to be obstructed.

[0048] For example, when a first user P1 is playing a game and a second user P2 is also playing a game, if the first user P1 uses a function of the game to request sharing of an album with the second user P2 and the second user P2 accepts the request, the sharing means 233 transitions the game mode of each of the first game device 5a and the second game device 5b to an album sharing mode. The album sharing mode is a game mode that allows the albums owned by each user to be viewed by the other user.

[0049] For example, as shown in Figure 3(A), when an album AL10 is stored in the first game device 5a of a first user P1, the album AL10 is basically viewable only by the first user P1 on the first game device 5a. Similarly, when an album AL20 is stored in the second game device 5b of a second user P2, the album AL20 is basically viewable only by the second user P2 on the second game device 5b. Note that Figure 3(A) illustrates a case where the album AL20 includes game play images IM21 to IM24.

[0050] When the sharing unit 233 causes the game modes of both the first game device 5a of the first user P1 and the second game device 5b of the second user P2 to transition to the album sharing mode, the first user P1 can view the album AL20 stored in the second game device 5b via the first game device 5a, as shown in FIG. 3(B). That is, the first user can view the background images, gameplay images, and decorative images that make up the album. The second user P2 can view the album AL10 stored in the first game device 5a via the second game device 5b. The album sharing mode is not limited to one in which the first game device 5a and the second game device 5b can share one album with each other, but may also be one in which multiple albums can be shared with each other.

[0051] Furthermore, when the game is set to the album sharing mode, the user can select one or more game play images included in an album shared by another game device 5, thereby obtaining copies of the selected game play images from the other game device 5. Furthermore, in the album sharing mode, the user can also select whether or not to make the decorative images viewable by other users. For example, if the user performs an operation to make the decorative images unavailable to other users, the album from which the decorative images have been removed, i.e., only the background images and game play images, are shared and viewable by other users.

[0052] In this way, in the album sharing mode, not only can the album be viewed by multiple users, but gameplay images included in the album can also be obtained by multiple users.

[0053] After the game modes of the first game device 5a and the second game device 5b have shifted to the album sharing mode, if at least one of the first user P1 and the second user P2 performs an operation to cancel the album sharing mode, the sharing means 233 returns the game modes of the first game device 5a and the second game device 5b to the normal game mode, thereby ending the sharing of the album between the first user P1 and the second user P2.

[0054] <Game Device Configuration> 1, the game device 5 has a display 61, a speaker 62, and a game pad 63, which are either externally connected or built-in. The game device 5 also has a network interface 51, a graphics processing unit 52, an audio processing unit 53, an operation unit 54, a storage unit 55, and a control unit 56. The network interface 51, the graphics processing unit 52, the audio processing unit 53, the operation unit 54, and the storage unit 55 are electrically connected to the control unit 56 via a bus 59. The hardware configurations of the multiple game devices 5 are basically the same, so redundant explanations will be omitted.

[0055] The network interface 51 is communicably connected to a communication network 6 for transmitting and receiving various data between the game device 5 and the server device 2.

[0056] The graphics processing unit 52 renders game images in a moving image format based on game image information output from the control unit 56. The game images include characters and various objects related to the virtual game space. The graphics processing unit 52 is connected to, for example, a liquid crystal display 61, and displays the game images rendered in a moving image format on the display 61 as a game screen.

[0057] The audio processing unit 53 is connected to a speaker 62 , and reproduces and synthesizes game sounds based on instructions from the control unit 56 , and outputs the game sounds from the speaker 62 .

[0058] The operation unit 54 is connected to the game pad 63, and transmits and receives data related to operations and inputs to and from the game pad 63. The user can input operation signals to the game device 5 by operating the game pad 63.

[0059] The storage unit 55 is composed of an HDD, an SSD, a RAM, a ROM, etc. The storage unit 55 stores game data downloaded from the server device 2, various programs including a part of the game program, account information for the game device 5, etc. The storage unit 55 also stores an image DB 551. The image DB 551 stores gameplay images acquired by the user and albums created by the user.

[0060] 4(A) and (B) show an example of information stored in the image DB 551 of the first game device 5a of the first user P1.

