Program, information processing device and system
The system and device configuration manage gimmick interactions in multiplayer games to enhance entertainment value by allowing simultaneous character interactions while preventing position mismatches, thus maintaining user immersion and reducing frustration.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-29
- Publication Date
- 2026-03-12
AI Technical Summary
Existing game technologies do not sufficiently enhance the entertainment value by effectively managing interference with gimmick objects, leading to reduced user immersion and frustration due to mismatches in gimmick positions and interaction availability.
A system and device configuration that allows simultaneous interaction with gimmicks by multiple characters while preventing position mismatches by controlling display states and interactions, ensuring one character's additional interaction does not interfere with another's interaction.
Enhances user immersion and maintains game interest by preventing position mismatches and allowing timely activation of gimmick functions, reducing frustration and maintaining gameplay enjoyment.
Smart Images

Figure 2026043611000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a program, an information processing device, and a system. [Background technology]
[0002] Conventionally, techniques relating to gimmick objects in a game space have been known. For example, Patent Document 1 describes a warp object, which is a type of gimmick object that assists escape actions, etc. The warp object operates to realize instantaneous teleportation (warping) between two distant locations within the game field GF. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] International Publication No. 2022 / 176764 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the technology described in Patent Document 1 does not sufficiently enhance the entertainment value of the game. Specifically, there is room for further study regarding the control of interference with gimmick objects.
[0005] Therefore, an object of the present disclosure is to provide a program, an information processing device, and a system that increase the interest of games. [Means for solving the problem]
[0006] A program according to one embodiment of the present disclosure causes a computer to: display a first character and a second character in a game space, wherein at least one of the first character and the second character is controlled by a user's operation; control interference by the first character with an object displayed in the game space, wherein the object can be changed from a first display state to a second display state by interference by the first character; and control interference by the second character with the object, wherein, when the object is in the first display state, interference by the second character is allowed while the first character is interfering with the object, and, when the object is in the second display state, interference by the second character is not allowed while the first character is interfering with the object.
[0007] An information processing device according to another aspect of the present disclosure displays a first character and a second character in a game space, where at least one of the first character and the second character is controlled by a user's operation; controls interference by the first character with an object displayed in the game space, where the object is changeable from a first display state to a second display state by interference by the first character; and controls interference by the second character with the object, where, when the object is in the first display state, the second character is allowed to interfere with the object while the first character is interfering, and, when the object is in the second display state, the second character is not allowed to interfere with the object while the first character is interfering.
[0008] A system according to another aspect of the present disclosure includes: displaying a first character and a second character in a game space, where at least one of the first character and the second character is controlled by a user's operation; controlling interference by the first character with an object displayed in the game space, where the object is changeable from a first display state to a second display state by interference by the first character; and controlling interference by the second character with the object, where, when the object is in the first display state, the second character is allowed to interfere with the object while the first character is interfering, and, when the object is in the second display state, the second character is not allowed to interfere with the object while the first character is interfering. [Effects of the Invention]
[0009] According to the present disclosure, it is possible to provide a program, an information processing device, and a system that enhance the entertainment value of a game. [Brief explanation of the drawings]
[0010] [Figure 1A] FIG. 1 is a diagram for explaining an example of a problem to be solved by the present embodiment. [Figure 1B] FIG. 1 is a diagram for explaining an example of a problem to be solved by the present embodiment. [Figure 2] FIG. 2 is a diagram illustrating an example of a functional configuration of the system 1 according to the present embodiment. [Figure 3] FIG. 2 is a diagram for explaining an example of the operation of the system 1 according to the present embodiment. [Figure 4] FIG. 2 is a diagram for explaining an example of the operation of the system 1 according to the present embodiment. [Figure 5] FIG. 2 is a diagram for explaining an example of the operation of the system 1 according to the present embodiment. [Figure 6]FIG. 2 is a diagram illustrating an example of the hardware configuration of each device in the system 1 according to the present embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0011] Preferred embodiments of the present disclosure will be described with reference to the accompanying drawings. (Note that in each drawing, components with the same reference numerals have the same or similar configurations.)
[0012] <1. Background> In this embodiment, the "game" will be described as an online action game. That is, multiple users (who may also be called players) each control a character in a game space and progress through the game while cooperating and / or competing. In one example, a predetermined goal is set in the game, and users control their characters to achieve the predetermined goal. The predetermined goal may be, for example, defeating enemy NPCs (non-player characters), defeating characters controlled by other users, collecting predetermined game content, etc. In another example, the game may not have a clearly set goal, and users may find their own way to enjoy the game. Note that the game content may be objects that can be used or accumulated to progress through the game. The game content may be objects that are useful in progressing through the game. The game content may be, for example, items, experience points, etc.
[0013] A system 1 according to this embodiment (hereinafter simply referred to as "system 1") controls a character's interference (hereinafter referred to as "interaction") with a gimmick placed in the game space. The user of the character can start the character's interaction with the gimmick by pressing a button to start the interaction while capturing, for example, a predetermined coordinate in the game space associated with the gimmick (hereinafter referred to as the "gimmick point") in a predetermined area of the game screen (for example, near the center of the game screen). Hereinafter, the operation by the user to start the character's interaction with the gimmick will be referred to as an "interaction start operation."
[0014] A gimmick is an example of an object in the game space. In one embodiment, a gimmick is an object that, when interacted with by a character, exhibits a function associated with the gimmick. Examples of functions associated with a gimmick include a function that changes the shape of the gimmick, a function that moves the gimmick, a function that changes the design of the gimmick, and a function that gives the gimmick an advantageous or disadvantageous effect to the character.
[0015] An example of a gimmick is a branch growing from a tree in the game space. A character may be able to grab the branch and further pull and bend it by interacting with the branch. The character pulling and bending the branch is an example of the function associated with the gimmick being exercised.
[0016] Another example of a gimmick is a door in the game space. For example, a character can open a closed door by interacting with the door. The character opening the door is an example of the function associated with the gimmick being exercised.
[0017] In one embodiment, a character's interaction with a gimmick may include initiating an interaction and further interacting after the interaction has been initiated (hereinafter, this additional interaction will be specifically referred to as an "additional interaction"). The user of the character can cause the character to perform an additional interaction, for example, by pressing a predetermined button after the interaction has been initiated. Hereinafter, a user operation for causing the character to perform an additional interaction with the gimmick will be referred to as an "additional interaction operation." Note that, in one embodiment, the function associated with the gimmick is not exerted at least immediately after the interaction has been initiated, but is exerted by the additional interaction.
