Game control program, game control method, and game device

The game control system addresses aiming difficulties in FPS and TPS games by implementing a slow motion mode when aiming at enemies, improving player engagement and skill development.

JP2026044493APending Publication Date: 2026-03-12SONY INTERACTIVE ENTERTAINMENT LLC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-30
Publication Date
2026-03-12

AI Technical Summary

Technical Problem

Players unfamiliar with game input devices face difficulty aiming at enemy characters in FPS and TPS games, leading to frustration and loss of interest before becoming proficient.

Method used

A game control system that includes a slow motion mode activated when the angle between the player's aim and the enemy character is within a certain threshold, slowing down the enemy's movement to facilitate accurate aiming.

Benefits of technology

Enhances player engagement and skill development by supporting novice players in aiming, increasing their motivation to progress through the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

Properly assist game players. [Solution] The game control program causes the computer to function as an object control unit (313) that controls objects placed in the game world, a display control unit (315) that displays an image of the game world, an action control unit (314) that controls actions from a starting point in the game world in a direction determined in response to instructions input by the player, and a speed change unit (316) that activates a slow motion mode in which the speed at which the object control unit (313) updates the state of the object is slower than in normal mode when an activation condition is met in which the angle between the direction connecting the starting point of the action and the object and the direction of the action is smaller than a first angle.
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Description

[Technical Field]

[0001] The present disclosure relates to techniques for controlling games. [Background technology]

[0002] First-person shooter (FPS) and third-person shooter (TPS) games, in which a game world containing enemy characters is displayed on a screen from a first-person or third-person perspective and the player shoots at the enemy characters, have become popular. Summary of the Invention [Problem to be solved by the invention]

[0003] A player who is unfamiliar with operating the input devices of a game device may have difficulty aiming a gun at an enemy character. In an FPS or TPS game, if the player is unable to properly aim a gun at an enemy character, the player will be unable to shoot and defeat the enemy character, and will be unable to progress in the game. Unless the player is properly supported so that even an inexperienced player can progress through the game to a certain extent, the player may lose interest in the game before becoming proficient in operating the input device and being able to properly aim.

[0004] The present disclosure has been made in light of these issues, and its purpose is to provide technology that appropriately supports game players. [Means for solving the problem]

[0005] In order to solve the above problems, a game control program of one embodiment of the present disclosure causes a computer to function as an object control unit that controls objects placed in a game world, a display control unit that displays an image of the game world, an action control unit that controls an action from a starting point in the game world in a direction determined in response to a command input by a player, and a speed change unit that activates a slow motion mode in which the object control unit updates the state of the object at a speed slower than normal mode when an activation condition is met in which the angle between the direction connecting the starting point of the action and the object and the direction of the action is smaller than a first angle.

[0006] Another aspect of the present disclosure is a game control method, the method including the steps of: controlling an object placed in a game world, displaying an image of the game world, controlling an action from a starting point in the game world in a direction determined in response to a command input by a player, and activating a slow motion mode in which the speed at which the state of the object is updated is slower than in a normal mode when an activation condition is satisfied that an angle between the direction of the action and the direction connecting the starting point of the action and the object is smaller than a first angle.

[0007] Yet another aspect of the present disclosure is a game device including an object control unit that controls objects arranged in a game world, a display control unit that displays an image of the game world, an action control unit that controls an action from a starting point in the game world in a direction determined in response to a command input by a player, and a speed change unit that activates a slow motion mode in which the object control unit updates the state of the object at a slower speed than in a normal mode when an activation condition is satisfied in which the angle between the direction of the action and the direction connecting the starting point of the action and the object is smaller than a first angle.

[0008] Any combination of the above components, and any transformation of the present invention into a method, device, system, computer program, or recording medium on which a computer program is recorded, are also valid aspects of the present invention. [Effects of the Invention]

[0009] According to the present disclosure, it is possible to appropriately support game players. [Brief explanation of the drawings]

[0010] [Figure 1] 1 is a diagram showing a usage environment of a game control system according to an embodiment. [Figure 2] 1 is an external view of a head-mounted display according to an embodiment. [Figure 3] FIG. 2 is a functional configuration diagram of a head-mounted display. [Figure 4] FIG. 2 is an external view of the input device. [Figure 5] FIG. 1 is a diagram illustrating a configuration of a game device. [Figure 6] FIG. 2 is a functional configuration diagram of the game device. [Figure 7] FIG. 2 is a diagram showing an example of a game screen displayed in the game system of the present embodiment. [Figure 8] FIG. 8 is a diagram showing the state of the game world on the game screen shown in FIG. 7. [Figure 9] FIG. 2 is a diagram showing an example of a game screen displayed in the game system of the present embodiment. [Figure 10] FIG. 10 is a diagram showing the state of the game world on the game screen shown in FIG. 9. [Figure 11] 10 is a flowchart showing the steps of a game control method according to the present embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0011] A game device according to an embodiment of the present disclosure controls a game in which an action, such as shooting, is performed against an object, such as an enemy character. To enable even a player unfamiliar with operating an input device of the game device to easily aim a shot at an enemy character, the game device of this embodiment slows down the update rate of the game world when the aim approaches the enemy character, thereby switching to slow-motion mode. Since the enemy character's movement slows down at this time, the player can calmly operate the input device, aim at the enemy character, and then fire. This appropriately supports the player and arouses their interest and excitement in the game, thereby increasing their motivation to progress through the game, which in turn improves the player's operation skills and increases their willingness to take on more difficult games.