[0061] As shown in FIG. 4A, the image DB 551 stores, for each of one or more gameplay images, information such as an image identification number, acquisition date and time, location information, game information at the time of acquisition, and the acquirer, all of which are associated with each other. The image identification number is unique information assigned to each gameplay image. The acquisition date and time is the real-world date and time when the corresponding gameplay image was acquired. The location information is information indicating the location in the virtual game space where the corresponding gameplay image was acquired. Note that the location information is not limited to pinpoint location information in the virtual game space, but may also be, for example, information about the area of ​​the virtual game space. The game information at the time of acquisition is information about in-game events occurring when the corresponding gameplay image was acquired, such as quests, missions, or bosses in battle. The acquirer is information that can identify the user who acquired the gameplay image, such as the user's identification number. For example, if gameplay images IM11 to IM14 were acquired by a first user P1 on the first game device 5a, the first user P1's identification number PID11 is associated with these gameplay images IM11 to IM14.

[0062] Note that when the first user P1 acquires game play images from the second game device 5b of the second user P2 using the album sharing function, the game play images are also stored in the image DB 551. The game play images acquired from the second game device 5b are associated with the identification number of the second user P2 as information about the acquirer.

[0063] As shown in FIG. 4(B), the image DB 551 further stores, for each album or albums, information such as the album's identification number, creation date and time, the identification number of the gameplay image included in the album, background image information, and decorative image information, all of which are associated with each other. The album's identification number is unique information assigned to each album. The creation date is the real-world date and time when the album was created. The decorative image information includes, for example, information that can identify the decorative images DE1 to DE5, specifically, image data such as speech bubbles and ribbons, messages, and information on the placement location on the background image.

[0064] 1 is configured by a microcomputer having a CPU and semiconductor memory, and controls the operation of the game device 5. By executing various programs, the control unit 56 functions as a communication unit 561, a game execution unit 562, an image acquisition unit 563, an image album creation unit 564, an audio control unit 565, and a display control unit 566. These units 561 to 566 are examples of the communication unit, game execution unit, image acquisition unit, image album creation unit, audio control unit, and display control unit, respectively.

[0065] (Means of communication) The communication means 561 communicates with the server device 2 via the network interface 51. For example, the communication means 561 generates information that the server device 2 can grasp based on various operation signals received by the operation unit 54 from the game pad 63, and transmits the information to the server device 2. For example, the communication means 561 transmits account information, download request information for new game data, and the like to the server device 2. The communication means 561 also receives new game data and the like from the server device 2 that is transmitted from the server device 2 in response to the download request information.

[0066] (Game execution means) The game execution means 562 executes a game on the game device 5. For example, the game execution means 562 reads data such as virtual game space objects and textures included in the game data from the storage unit 55 or receives the data from the server device 2 based on a user's operation of the game pad 63. The game execution means 562 generates two-dimensional or three-dimensional game image information while executing a game program using the data such as the virtual game space objects and textures. The game image information is processed by the graphics processing unit 52, and the processed game images are sequentially displayed on the display 61. The game execution means 562 places a character on the game image based on a user's operation of the game device 5, and controls the behavior of the character in the virtual game space in accordance with the user's operation and the progress of the game.

[0067] (Image acquisition means) The image acquisition means 563 generates a game play image based on the user's operation of the game pad 63. For example, if the user pushes a predetermined button on the game pad 63 while playing a game, the image acquisition means 563 captures the game screen at that time. At that time, the image acquisition means 563 identifies the real-world date and time when the game screen was captured, the position information in the game where the player character was located when the game screen was captured, and information about an event that had occurred, and associates this information with the identification number of the game play image and the identification number of the user who captured the game image, and stores them in the image DB 551.

[0068] (Image collection creation method) The image album creation means 564 creates an album based on the user's operation of the game pad 63. For example, when the user selects album creation on a predetermined menu screen while playing a game, the image album creation means 564 displays an album creation screen on the display 61. On this album creation screen, the user can perform various operations such as creating an album or editing the album. For example, on the album creation screen for album AL10 shown in FIG. 2, the user can perform operations such as selecting and arranging one or more game play images IM11 to IM14 to be included in album AL10, selecting and editing a background image IMb, and selecting and editing decorative images DE1 to DE5. The operation of selecting and editing the background image IMb includes, for example, selecting and editing the pattern and color of the background image IMb. The operation of selecting and editing decorative images DE1 to DE5 includes, for example, selecting and editing the pattern and color of decorative images DE1 to DE5 and selecting and editing text included in decorative images DE1 to DE5.