[0018] In the following, the state in which a character has started interacting with a gimmick will be referred to as “interacting,” and the state in which a character has not started interacting with a gimmick will be referred to as “non-interacting.” That is, a character transitions from a non-interacting state to an interacting state by an interaction start operation, and performs additional interactions by additional interaction operations while interacting.
[0019] For example, if the gimmick is a branch growing from a tree, the character not grabbing the branch is an example of a non-interacting state. The character grabbing the branch is an example of the character initiating an interaction with the gimmick. The character grabbing the branch is an example of an interacting state. The character bending the branch while grabbing it is an example of an additional interaction.
[0020] For example, if the gimmick is a door, the character not touching the door is an example of a non-interacting state. The character touching the door is an example of the character starting to interact with the gimmick. The character touching the door is an example of an interacting state. The character opening the door after touching it is an example of an additional interaction.
[0021] In one embodiment, the gimmick can be changed from a first display state to a second display state by a character interacting with it. In one embodiment, the gimmick can be changed from a first display state to a second display state by a character additionally interacting with it.
[0022] In one embodiment, the first display mode includes a mode in which the gimmick is displayed at a first position in the game space, and the second display mode includes a mode in which the gimmick is displayed at a second position in the game space. That is, changing the gimmick from the first display mode to the second display mode includes moving the gimmick from the first position to the second position.
[0023] For example, if the gimmick is a branch growing from a tree, the display mode of the branch when the character is not grasping the branch and when the character is grasping the branch but not bending it are examples of a first display mode. In contrast, the display mode of the branch when the character is grasping the branch and bending it is an example of a second display mode. In other words, the display mode of the branch can be changed from the first display mode to the second display mode by the character grasping the branch and then bending it (an example of an additional interaction).
[0024] For example, if the gimmick is a door, the display mode of the door when the character is not touching the door and when the character is touching the door but not opening it are examples of a first display mode. In contrast, the display mode of the door when the character has opened the door is an example of a second display mode. That is, when the character touches the door and then opens the door (an example of an additional interaction), the display mode of the door can be changed from the first display mode to the second display mode.
[0025] As described above, a user can initiate an interaction with a gimmick by using a character by selecting a gimmick point. In one embodiment, the gimmick point is a predetermined coordinate in the game space corresponding to the first display mode. An example of the predetermined coordinate in the game space corresponding to the first display mode is a predetermined coordinate on the surface or inside of the gimmick when the gimmick is in the first display mode. An example of the inside of a gimmick is a set of coordinates between any two coordinates on the surface of the gimmick in the game space. In other words, when the gimmick is in the first display mode, a part of the gimmick may appear to the user as a gimmick point. If the gimmick is a branch growing from a tree, an example of a gimmick point is the coordinate of the tip of the branch when the branch is not pulled (i.e., the first display mode). If the gimmick is a door, an example of a gimmick point is the coordinate of the doorknob of the door when the door is closed (i.e., the first display mode).
[0026] In one embodiment, while a first character is interacting with a gimmick, a second character may be able to further interact with the gimmick. For example, if the gimmick is a branch growing from a tree, a second character may be able to further grab the branch while a first character is grabbing but not bending the branch. For example, if the gimmick is a door, a second character may be able to further prepare to open the door while a first character is preparing to open the door.
[0027] In this disclosure, the act of a first character interacting with a gimmick while a second character is further interacting with the gimmick, and the act of a first character interacting with a gimmick while a second character is further interacting with the gimmick, may be referred to as "the first character and the second character simultaneously interacting with the gimmick." In other words, in this disclosure, the act of the first character and the second character simultaneously interacting with the gimmick is not limited to the timing when the first character starts interacting with the gimmick and the timing when the second character starts interacting with the gimmick being the same.
[0028] Here, an example of a problem to be solved by the system 1 will be described with reference to FIGS. 1A-1B. FIGS. 1A-1B are conceptual diagrams showing an example of the arrangement of characters c1, c2, and gimmick g in a game space. Note that while FIGS. 1A-1B show characters c1, c2, and gimmick g from a bird's-eye view, this does not limit the form of a screen displayed by a game device 2, which will be described later. For example, the game device 2 used by the user of character c1 may display the game space from the first-person perspective of character c1 (or from a third-person perspective over the shoulder, etc.), and similarly, the game device 2 used by the user of character c2 may display the game space from the first-person perspective of character c2 (or from a third-person perspective over the shoulder, etc.).
[0029] FIG. 1A is a diagram showing a situation in which a character c1 starts interacting with a gimmick g. The gimmick g shown in the example of FIG. 1A is a branch growing from a tree. In this case, the user of character c1 can have the character c1 grab the branch by pressing a button to start the interaction (i.e., an interaction start operation) while capturing a gimmick point gp inside the branch in a predetermined area of the game screen.
[0030] FIG. 1B illustrates a situation in which character c1 performs an additional interaction with gimmick g. In the example of FIG. 1B, character c1 pulls gimmick g, which is a branch, through an additional interaction. The additional interaction causes gimmick g to move from a first position (here, the position where it is not being pulled) to a second position (here, the position where it is being pulled). In this case, as a general game specification, gimmick point gp may remain at the same coordinates as when gimmick g was in the first position. In this case, even though gimmick g has moved from the first position to the second position, gimmick point gp does not move. Therefore, from the perspective of the user of character c2, it appears that gimmick g can be interacted with in the same location as when it was in the first position. This phenomenon can destroy the user's sense of immersion in the game and ultimately reduce the game's enjoyment.
[0031] One example of a method for preventing the user from feeling a mismatch between the position where gimmick g is displayed and the position of gimmick point g is to prohibit character c2 from interacting with gimmick g at the time character c1 starts interacting with gimmick g. However, for example, if character c1 does not perform any additional interactions after starting to interact with gimmick g, the user of character c2, who wants to activate the gimmick's function through additional interactions, may feel frustrated because they are unable to activate the gimmick's function. Therefore, even if character c1 is interacting, it is desirable to leave room for character c2 to further interact with gimmick g as long as there is no mismatch between the position of gimmick g and the position of gimmick point g (or if it is within an acceptable range).
[0032] Such problems can be solved by the system 1. The configuration and operation of the system 1 will be described in detail below.
[0033] <2. Functional configuration> The functional configuration of the system 1 of this embodiment will be described with reference to Fig. 2. The system 1 includes a plurality of game devices 2, a server device 3, and a communication network 4. The plurality of game devices 2 and the server device 3 are configured to be able to communicate with each other via the communication network 4.
[0034] [Game Device 2] The game device 2 is a device on which a user can execute a game. When a user executes a game, it can also be said that the user is playing the game. The game device 2 may be hardware manufactured solely for the purpose of executing games (e.g., Nintendo Switch (registered trademark), PlayStation (registered trademark) 4 or 5, etc.), or may be general-purpose hardware capable of executing games (e.g., a smartphone, a tablet terminal, a personal computer, etc.). The game device 2 is an example of an information processing device.
[0035] The game device 2 may be able to execute a game by downloading a game program or by loading a storage medium on which the game program is recorded. At least some of the functions of the game device 2 described below may be realized by such a game program.
[0036] The game device 2 includes an input / output unit 21, a control unit 20, a storage unit 22, a network interface unit 24, and a bus 26. The input / output unit 21, the control unit 20, the storage unit 22, and the network interface unit 24 are electrically connected via the bus 26.
[0037] (Input / output section 21) The input / output unit 21 includes an input interface and an output interface. The input interface accepts input of various operations by the user. The input interface may be, for example, a button, a control stick, a touchpad, a microphone, a camera, an acceleration sensor, etc. The output interface outputs various information to the user. The output interface may be, for example, a display, a speaker, etc.
[0038] (control unit 20) The control unit 20 can function as a game execution unit 200, a game space display unit 202, and an interaction control unit 204 by executing various programs stored in the storage unit 22.
[0039] -Game Execution Unit 200- The game execution unit 200 executes a game program. In one embodiment, the game execution unit 200 (1a) accepts input from a user via the input interface of the input / output unit 21, (2a) processes the video and audio of the game based on the input information, and (3a) outputs the video and audio via the output interface.
[0040] The game execution unit 200 may execute a game program in cooperation with the server device 3. In one embodiment, the game execution unit 200 (1b) accepts input from a user via the input interface of the input / output unit 21, (2b) transmits the input information to the server device 3 via the network interface unit 24, (3b) receives a response from the server device 3, (4b) processes the video and audio of the game based on the received information, and (5b) outputs it via the output interface.
[0041] The game executing unit 200 enables the user to play the game by repeatedly executing the above (1a) to (3a) and / or the above (1b) to (5b).
[0042] -Game space display unit 202- The game space display unit 202 displays the game space via the output interface of the input / output unit 21. The game space may be displayed two-dimensionally (for example, like a 2D scroll action game) or three-dimensionally. A first character, a second character, and a gimmick are displayed in the game space.
[0043] At least one of the first character and the second character is controlled by a user's operation. In this embodiment, the first character is operated by a first user, and the second character is operated by a second user. Hereinafter, when there is no particular distinction between the first character and the second character, or when they are referred to collectively, they will be simply referred to as "characters." Furthermore, when there is no particular distinction between the first user and the second user, or when they are referred to collectively, they will be simply referred to as "users."
[0044] -Interaction control section 204- The interaction control unit 204 controls the first character's interaction with a gimmick displayed in the game space. As described above, the gimmick can be changed from a first display mode to a second display mode by the first character's interaction. One example of controlling the first character's interaction is to have the first character start an interaction with the gimmick in response to an interaction start operation by the first user. Another example of controlling the first character's interaction is to have the first character perform an additional interaction with the gimmick in response to an additional interaction operation by the first user.
[0045] The interaction control unit 204 further controls the second character's interaction with the gimmick. When the gimmick is in the first display mode, the interaction control unit 204 allows the second character to interact with the gimmick while the first character is interacting with it. An example of allowing the second character to interact with the gimmick is when the second character starts interacting with the gimmick in response to an interaction start operation by the second user. In other words, when the gimmick is in the first display mode, the first character and the second character can interact with the gimmick at the same time.
[0046] In contrast, when the gimmick is in the second display mode, the interaction control unit 204 does not allow the second character to interact with the gimmick while the first character is interacting with it. An example of not allowing the second character to interact with the gimmick is to not allow the second character to start interacting with the gimmick even if the second user performs an interaction start operation. In other words, after the gimmick is changed from the first display mode to the second display mode, the first character occupies the gimmick.
[0047] (Storage unit 22) The storage unit 22 stores various types of information for the operation of the game device 2. In one embodiment, the storage unit 22 stores various programs (including game programs) executed by the control unit 20. In one embodiment, the storage unit 22 stores account information and the like related to a user's account.
[0048] (Network Interface Unit 24) The network interface unit 24 realizes communication with other devices via the communication network 4. The network interface unit 24 communicates with the communication network 4 via a wireless communication interface and / or a wired communication interface.
[0049] [Server device 3] The server device 3 provides online game services to a plurality of game devices 2. In one embodiment, the server device 3 acquires information about the position and movement of a first character from the game device 2 used by a first user and transmits the information to the game device 2 used by a second user. The game device 2 used by the second user renders the first character in the game space based on the information. Similarly, the server device 3 acquires information about the position and movement of a second character from the game device 2 used by the second user and transmits the information to the game device 2 used by the first user. The game device 2 used by the first user renders the second character in the game space based on the information.
[0050] In one embodiment, the server device 3 causes the status of interactions between the first character and the second character with a gimmick to be shared between the game device 2 used by the first user and the game device 2 used by the second user. In one example, the server device 3 acquires interaction information regarding the first character's interaction with a gimmick from the game device 2 used by the first user and transmits the interaction information to the game device 2 used by the second user. The interaction information may include information indicating whether the first character is interacting with the gimmick, information indicating whether the first character has made an additional interaction with the gimmick, and the like. This allows the game device 2 used by the second user to grasp the status of the first character's interaction with the gimmick.
[0051] The game device 2 used by the second user may change the display mode of the gimmick based on the interaction information received from the server device 3. For example, if the interaction information indicates that the first character has additionally interacted with the gimmick, the game device 2 used by the second user may change the gimmick that was displayed in the first display mode to the second display mode. In this case, the interaction control unit 204 may prohibit the second character from interacting with the gimmick.