[0069] After the user has completed creating the album, when the user performs an operation to save the album on the album creation screen, the image album creation means 564 identifies the real-world date and time when the album was created, and associates the identified date and time with the album's identification number, the identification numbers of one or more gameplay images included in the album, background image information, and decorative image information, etc., and stores them in the image DB 551.

[0070] (Voice control means) The audio control means 565 controls the audio output of the speaker 62 based on the user's operation on the game device 5 during execution of the game.

[0071] (Display control means) The display control means 566 controls the display output of the display 61 based on the user's operation on the game device 5 when the game is executed.

[0072] Next, an example of a screen displayed on the display 61 by the display control means 566 will be described.

[0073] For example, the display control means 566 displays a game screen 70 as shown in FIG. 5 on the display 61 of the first game device 5a. When the first user P1 operates a predetermined button 701 on the game screen 70 shown in FIG. 5 to switch to the album sharing mode, the display control means 566 displays a shared user selection screen 700 within the game screen 70. As shown in FIG. 5, the shared user selection screen 700 is a screen that displays a list of users with whom the album is to be shared. The users displayed on the shared user selection screen 700 include, for example, users who are registered as friends by the first user P1 and users who belong to the same guild as the first user P1. When the first user P1 performs an operation to select, for example, the second user P2 on this shared user selection screen 700 and then performs an operation to request the second user P2 to enter the album sharing mode, a message 81 indicating that the first user P1 has requested album sharing is displayed on the game screen 80 of the second game device 5b, as shown in FIG. 6, for example.

[0074] Thereafter, when the second user clicks a button 810 on the game screen 80 to display details of the message 81, a message screen 82 is displayed prompting the user to decide whether or not to start sharing the album, as shown in Fig. 7. When the second user clicks an accept button 820 on this message screen 82, matching between the first game device 5a and the second game device 5b is completed, and the game modes of the first game device 5a and the second game device 5b each transition to the album sharing mode. This not only enables the first game device 5a and the second game device 5b to mutually view albums, but also enables the first game device 5a and the second game device 5b to mutually obtain images included in the albums.

[0075] <Game system operation flow> Next, an example of the operation of the game system 1 of this embodiment will be described.

[0076] For example, when the first user P1 performs an operation to start sharing an album on the first game device 5a while playing a game, as shown in Fig. 8, the shared user selection screen 700 shown in Fig. 5 is displayed on the game screen of the first game device 5a (step S10). After the first user P1 selects, for example, the second user P2 on this shared user selection screen 700 (step S11), the first user P1 performs an operation to request sharing of the album with the second user P2 (step S12). The request is then transmitted to the second game device 5b via the sharing means 233 of the server device 2 (step S13). As a result, the first game device 5a transitions to a standby mode in which it waits for the sharing request to be accepted by the second user P2 (step S14).

[0077] On the other hand, when the request to share the album is received by the second game device 5b (step S20), a message indicating that the first user P1 has requested the second user P2 to share the album is displayed on the game screen of the second game device 5b in the form shown in Fig. 6 (step S21). Subsequently, the second user P2 performs an operation to display the details of the message (step S22), and then clicks the accept button 820 on the message screen 82 shown in Fig. 7 to start sharing the album (step S23), and the second game device 5b also transitions to standby mode (step S24).

[0078] When both the first user P1 and the second user P2 transition to the standby mode in this manner, the sharing means 233 of the server device 2 determines that both the first user P1 and the second user P2 have accepted sharing of the album, and determines that matching between the first user P1 and the second user P2 has been completed. As a result, the sharing means 233 of the server device 2 transitions the game modes of the first game device 5a and the second game device 5b to the album sharing mode (step S30). As a result, the album AL20 stored in the second game device 5b becomes viewable on the first game device 5a. Furthermore, the album AL10 stored in the first game device 5a becomes viewable on the second game device 5b.

[0079] Thereafter, when the first user P1 performs an operation to select, for example, game play image IM21 from among the game play images IM21 to IM24 included in the album AL20 shared from the second game device 5b (step S15), the sharing means 233 acquires a copy of the selected game play image IM21 from the second game device 5b (step S31) and transmits the acquired copy of the game play image IM21 to the first game device 5a (step S32). As a result, the copy of the game play image IM21 is stored in the first game device 5a (step S16), allowing the first user P1 to acquire the game play image IM21.

[0080] On the other hand, for example, if the second user P2 performs an operation to select, for example, game play image IM11 from the plurality of game play images IM11 to IM14 included in the album AL10 shared from the first game device 5a (step S25), the sharing means 233 acquires a copy of the selected game play image IM11 from the first game device 5a (step S33) and transmits the acquired copy of the game play image IM11 to the second game device 5b (step S34). As a result, the copy of the game play image IM11 is stored in the second game device 5b (step S26), allowing the second user P2 to acquire the game play image IM11.

[0081] 9, after the first game device 5a has transitioned to standby mode (step S14), if the first user P1 performs an operation to cancel sharing on the first game device 5a (step S17), a message to that effect is transmitted to the second game device 5b. As a result, a message to the effect that sharing has been canceled is displayed on the second game device 5b. In this case, the sharing means 233 of the server device 2 does not transition the first game device 5a and the second game device 5b to the album sharing mode; in other words, sharing of the album between the first user P1 and the second user P2 does not begin.

[0082] Furthermore, as shown in Fig. 8, when a message indicating that the first user P1 has requested the second user P2 to share an album is displayed on the game screen of the second game device 5b (step S21), the second user P2 may not be able to respond to the message. In this case, as shown in Fig. 10, the second user P2 can accept the album sharing request from the first user P1 by selecting the first user P1 from his / her player list (step S28). If the second user P2 accepts the album sharing request from the first user P1, the processes from step S24 onwards are executed in the same manner as in the sequence chart shown in Fig. 8.

[0083] <Effects> In summary, the game system 1 of this embodiment causes the control unit 56 (computer) of the game device 5 to function as a game execution means 562, an image acquisition means 563, and an image album creation means 564. The game execution means 562 executes a game based on an operation by the first user P1. The image acquisition means 563 acquires game play images while the first user P1 is playing the game. The image album creation means 564 creates an album (electronic image album) including one or more game play images acquired by the image acquisition means 563. Furthermore, the game system 1 of this embodiment causes the control unit 23 (computer) of the server device 2 to function as a sharing means 233. The sharing means 233 shares the album so that it can be viewed by a user (second user) other than the first user P1.

[0084] According to this configuration, an album containing one or more gameplay images can be shared and viewed between the first user P1 and the second user P2, making it easier for users P1 and P2 to share images.

[0085] For example, when the first user P1 performs an operation to share the album with the second user P2, the sharing unit 233 makes all of the one or more game play images IM11-IM14 included in the album AL10 available to the second user P2. The album AL10 includes a predetermined background image IMb and one or more game play images IM11-IM14 pasted on the background image IMb. Furthermore, when the second user P2 performs a selection operation to select, for example, game play image IM11 (predetermined game play image) from the one or more game play images IM11-IM14 included in the album, the sharing unit 233 saves a copy of the game play image IM11 on the second game device 5b of the second user P2. Note that in this embodiment, saving the copy of the game play image IM11 on the second game device 5b means storing the copy of the game play image IM11 in the image DB 551 of the second game device 5b.

[0086] This configuration allows the second user P2 to easily obtain the game play images IM11 to IM14 of the first user P1.

[0087] The image album creating means 564 changes at least one of the background image IMb and the decorative images DE1 to DE5 (decorative images) pasted on the background image IMb separately from the game play images IM11 to IM14, based on the operation of the first user P1.

[0088] According to this configuration, the first user P1 can easily change the atmosphere of the album AL10 by changing the background image IMb and the decorative images DE1 to DE5 of the album AL10.

[0089] The second user P2 may be able to save a copy of the album itself, i.e., save all of the gameplay images, background images, and decorative images, and also save data that reflects the respective layouts of the gameplay images and decorative images. This allows the second user P2 to acquire the album itself if the album created by the first user P1 is to the second user's liking. Furthermore, this encourages users to improve the album's design so that the entire album will be selected for saving, thereby increasing interest.

[0090] The sharing means 233 uses a user selected by the first user P1 from the player list of the first user P1 as a sharing partner user (second user).

[0091] This configuration allows the first user P1 to easily select users with whom to share.

[0092] <First Modification> Next, a first modified example of the game system 1 of the embodiment will be described. Note that the following description will be given taking as an example a case where a first user P1 shares an album with a second user P2.

[0093] 11 shows an example of information stored in the image DB 551 of the first game device 5a of the first user P1. As shown in FIG. 11, the image DB 551 of this modified example stores a plurality of albums AL10 to AL13. Saveability flags Fa10 to Fa13 are associated with the albums AL10 to AL13, respectively. As shown in FIG. 11, the saveability flags Fa10 to Fa13 are set to either a saveable state or a save-unsaveable state.