[0052] The server device 3 may be a device including one or more virtual or physical game server devices and one or more virtual or physical database server devices. In one embodiment, the server device 3 is a cloud server device. The server device 3 is an example of an information processing device.
[0053] <3.Operation> An example of the operation of the game device 2 will be described below with reference to Figures 3-5. In the following description, it is assumed that the game device 2 used by the first user and the game device 2 used by the second user share the status of interactions with the gimmick via the above-mentioned interaction information. In other words, it is assumed that the game device 2 used by the first user can grasp the status of interactions with the gimmick by the second character, and the game device 2 used by the second user can grasp the status of interactions with the gimmick by the first character.
[0054] (First embodiment) An example of the operation of the game device 2 according to the first embodiment will be described with reference to Fig. 3. In Fig. 3, the description will focus on the operation of the game device 2 used by the first user. In the example of Fig. 3, the gimmick is initially in a first position (an example of a first display mode), is maintained in the first position immediately after the start of an interaction, and moves from the first position to a second position (an example of a change to a second display mode) by an additional interaction.
[0055] First, the game device 2 displays the first character, the second character, and the gimmick in the game space (S100). Immediately after step S100, both the first character and the second character are in a non-interacting state. In this state, the first character and the second character are permitted to interact with the gimmick. That is, both the first character and the second character can start interacting with the gimmick.
[0056] Next, the game device 2 receives an interaction start operation from the first user (S102). Immediately after step S102, the first character is interacting. Meanwhile, the second character remains in a non-interacting state. Note that at this point, the first character has merely started interacting and has not yet performed any additional interactions. In other words, the gimmick remains in the first position, and the second character is permitted to interact with the gimmick.
[0057] Next, the game device 2 accepts an additional interaction operation from the first user (S104). As a result, the gimmick moves from the first position to the second position. Immediately after step S104, the first character remains in an interacting state. Then, because the gimmick has moved to the second position by the additional interaction, interaction by the second character is prohibited.
[0058] Next, the game device 2 receives an operation to end the interaction (hereinafter referred to as an "interaction end operation") from the first user (S106). Immediately after step S106, both the first character and the second character are in a non-interacting state. At this point, the gimmick is still in the second position, and therefore the first character and the second character are prohibited from interacting with the gimmick.
[0059] Next, the game device 2 returns the gimmick to the first position (S108). For example, the gimmick returning to the first position means that the branch serving as the gimmick returns from a bent state (second position) to its original state (first position). Immediately after step S108, the gimmick has returned to the first position, and therefore interactions by the first character and the second character are permitted.
[0060] (Second embodiment) An example of the operation of the game device 2 according to the second embodiment will be described with reference to Fig. 4. In the example of Fig. 4, similar to the example of Fig. 3, the description will focus on the operation of the game device 2 used by the first user. In the first embodiment, an example was described in which the first character interacts with a gimmick, and the second character does not interact with the gimmick. In contrast, in the second embodiment, an example of the operation of the game device 2 when the first character and the second character simultaneously interact with the gimmick will be described.
[0061] First, the game device 2 displays the first character, the second character, and the gimmick in the game space and receives an interaction start operation from the first user (S200-S202). As described in the first embodiment, immediately after step S202, the first character is interacting. Meanwhile, the second character remains in a non-interacting state. At this point, the first character has merely started interacting and has not yet performed any additional interactions. In other words, the gimmick is maintained in the first position, and the second character is permitted to interact with the gimmick.
[0062] Next, the game device 2 receives, via the server device 3, interaction information including information that the second character has started interacting (S204). Immediately after step S204, the first character and the second character are simultaneously interacting with the gimmick.
[0063] Next, the game device 2 accepts an additional interaction operation from the first user (S206). As a result, the gimmick moves from the first position to the second position. Immediately after step S206, the game device 2 cancels the interaction by the second character (S208). Canceling the interaction by the second character in this manner is an example of not allowing interaction by the second character.
[0064] (Third embodiment) An example of the operation of the game device 2 according to the third embodiment will be described with reference to Fig. 5. In the third embodiment, the operation of the game device 2 will be described with a focus on the transition of the gimmick state.
[0065] In state 300 (initial state), the gimmick is in the first position and the first character and the second character are not interacting with the gimmick. In this state, since the gimmick is in the first position, the first character and the second character are allowed to interact with the gimmick.
[0066] In state 302, the gimmick is in a first position, the first character is interacting with it, and the second character is not interacting with it. In this state, the gimmick is in the first position, so the second character is allowed to interact with it.
[0067] In state 304, the gimmick is in a first position, the second character is interacting with it, and the first character is not interacting with it. In this state, the gimmick is in the first position, so the first character is allowed to interact with it.
[0068] State 306 is a state in which the gimmick is in a first position and the first and second characters are interacting simultaneously.
[0069] In state 308, the gimmick is in the second position, the first character is interacting with it, and the second character is not interacting with it. In this state, the gimmick is in the second position, so the second character is prohibited from interacting with it.
[0070] In state 310, the gimmick is in a second position, the second character is interacting with it, and the first character is not interacting with it. In this state, the gimmick is in the second position, and therefore the first character is prohibited from interacting with it.
[0071] The gimmick in state 300 transitions to state 302 when the first character starts interacting (i.e., based on an interaction start operation by the first user). The gimmick in state 300 transitions to state 304 when the second character starts interacting (i.e., based on an interaction start operation by the second user).
[0072] The gimmick in state 302 transitions to state 308 when the first character performs an additional interaction (i.e., based on the first user's additional interaction operation). The gimmick in state 302 transitions to state 306 when the second character starts an interaction (i.e., based on the second user's interaction start operation). The gimmick in state 302 transitions to state 300 when the first character ends the interaction (i.e., based on the first user's interaction end operation).
[0073] The gimmick in state 304 transitions to state 310 when the second character performs an additional interaction (i.e., based on an additional interaction operation by the second user). The gimmick in state 304 transitions to state 306 when the first character starts an interaction (i.e., based on an interaction start operation by the first user). The gimmick in state 304 transitions to state 300 when the second character ends the interaction (i.e., based on an interaction end operation by the second user).