[0094] When the save permission flag is set to a save permission state, this means that the second user P2 can save the game play images included in the corresponding album on his / her own second game device 5b. That is, in the image DB 551 shown in Fig. 11, the save permission flag Fa10 corresponding to the album AL10 is set to a save permission state, so in this case, when the first user P1 shares the album AL10 with the second user P2, the second user P2 can view one or more game play images included in the album AL10 and can also save one or more game play images included in the album AL10 on his / her own second game device 5b.

[0095] If the save permission flag is set to the save-prohibited state, this means that the second user P2 cannot save the game play images included in the corresponding album to his / her own second game device 5b. That is, in the image DB 551 shown in Fig. 11, the save permission flag Fa12 corresponding to the album AL12 is set to the save-prohibited state. In this case, when the first user P1 shares the album AL10 with the second user P2, the second user P2 can view one or more game play images included in the album AL10, but cannot save one or more game play images included in the album AL10 to his / her own second game device 5b.

[0096] FIG. 12 shows an example of the operation of the sharing means 233 of the server device 2 of this modified example.

[0097] For example, suppose that while a second user P2 is viewing an album AL10 of a first user P1 on a second game device 5b, the second user P2 performs an operation to select a game play image included in the album AL10. At this time, the sharing unit 233 acquires information about the savability flag Fa10 set in the album AL10 from the first game device 5a (step S40) and determines whether the savability flag Fa10 of the acquired album AL10 indicates a savability state (step S41). At this time, if the sharing unit 233 determines that the savability flag Fa10 set in the album AL10 indicates a savability state (step S41: YES), it acquires the game play images included in the album AL10 from the first game device 5a (step S42) and transmits the acquired game play images to the second game device 5b, which is the sharing destination (step S43). As a result, the game play images included in the album AL10 are saved in the second game device 5b.

[0098] Meanwhile, suppose that the second user P2 performs an operation to select a game play image included in the album AL12. At this time, the sharing means 233 similarly acquires information on the savability flag Fa12 set in the album AL12 from the first game device 5a (step S40), and determines whether the savability flag Fa12 of the acquired album AL10 is in a savable state (step S41). At this time, if the sharing means 233 determines that the savability flag Fa12 set in the album AL10 is in a non-savable state (step S41: NO), the sharing means 233 does not perform the processes of steps S42 and S43, i.e., does not transmit the game play images included in the album AL12 to the second game device 5b, and ends the process shown in FIG. 12 as is.

[0099] As described above, in the game system 1 of this modified example, albums AL10 to AL13 are set with save permission flags Fa10 to Fa13, respectively, which indicate whether copies of one or more game play images included in the album AL are permitted to be associated with another user (second user). If the sharing unit 233 determines that saving is permitted, for example, based on the save permission flag Fa10 of album AL10, the sharing unit 233 makes the game play images included in album AL10 viewable by the second user P2 and permits copies of the game play images included in album AL10 to be saved on the second game device 5b. If the sharing unit 233 determines that saving is not permitted, for example, based on the save permission flag Fa12 of album AL12, the sharing unit 233 makes the game play images included in album AL12 viewable by the second user P2, but does not permit copies of the game play images included in album AL12 to be saved on the second game device 5b.

[0100] With this configuration, the first user P1 can separate albums AL10, which permit the second user P2 to both view and save gameplay images, from album AL12, which permits the second user P2 to view gameplay images but does not permit the second user P2 to save gameplay images, thereby improving convenience for the first user P1.

[0101] <Second Modification> Next, a second modified example of the game system 1 of the embodiment will be described. Note that the following description will be given taking as an example a case where a first user P1 shares an album with a second user P2.

[0102] In this modified example, the game system 1 changes whether or not the game play images IM11-IM14 are viewable by the sharing users by using the location information IG11-IG14 associated with the game play images IM11-IM14, respectively, as shown in Fig. 4(A). In this modified example, the location information of the game play images IM11-IM14 is an example of game information that indicates the status of the game at the time the game play images were acquired.

[0103] FIG. 13 shows an example of the operation of the sharing means 233 of the server device 2 of this modified example.

[0104] For example, suppose that a first user P1 performs an operation to share his / her album AL10 with a second user P2. At this time, the sharing means 233 acquires information on the positions IG11 to IG14 of the game play images IM11 to IM14 included in the album AL10 from the first game device 5a (step S50). The sharing means 233 also acquires the game progress status of the second user P2 from the second game device 5b (step S51).

[0105] Then, the sharing means 233 compares, for example, the position information IG11 of the game play image IM11 with the game progress status of the second user P2, and determines whether the second user P2 has progressed in the game to the game status corresponding to the game play image IM11 (step S52). For example, if the player character of the second user P2 has reached the location in the game where the game play image IM11 was captured, the sharing means 233 determines that the second user P2 has progressed in the game to the game status corresponding to the game play image IM11 (step S52: YES) and sets the game play image IM11 to be viewable by the second user P2 (step S53). Next, the sharing means 233 determines whether there are other game play images included in the album AL10 (step S55), and if there are other game play images (step S55: YES), returns to step S52.

[0106] Next, the sharing means 233 compares, for example, the position information IG12 of the game play image IM12 with the progress of the game of the second user P2, and determines whether the second user P2 has progressed in the game to the game situation corresponding to the game play image IM12 (step S52). For example, if the player character of the second user P2 has not reached the location in the game where the game play image IM12 was captured, the sharing means 233 determines that the second user P2 has not progressed in the game to the game situation corresponding to the game play image IM12 (step S52: NO), and sets the game play image IM12 to be unavailable to the second user P2 (step S54).

[0107] In this way, when all game play images IM11 to IM14 included in album AL10 are set to either viewable or unviewable, the sharing unit 233 determines that there are no other game play images included in album AL10 (step S54: NO), and displays album AL10 on the second game device 5b in a state in which the game play images set to viewable are displayed and the game play images set to unviewable are not displayed (step S55). For example, if game play images IM11 and IM13 are set to viewable and game play images IM12 and IM14 are set to unviewable, album AL10 is displayed on the second game device 5b in a state in which only game play images IM11 and IM13 are viewable. For example, if album AL10 is configured as shown in FIG. 2, album AL10 is displayed on the second game device 5b with the game play images IM12 and IM14 each filled in white.

[0108] In this way, in the game system 1 of this modified example, if the sharing means 233 determines that the second user P2 has progressed in the game to the game situations corresponding to the game play images IM11 and IM13, the game play images IM11 and IM13 included in the album AL10 are shared and viewable with the second user P2. On the other hand, if the sharing means 233 determines that the second user P2 has not progressed in the game to the game situations corresponding to the game play images IM12 and IM14, the game play images IM12 and IM14 included in the album AL10 are not shared and viewable with the second user P2.

[0109] This configuration makes it possible to prevent the second user P2 from learning about the progress of the game through gameplay images included in the album AL10 shared by the first user P1, ie, to prevent so-called game spoilers.

[0110] In addition, the information used to determine whether or not to make gameplay images viewable is not limited to in-game location information, but can also include various information about the game played by first user P1, such as the progress of quests and missions, the status of boss defeats, and the acquisition status of game media by first user P1's player character.

[0111] [Other embodiments] The various control means and processing procedures described in the above embodiments are merely examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately modified in design within the scope that does not change the gist of the present invention.

[0112] For example, the game execution means 562 may request the first user P1 to play a game related to game play images to be included in the album AL10. Specifically, as shown in FIG. 14, in the album AL10, game play images IM11 to IM13 are arranged in image frames F11 to F13 out of four image frames F11 to F14, respectively, while no game play image is arranged in image frame F14. In this case, as shown in FIG. 14, the game execution means 562 prompts the first user P1 to have the player character explore a desert area in the game by displaying, for example, the words "breathtaking sandy scenery" in image frame F14. Alternatively, the game execution means 562 may request a new quest or mission related to the desert area in the game from the first user P1.

[0113] The sharing unit 233 may allow the first user P1 to share the album AL10 with other users, not just users registered in the first user P1's player list as users with whom the first user P1 shares the album AL10, if, for example, game play images IM11-IM14 included in the album AL10 feature player characters of other users (predetermined users). In this case, the other users are not limited to users registered as friends by the first user P1 or users belonging to the same guild as the first user P1, but may also be any users who played online together. In this case, for example, when the first user P1 acquires a game play image IM13, the sharing unit 233 associates the identification number of the game play image IM13 with the identification number of the third user P3 who played online, and stores them in the user DB 221 or the like. As a result, when the first user P1 performs an operation to paste the game play image IM13 into the album AL10, the sharing means 233 can read the identification number of the third user P3 associated with the game play image IM13 from the user DB221, thereby identifying the third user P3, and therefore, when the first user P1 shares the album AL10, the third user P3 can be displayed on the first game device 5a as a sharing partner.