[0074] The gimmick in state 306 transitions to state 308 when the first character performs an additional interaction (i.e., based on an additional interaction operation by the first user). This transition terminates the interaction by the second character. The gimmick in state 306 transitions to state 310 when the second character performs an additional interaction (i.e., based on an additional interaction operation by the second user). This transition terminates the interaction by the first character. The gimmick in state 306 transitions to state 304 when the first character ends the interaction (i.e., based on an interaction termination operation by the first user). The gimmick in state 306 transitions to state 302 when the second character ends the interaction (i.e., based on an interaction termination operation by the second user).
[0075] The gimmick in state 308 transitions to state 300 when the first character ends the interaction (i.e., based on the first user's interaction ending operation).
[0076] The gimmick in state 310 transitions to state 300 when the second character ends the interaction (i.e., based on the second user's interaction ending operation).
[0077] As described above, one aspect of the program executed by the game device 2 causes the computer of the game device 2 to execute the following processes (1) to (3). (1) Displaying a first character and a second character in a game space, at least one of the first character and the second character being controlled by a user's operation. (2) Controlling the first character's interaction with an object (gimmick) displayed in the game space. The object (gimmick) can be changed (moved) from a first display state (first position) to a second display state (second position) by the first character's interaction. (3) Controlling the second character's interaction with the object (gimmick). When the object (gimmick) is in the first display mode (first position), the second character is allowed to interact with the object (gimmick) while the first character is interacting with it. When the object (gimmick) is in the second display mode (second position), the second character is not allowed to interact with the object (gimmick) while the first character is interacting with it.
[0078] <4. Effects> This configuration allows the first character and the second character to interact with the gimmick simultaneously (for example, from immediately after S102 to immediately before S104 in Figure 3), while preventing the user from noticing a mismatch between the position of the gimmick and the position of the gimmick point that occurs when the display mode of the gimmick is changed (for example, from immediately after S104 to immediately before S106 in Figure 3).
[0079] In one embodiment, the first display mode includes a mode in which the object is displayed at a first position in the game space, and the second display mode includes a mode in which the object is displayed at a second position in the game space. When a gimmick moves from the first position to the second position, the user is particularly likely to feel a mismatch between the position of the gimmick and the position of the gimmick point. Therefore, under such circumstances, it is particularly significant to control the interaction of one character while the other character is interacting or additionally interacting with the gimmick.
[0080] Specifically, according to the game device 2 of one embodiment, while one character is performing an additional interaction, the other character is prohibited from performing an interaction. This can prevent the occurrence of an event (inconsistency, see FIG. 1B ) in which, from the user of the other character's perspective, the gimmick appears to be available for interaction in the same location as when it was in the first position. As a result, the user's sense of immersion in the game is prevented from being impaired, and the interest of the game is maintained.
[0081] Furthermore, while neither character is performing an additional interaction (even if one of the characters has already started an interaction), either character can start an interaction and perform an additional interaction (i.e., there is room for interaction), so the user who wants to activate the gimmick's function can activate it at their own timing. This reduces the frustration felt by the user when they are unable to activate the gimmick's function.
[0082] In one embodiment, coordinates (gimmick points) corresponding to the first display mode are set in the game space, and a first character is operated by a first user. The first user can initiate an interaction with the object by the first character by selecting the coordinates (gimmick points) corresponding to the first display mode. If an interaction can be initiated by selecting a gimmick point, the user is particularly likely to sense a mismatch between the position of the gimmick and the position of the gimmick point. Therefore, under such a premise, it is particularly significant to control the interaction of one character while the other character is interacting with the gimmick.
[0083] <5. Hardware Configuration> 6, an example of a hardware configuration in which the devices included in the above-described system 1 are realized by a computer 70 will be described. Note that the functions of each device can also be realized by dividing them into multiple devices.
[0084] As shown in FIG. 6, the computer 70 includes a processor 700 , a storage device 702 , an input I / F 704 , a data I / F 706 , a communication I / F 708 , and a display device 710 .
[0085] Processor 700 controls various processes in computer 70 by executing programs stored in storage device 702. For example, each functional unit included in control unit 20 of game device 2 can be realized by processor 700 executing programs stored in storage device 702.
[0086] The storage device 702 is a storage medium such as a RAM (Random Access Memory), etc. The RAM temporarily stores the program code of the program executed by the processor 700 and data required when the program is executed.
[0087] The storage device 702 may also be a non-volatile storage medium such as a hard disk drive (HDD) or flash memory. The storage device 702 stores an operating system and various programs for implementing the above-described configurations. The storage medium storing the various programs may be a non-transitory computer-readable medium. The storage device 702 may also store tables that register various types of information and a DB that manages the tables. Such programs and data are loaded into the storage device 702 as needed and referenced by the processor 700.
[0088] The input I / F 704 is a device for receiving input from a user. Specific examples of the input I / F 704 include a camera, a button, a microphone, a keyboard, a mouse, a touch panel, various sensors, and a wearable device. The input I / F 704 may be connected to the computer 70 via an interface such as a USB (Universal Serial Bus).
[0089] The data I / F 706 is a device for inputting data from outside the computer 70. A specific example of the data I / F 706 is a drive device for reading data stored in various storage media. The data I / F 706 may be provided outside the computer 70. In this case, the data I / F 706 is connected to the computer 70 via an interface such as a USB.
[0090] The communication I / F 708 is a device for performing data communication with devices external to the computer 70 via the communication network 4, either wired or wirelessly. The communication I / F 708 may be provided external to the computer 70. In this case, the communication I / F 708 is connected to the computer 70 via an interface such as a USB.
[0091] The display device 710 is a device for displaying various types of information. Specific examples of the display device 710 include a liquid crystal display, an organic EL (Electro-Luminescence) display, and a display of a wearable device. The display device 710 may be provided outside the computer 70. In this case, the display device 710 is connected to the computer 70 via, for example, a display cable. Furthermore, when a touch panel is adopted as the input I / F 704, the display device 710 can be configured as an integral part of the input I / F 704.
[0092] Furthermore, the components of the devices included in the system 1 described in the above embodiment are assumed to realize predetermined processing in cooperation with other hardware by the processor 700 executing a program stored in the storage device 702. In other words, these components are envisioned as both software or firmware and the corresponding hardware, and in both of these concepts, they are also referred to as "functions," "means," "parts," "processing circuits," "units," or "modules," and can be interpreted as such.