[0114] When sharing an album between the first user P1 and the second user P2, the sharing unit 233 may permit sharing of the album on the condition that both the player character of the first user P1 and the player character of the second user P2 are located in a predetermined area within the game. This prevents the first user P1 from unintentionally requesting sharing of the album AL10 to the second user P2 while the second user P2 is playing a game, for example, thereby making it less likely that the gameplay of the second user P2 will be hindered. Note that the sharing unit 233 may permit sharing of the album on the condition that either the player character of the first user P1 or the player character of the second user P2 is located in a predetermined area within the game.

[0115] Gameplay images included in an album may be added automatically, not necessarily by user selection. For example, if a user pre-sets a predetermined objective, scene, etc. for an album, when a gameplay image corresponding to the predetermined objective, scene, etc. is captured, the gameplay image is automatically added to the album. For example, a predetermined objective or scene may be set in the form of "defeat B with player A." In this case, when a user captures a gameplay image while playing multiplayer with player A, the captured gameplay image is automatically added to the album.

[0116] Communication between game devices 5 does not necessarily have to be performed via server device 2, and game devices 5 may communicate directly with each other using, for example, P2P.

[0117] The method by which a user requests album sharing is not limited to the method shown in FIG. 5 , and any method can be employed. For example, when a first user P1 invites another user's player character to join his or her own player character's party, the first user P1 displays an invitation screen 91 as shown in FIG. 15 on the game screen 90. The invitation screen 91 is a user interface for inviting another user to join a party. The invitation screen 91 has fields for "invitation content," "sender," and "online ID." The "sender" field displays the name, etc., of each user to be invited. The "online ID" field displays the identification number of each user to be invited. The "invitation content" field includes fields for "party invitation," "quest party invitation," "album sharing invitation (permanent)," and "album sharing invitation (temporary)." The "party invitation" field is selected when inviting another user to form a permanent party. The "Quest Party Invitation" item is selected to invite other users to form a temporary party, for example, to complete a quest. The "Album Sharing Invitation (Permanent)" item is operated when inviting other users to share an album permanently. The "Album Sharing Invitation (Temporary)" item is operated when inviting other users to share an album temporarily. In this way, it may be possible to invite users to share an album on the user interface for inviting users to a party.

[0118] 15 includes a filtering setting button 910 that allows the first user P1 to set filtering conditions when searching for users to invite. The first user P1 can set filtering conditions and sorting conditions by operating the filtering setting button 910. By setting the filtering conditions and sorting conditions, the first user P1 can display only users who meet the specified filtering conditions among multiple users registered as friends in the game, or can sort and display the multiple displayed users according to the specified sorting conditions. The sorting conditions may include a condition as to whether or not the user has been invited to share an album, or a condition as to whether or not the album has already been shared.

[0119] As shown in FIG. 16, the decoration of album AL10 may use an image IM30 of a medal or an image IM31 of a title that is given to a user in a game. Medals and titles are game media that are given to a user when a predetermined condition is met in the game. The predetermined condition may be, for example, achieving good results in a predetermined tournament. Medals and titles are distributed only to users who meet the predetermined condition, and therefore are rarer than regular decorations. Therefore, by making it possible to decorate album AL10 using rare medals and titles, it is possible to increase the interest of users.

[0120] An album is not limited to being created by a single user, but may be created jointly by multiple users. For example, if a first user P1 applies to a second user P2 to "share an album creation," and the second user P2 accepts the application, the first user P1 and the second user P2 may each be able to edit the same shared album.

[0121] In the above embodiment, the server device 2 and the game device 5 are integrated to function as a game program, but the present invention is not limited to this. All of the means of the game program may be provided in the server device 2 alone, the game device 5 alone, a communication terminal separate from the server device 2 and the game device 5 alone, or two of these devices that can be combined (for example, distributed processing between the server device 2 and the game device 5). Furthermore, when the server device 2, the game device 5, and the communication terminal are integrated to function as a whole, it is also possible to appropriately change which means are to be functioned by which device.

[0122] Design modifications made by a person skilled in the art to the above specific examples as appropriate are also included within the scope of the present disclosure as long as they comprise the features of the present disclosure. The elements of each of the above specific examples, as well as their arrangement, conditions, shape, etc., are not limited to those exemplified and can be modified as appropriate. The elements of each of the above specific examples can be combined as appropriate as long as no technical contradictions arise. [Explanation of symbols]

[0123] 1: Game system, 5: Game device, 23, 56: Control unit (computer), 233: Sharing means (Sharing unit), 562: Game execution means (Game execution unit), 563: Image acquisition means (Image acquisition unit), 564: Image album creation means (Image album creation unit).

Claims

1. Computer, a game execution means for executing a game based on an operation of a first user; image acquisition means for acquiring game play images while the first user is playing the game; an image collection creating means for creating an electronic image collection including one or more game play images acquired by said image acquisition means; and a sharing unit for sharing the electronic image collection with a second user other than the first user so that the second user can view the electronic image collection. Game program.

2. When the first user performs an operation to share the electronic image collection with the second user, the sharing means shares all of the one or more game play images included in the electronic image collection so that the second user can view them. The game program according to claim 1 .

3. When the second user performs a selection operation to select a predetermined game play image from the one or more game play images included in the electronic image collection, the sharing means stores a copy of the predetermined game play image in the game device of the second user. The game program according to claim 1 .

4. a flag is set in the electronic image collection indicating whether or not copies of the one or more game play images included in the electronic image collection are permitted to be associated with the second user; The sharing means is when it is determined based on the flag that copies of the one or more gameplay images are permitted to be associated with the second user, making the one or more gameplay images included in the electronic image collection viewable by the second user and permitting copies of the one or more gameplay images included in the electronic image collection to be saved on the game device of the second user; When it is determined based on the flag that copies of the one or more gameplay images are not permitted to be associated with the second user, the one or more gameplay images included in the electronic image collection are made viewable to the second user, but copies of the one or more gameplay images included in the electronic image collection are not permitted to be saved on the game device of the second user. The game program according to claim 1 .

5. The electronic image collection includes a predetermined background image and the one or more game play images pasted onto the background image. The game program according to claim 1 .

6. The image album creating means changes at least one of the background image and a decorative image pasted on the background image separately from the one or more game play images, based on an operation of the first user. The game program according to claim 5 .

7. The sharing means determines whether or not to share the one or more game play images included in the electronic image collection with the second user so that the images can be viewed, based on the progress of the game played by the second user. The game program according to claim 1 .

8. the image acquisition means associates game information indicating the state of the game at the time the game play image is acquired with the game play image; The sharing means is determining whether the second user has progressed in the game to a game state corresponding to the game play image based on the game information associated with the game play image and the progress of the game of the second user; When it is determined that the second user has progressed through the game up to the game situation corresponding to the game play image, the game play image included in the electronic image collection is shared with the second user so that it can be viewed; If it is determined that the second user has not progressed to the game situation corresponding to the gameplay image, the gameplay image included in the electronic image collection is not shared with the second user so that it can be viewed. The game program according to claim 7.

9. The game information includes at least one of location information within the game where the gameplay image was acquired and information indicating the progress of the game of the first user at the time the gameplay image was acquired. The game program according to claim 8.

10. The game execution means requests the first user to play a game associated with the game play image to be included in the electronic image collection. The game program according to claim 1 .

11. The sharing means uses the predetermined user as the second user when the player character of the predetermined user appears in the game play image included in the electronic image collection. The game program according to claim 1 .

12. The sharing means shares the electronic image collection with the second user so that the electronic image collection can be viewed on condition that the player character of the second user is located in a predetermined area within the game. The game program according to claim 1 .

13. The sharing means uses a user selected by the first user from the player list of the first user as the second user. The game program according to claim 1 .

14. The gameplay images include either still images or video images during game play. The game program according to claim 1 .

15. a game execution unit that executes a game based on an operation of a first user; an image acquisition unit that acquires gameplay images while the first user is playing the game; an image album creation unit that creates an electronic image album including one or more game play images acquired by the image acquisition unit; a sharing unit that shares the electronic image collection with a second user other than the first user so that the second user can view the electronic image collection; Game system.

16. a game execution unit that executes a game based on an operation of a first user; an image acquisition unit that acquires gameplay images while the first user is playing the game; an image album creation unit that creates an electronic image album including one or more game play images acquired by the image acquisition unit; a sharing unit that shares the electronic image collection with a second user other than the first user so that the second user can view the electronic image collection; Game device.

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