[0093] <6. Variations> The above-described embodiments are intended to facilitate understanding of the present disclosure and are not intended to limit the present disclosure. The configurations and operations of the present embodiments are not limited to those exemplified, and can be modified as appropriate within the scope of not causing technical contradictions. Furthermore, configurations shown in different embodiments can be partially substituted or combined with each other.
[0094] In the above embodiment, the operation of the game device 2 has been mainly described, but the game device 2 may operate in cooperation with the server device 3. A program according to an embodiment of the present disclosure may be executed in cooperation with the game device 2 and the server device 3. That is, part of the processing of the program according to an embodiment of the present disclosure may be executed in the game device 2, and the other part may be executed in the server device 3.
[0095] In the above embodiment, the multiple game devices 2 are typically described as communicating via the server device 3, but this is not limited thereto. The multiple game devices 2 may, for example, communicate directly with each other. Furthermore, at least one of the multiple game devices 2 may have the function of the server device 3.
[0096] In the above embodiment, the gimmick has been described as having a first display mode and a second display mode, and in the first display mode, the first character and the second character can interact simultaneously, and in the second display mode, one of the first character and the second character can interact, but the game may have other gimmicks. The other gimmick may be a gimmick that has a first display mode and a second display mode, and the first character and the second character can interact simultaneously in either the first display mode or the second display mode. The other gimmick may be a gimmick that has a first display mode and a second display mode, and the first character and the second character can interact in either the first display mode or the second display mode.
[0097] The gimmick in the above embodiment may have a third display mode different from the first and second display modes. When the gimmick has the third display mode, the first character and the second character may be able to interact with the gimmick simultaneously, or one of the first character and the second character may be able to interact with the gimmick.
[0098] In the above embodiment, the gimmick may have a period during which interaction is not permitted regardless of the display mode. For example, the gimmick may be an object that can be interacted with only when a predetermined condition related to the progress of the game is satisfied.
[0099] In the above embodiment, the game is described as an online action game mainly played by a first user and a second user, but is not limited to this. At least one of the first character and the second character may be an NPC. That is, the game may be an offline game. Furthermore, the game may be an online game that can be played by three or more users simultaneously.
[0100] In the above embodiment, whether the gimmick has moved from the first position to the second position can be determined by various methods.
[0101] In one embodiment, the game device 2 may determine that the gimmick has moved to the second position if the center coordinates of the gimmick when it is in the first position become different coordinates as a result of the gimmick moving. In other words, the center coordinates of the gimmick when it is in the first position may be different from the center coordinates of the gimmick when it is in the second position.
[0102] In one embodiment, the game device 2 may determine that the gimmick has moved to the second position if a gimmick point that was inside the gimmick when the gimmick was in the first position becomes outside the gimmick as a result of the gimmick moving. In other words, the gimmick point may be inside the gimmick when the gimmick is in the first position, and the gimmick point may be outside the gimmick when the gimmick is in the second position.
[0103] In one embodiment, a gimmick may be an object in the game space that is different from a vehicle (for example, a car, a robot that a character can ride in, etc.).
[0104] (Modifications regarding notification information) The control unit 20 may function as a component other than the game execution unit 200, the game space display unit 202, and the interaction control unit 204 described in the above embodiment. In one embodiment, the control unit 20 may function as a notification unit.
[0105] The notification unit notifies the user of information related to an interaction with the gimmick. Note that notifying the user of the information is not limited to displaying a push notification containing the information, but may also include making the information viewable by the user.
[0106] In one embodiment, the notification unit displays notification information including information about an interaction by the first character with a gimmick to the second user based on the interaction. In one example, when the first user performs an interaction start operation, the notification unit displays the notification information to the second user. In another example, when the first user performs an additional interaction operation, the notification unit displays the notification information to the second user. This allows the second user to know that an interaction is being performed by the first character.
[0107] In one embodiment, the notification unit displays notification information based on the first character attempting to interact with the gimmick. Examples of the first character attempting to interact with the gimmick include the first character moving toward the gimmick and the distance between the first character and the gimmick falling below a predetermined threshold for notification. This allows the second user to know in advance that the first character may interact with the gimmick. Note that the movement of the first character toward the gimmick may be detected based on the distance between the first character and the gimmick at a first time point being greater than the distance between the first character and the gimmick at a second time point after the first time point (i.e., the distance becoming shorter over time).
[0108] In one embodiment, the notification unit displays notification information based on an interaction of a second character with a gimmick while a first character is interacting with the gimmick.
[0109] In one example, the notification unit may display notification information to the second user based on an interaction by the second character with the gimmick while the first character is interacting with the gimmick and the gimmick is in the first display mode. In such a situation, an additional interaction by the first character may cause the gimmick to change to the second display mode in the near future, which may result in the second character's interaction being prohibited by the interaction control unit 204. This configuration allows the second user to understand that it may soon become impossible to interact with the gimmick.
[0110] In another example, the notification unit may display notification information to the second user based on an interaction by the second character with the gimmick while the first character is interacting with the gimmick and the gimmick is in the second display mode. In such a situation, the interaction control unit 204 prohibits the second character from interacting with the gimmick. That is, with this configuration, the second user can understand that the second character cannot interact with the gimmick because the first character is interacting with the gimmick.
[0111] In one embodiment, the notification information displayed to the second user includes identification information for identifying at least one of the first user and the first character. The identification information for identifying the first user is, for example, the account name and user icon of the first user. The identification information for identifying the first character is, for example, the character name and character icon of the first character. With this configuration, even when there are three or more users playing the game, it is easy to know who is interacting with the gimmick.
[0112] In one embodiment, the notification unit displays notification information to the first user based on an interaction with the gimmick by the second character while the first character is interacting with the gimmick. In one example, the notification unit may display notification information to the first user based on an interaction with the gimmick by the second character while the first character is interacting with the gimmick and the gimmick is in a first display mode. In another example, the notification unit may display notification information to the first user based on an interaction with the gimmick by the second character while the first character is interacting with the gimmick and the gimmick is in a second display mode. This configuration allows the first user to know that the second user is about to interact with the gimmick.
[0113] (Variations regarding gimmick information) In one embodiment, the game device 2 displays gimmick information regarding interactions with the gimmick to the user.
[0114] In one embodiment, the gimmick information includes information indicating that when the gimmick is changed from the first display mode to the second display mode, the second character is not permitted to interact with the gimmick while the first character is interacting with the gimmick. This configuration allows the user to understand that the gimmick is a gimmick for which interaction may be restricted.
[0115] In one embodiment, the gimmick information includes information that the first character and the second character can interact simultaneously when the gimmick is in the first display mode.
[0116] In one embodiment, the gimmick information includes information regarding at least one of an interaction initiation operation and an additional interaction operation for the gimmick.
[0117] In one embodiment, the gimmick information includes information regarding the conditions under which a character is allowed to interact with the gimmick (e.g., ending interactions by other characters, using a specific game medium with the gimmick, etc.).
[0118] (Other variations) Although the above embodiment has mainly described a configuration that solves the problem associated with the example shown in Figures 1A-B, the problem solved by the present disclosure is not limited to this. Those skilled in the art can appropriately combine the configurations in the present disclosure to enhance the entertainment value of the game.
[0119] In the above embodiment, the character may interact with the gimmick mainly by touching it, but this is not limited thereto. The character may interact with the gimmick by holding a first end of a string-like binder and fastening a second end, different from the first end, of the binder to the gimmick. In this case, if the character is within a predetermined distance from the gimmick, the character may shoot or throw the binder toward the gimmick and fasten the second end to the gimmick. When the character is holding the first end of the binder and the second end of the binder is fastened to the gimmick, the binder may be displayed in the game space.
[0120] Securing the second end of the binder to the gimmick is an example of initiating an interaction. Having the character pull the first end of the binder with the second end of the binder secured to the gimmick is an example of an additional interaction. Note that securing the second end of the binder to the gimmick may result in the second end of the binder moving and stopping together with the gimmick, and the first end of the binder moving and stopping together with the character.
[0121] The second end of the binder can be fixed to an object (in-game object) that can include, in addition to a gimmick, an NPC (including an enemy character, etc.), game content (including an item, etc.), and a character operated by another user. Various embodiments in which the second end of the binder can be fixed to an object are described below. In the following description, "object" can be replaced with, for example, a "gimmick" or "game content" to the extent that no technical contradiction occurs.
[0122] In one embodiment, the user can perform a predetermined operation with the second end of the binder fixed to an object, thereby attracting the object to the character and causing the character to acquire the object. In another embodiment, the user can perform a predetermined operation with the second end of the binder fixed to an object, thereby causing the character to pull the binder toward the object and move at high speed.
[0123] In one embodiment, the character can shoot or throw the second end of the binder along a target that can be displayed on the game screen. The user can change the position of the target by operating the game device 2.
[0124] In one embodiment, the second end of the binder is ejected or thrown toward an object near the crosshair displayed on the game screen so as to adhere to it. That is, when the distance between the crosshair displayed on the game screen and the object displayed on the game screen is equal to or less than a predetermined threshold, the character can eject or throw the second end of the binder toward the object. In one embodiment, the "predetermined threshold" varies depending on the distance between the character and the object in the game space. In one example, the "predetermined threshold" is set to a large value when the distance between the character and the object in the game space is large, and the "predetermined threshold" is set to a small value when the distance between the character and the object in the game space is small. That is, from the user's perspective, the farther an object is from the character, the stronger the second end of the binder appears to adhere to it.
[0125] The distance between the aim displayed on the game screen and the object displayed on the game screen may be determined based on the Euclidean distance between the coordinates (XY coordinates) where the center of the aim is displayed and the coordinates (XY coordinates) where the center of the object is displayed when the game screen is a two-dimensional coordinate plane.
[0126] In addition, the distance between a character in the game space and an object in the game space may be determined based on the Euclidean distance between the coordinates of the character's center (XYZ coordinates) and the coordinates of the object's center (XYZ coordinates) when the game space is a three-dimensional coordinate space.
[0127] In one embodiment, the character can eject or throw the second end of the binder at the object closest to the crosshair displayed on the game screen among one or more objects whose distance from the character is equal to or less than a predetermined threshold. In this case, the object closest to the crosshair displayed on the game screen can be highlighted on the game screen. The object can be displayed on the game screen, for example, by surrounding it with a parenthetical display element.
[0128] In one embodiment, when a first object and a second object are located approximately on the line of sight displayed on the game screen, the second end of the binder ejected or thrown by the character may be fixed to the first object or the second object that is closest to the character. In this case, the first object or the second object that is closest to the character may be displayed highlighted on the game screen compared to the other object.
[0129] In one embodiment, if an object is hidden on the game screen due to an obstruction in the game space, the character does not eject or throw the second end of the binder toward the object. In this case, the character can eject or throw the second end of the binder toward other objects displayed on the game screen.
[0130] In one embodiment, if a character shoots or throws the second end of the binder toward an object, and the object moves before the second end of the binder reaches the object, the second end of the binder is fixed to the object on the condition that the distance before and after the movement on the game screen is equal to or less than a predetermined threshold. In other words, the user feels as if the second end of the binder is tracking the moving object.
[0131] In one embodiment, the character shoots or throws a binder at an object that satisfies a selection condition for selecting the object. One example of the selection condition is that the object is at a distance less than or equal to a predetermined threshold from the character. Another example of the selection condition is that the object is the closest object among one or more objects at a distance less than or equal to the predetermined threshold from the character.
[0132] In one embodiment, while the game device 2 displays a sight for launching or throwing a binder on the game screen, it further displays information about objects displayed in at least a partial area of the game screen (hereinafter referred to as the "display target area"). The information about the objects may be, for example, the name, number of objects held, attributes, rarity, and distance from the character in the game space of the object. In one embodiment, while the game device 2 displays a sight for launching or throwing a binder on the game screen, if a first object and a second object are displayed in the display target area, it further displays information about the first object and information about the second object. In one embodiment, while the game device 2 displays a sight for launching or throwing a binder on the game screen, it displays information about all objects displayed in the display target area.
[0133] The "binding tool" exemplified above may be replaced by any configuration in which a character applies a force to an object remotely. For example, the character may be able to manipulate an object using telekinesis.
[0134] 7. Configuration according to this embodiment The present disclosure includes the following techniques:
[0135] [Appendix 1] A program that causes a computer (70) to execute the following operations: displaying a first character and a second character in a game space, where at least one of the first character and the second character is controlled by user operation (game space display unit (202)); controlling interference by the first character with an object displayed in the game space, where the object can be changed from a first display state to a second display state by interference by the first character (interaction control unit (204)); and controlling interference by a second character with the object, where, when the object is in the first display state, interference by the second character is permitted while the first character is interfering with the object, and, when the object is in the second display state, interference by the second character is not permitted while the first character is interfering with the object (interaction control unit (204)).
[0136] [Appendix 2] 2. The program of claim 1, wherein the first display mode includes a mode in which the object is displayed at a first position within the game space, and the second display mode includes a mode in which the object is displayed at a second position within the game space.
[0137] [Appendix 3] A program as described in Appendix 1 or 2, wherein coordinates corresponding to a first display mode are set in a game space, a first character is operated by a first user, and the first user can start the first character interfering with an object by selecting coordinates corresponding to the first display mode.
[0138] [Appendix 4] The program of any one of appendices 1 to 3, wherein the second character is operated by a second user, and the program further causes the computer 70 to display notification information to the second user based on interference by the first character with the object, the notification information including information regarding the interference.
[0139] [Appendix 5] 5. The program according to claim 4, wherein the notification information is displayed based on the first character attempting to interfere with the object.
[0140] [Appendix 6] 6. The program according to claim 4, wherein the notification information is displayed based on interference of the second character with the object while the first character is interfering with the object.
[0141] [Appendix 7] 7. The program of claim 4, wherein the first character is operated by a first user, and the notification information includes identification information for identifying at least one of the first user and the first character.
[0142] [Appendix 8] The program of any one of appendices 1 to 7, wherein the first character is operated by a first user, and the program further causes the computer 70 to display notification information to the first user, the notification information including information regarding the interference, based on interference by a second character with an object while the first character is interfering with the object.
[0143] [Appendix 9] 9. The program of any one of claims 1 to 8, further causing the computer 70 to display object information regarding interference with the object to a user.
[0144] [Appendix 10] The program described in Appendix 9, wherein the object information includes information that when the object is changed from a first display mode to a second display mode, the second character is no longer allowed to interfere with the object while the first character is interfering.
[0145] [Appendix 11] An information processing device (in one example, a game device 2) that executes the following: displaying a first character and a second character in a game space, where at least one of the first character and the second character is controlled by a user's operation; controlling interference by the first character with an object displayed in the game space, where the object is changeable from a first display state to a second display state by interference by the first character; and controlling interference by the second character with the object, where, when the object is in the first display state, interference by the second character with the object is permitted while the first character is interfering, and, when the object is in the second display state, interference by the second character with the object is not permitted while the first character is interfering.
[0146] [Appendix 12] A system 1 that executes the following: displaying a first character and a second character in a game space, at least one of the first character and the second character being controlled by a user's operation; controlling interference by the first character with an object displayed in the game space, the object being changeable from a first display state to a second display state by interference by the first character; and controlling interference by the second character with the object, the system allowing interference by the second character with the object while the first character is interfering when the object is in the first display state, and not allowing interference by the second character with the object while the first character is interfering when the object is in the second display state. [Explanation of symbols]
[0147] 1 System 2. Game devices 3. Server equipment 4. Communication Network 20 Control Unit 21 Input / output section 22 Memory section 24 Network Interface Unit 26 Bus 70 Computer 200 Game Execution Department 202 Game space display unit 204 Interaction control section 700 processor 702 Storage device 710 Display device g gimmick gp gimmick point
Claims
1. On the computer, displaying a first character and a second character in a game space, wherein at least one of the first character and the second character is controlled by a user operation; controlling interference by the first character with an object displayed in the game space, wherein the object is changeable from a first display state to a second display state by interference by the first character; Controlling interference by the second character with the object, When the object is in the first display mode, allowing the second character to interfere with the object while the first character is interfering with the object; When the object is in the second display mode, interference by the second character with the object is not permitted while the first character is interfering with the object. controlling interference by the second character; A program that executes.
2. the first display manner includes a manner in which the object is displayed at a first position in the game space, the second display manner includes a manner in which the object is displayed at a second position within the game space. The program according to claim 1.
3. coordinates corresponding to the first display mode are set in the game space; the first character is operated by a first user; The program according to claim 1 , wherein the first user can start interfering with the object with the first character by selecting coordinates corresponding to the first display mode.
4. the second character is operated by a second user; The computer, The program according to claim 1 , further comprising: displaying notification information including information about an interference by the first character with the object to the second user based on the interference.
5. The program according to claim 4 , wherein the notification information is displayed based on the first character attempting to interfere with the object.
6. The program according to claim 4 , wherein the notification information is displayed based on interference with the object by the second character while the first character is interfering with the object.
7. the first character is operated by a first user; The program according to claim 4 , wherein the notification information includes identification information for identifying at least one of the first user and the first character.
8. the first character is operated by a first user; The computer, The program of claim 1 , further comprising: displaying notification information to the first user based on interference with the object by the second character while the first character is interfering with the object.
9. The computer, The program of claim 1 , further comprising: displaying object information regarding interference with the object to the user.
10. The program according to claim 9, wherein the object information includes information indicating that when the object is changed from the first display mode to the second display mode, the second character is no longer permitted to interfere with the object while the first character is interfering.
11. displaying a first character and a second character in a game space, wherein at least one of the first character and the second character is controlled by a user operation; controlling interference by the first character with an object displayed in the game space, wherein the object is changeable from a first display state to a second display state by interference by the first character; Controlling interference by the second character with the object, When the object is in the first display mode, allowing the second character to interfere with the object while the first character is interfering with the object; When the object is in the second display mode, interference by the second character with the object is not permitted while the first character is interfering with the object. controlling interference by the second character; An information processing device that executes the above.
12. displaying a first character and a second character in a game space, wherein at least one of the first character and the second character is controlled by a user operation; controlling interference by the first character with an object displayed in the game space, wherein the object is changeable from a first display state to a second display state by interference by the first character; Controlling interference by the second character with the object, When the object is in the first display mode, allowing the second character to interfere with the object while the first character is interfering with the object; When the object is in the second display mode, interference by the second character with the object is not permitted while the first character is interfering with the object. controlling interference by the second character; To run the system.
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