[0012] First, an example of the hardware configuration of the game device will be described, followed by a detailed description of the above functions.

[0013] 1 shows the usage environment of a game control system 1 according to an embodiment. The game control system 1 includes a game device 10 that executes a game control program, an input device 6 for inputting player instructions to the game device 10, an imaging device 14 that captures images of the real space around the player, a display device 15 that displays an image of the game world generated by the game device 10, and a head-mounted display 100.

[0014] The game device 10 executes a game control program based on instructions input by the input device 6 or the head-mounted display 100, and the position or posture of the input device 6 or the head-mounted display 100, and generates an image of the game world and transmits it to the display device 15 and the head-mounted display 100.

[0015] The head-mounted display 100 is a display device worn by a player on the head, which displays images on display panels located in front of the player's eyes. The head-mounted display 100 separately displays an image for the left eye on the left-eye display panel and an image for the right eye on the right-eye display panel. These images form parallax images seen from left and right viewpoints, realizing a stereoscopic view. Note that, because the player views the display panels through optical lenses, the game device 10 supplies the head-mounted display 100 with parallax image data that has been corrected for optical distortion caused by the lenses.

[0016] The head mounted display 100 displays an image of the game world generated in the game device 10. The head mounted display 100 also transmits information relating to a user's input to an input device provided in the head mounted display 100 to the game device 10. The head mounted display 100 may be connected to the game device 10 by a wired cable, or may be connected wirelessly via a wireless LAN or the like.

[0017] The input device 6 has a function of transmitting instructions input by the player to the game device 10. In this embodiment, the input device 6 is configured as a wireless controller capable of wireless communication with the game device 10. A wireless connection may be established between the input device 6 and the game device 10 using the Bluetooth (registered trademark) protocol. The input device 6 is not limited to a wireless controller, and may also be a wired controller connected to the game device 10 via a cable. The input device 6 is battery-powered and includes a plurality of buttons, a cross key, an analog stick, a touchpad, and the like for inputting instructions to the game device 10. When the player operates a button or the like on the input device 6, the instruction input resulting from that operation is transmitted to the game device 10 via wireless communication.

[0018] The imaging device 14 is a video camera configured with a CCD imaging element, a CMOS imaging element, or the like, and captures images of real space at predetermined intervals to generate frame images for each interval. The imaging device 14 is connected to the game apparatus 10 via a USB (Universal Serial Bus) or other interface. The images captured by the imaging device 14 are used in the game apparatus 10 to derive the positions and orientations of the input device 6 and the head-mounted display 100. The imaging device 14 may be a distance measuring camera or a stereo camera capable of acquiring distance. In this case, the imaging device 14 can acquire the distance between the imaging device 14 and the input device 6 or the head-mounted display 100, etc.

[0019] In the game control system 1 of this embodiment, the input device 6 and the head-mounted display 100 have a light-emitting unit configured to emit light in multiple colors. During game execution, the light-emitting unit emits light in a color instructed by the game device 10, and is imaged by the imaging device 14. The imaging device 14 images the input device 6, generates frame images, and supplies them to the game device 10. The game device 10 acquires the frame images and derives position information of the light-emitting unit in real space from the position and size of the image of the light-emitting unit in the frame images. The game device 10 may treat the position information as game operation instructions and reflect it in game processing, such as controlling the movement of the player's character.

[0020] The input device 6 and the head mounted display 100 also have an acceleration sensor and a gyro sensor. The detection values ​​of the sensors are transmitted to the game device 10 at predetermined intervals, and the game device 10 acquires the detection values ​​of the sensors to obtain orientation information of the input device 6 and the head mounted display 100 in real space. The game device 10 may handle the orientation information as a game operation instruction and reflect it in the game processing.

[0021] The display device 15 displays images generated by the game device 10. The display device 15 may be a television receiver having a display and speakers, or may be a computer display, etc. Because the player views images on the head-mounted display 100, the player wearing the head-mounted display 100 does not need the display device 15. However, providing the display device 15 allows other users to view the images displayed on the display device 15. The game device 10 may display on the display device 15 the same image as the image viewed by the player wearing the head-mounted display 100, or may display a different image. For example, when a player wearing the head-mounted display 100 and another user play a game together, the display device 15 may display a game image from the viewpoint of the character of the other user.

[0022] The game device 10 includes a processing device 11, an output control device 12, and a storage device 13. The processing device 11 receives instruction inputs input by the player to the input device 6, and generates an image to be displayed on the head-mounted display 100. The output control device 12 outputs the image data generated by the processing device 11 to the head-mounted display 100. The storage device 13 stores a display control program used by the processing device 11, data such as images and shapes of the virtual space, control parameters, and various other data.

[0023] The functions of the output control device 12 may be incorporated into the processing device 11. In other words, the game device 10 may be composed of a single processing device 11, or may be composed of the processing device 11 and the output control device 12. In the following, the functions of providing an image of the game world to the head-mounted display 100 will be collectively described as the functions of the game device 10.

[0024] 2 is an external view of the head mounted display 100 according to the embodiment. The head mounted display 100 includes a main body 110, a head contact unit 112, and a light emitting unit 114.

[0025] The main body 110 is equipped with a display, a GPS unit for acquiring position information, a posture sensor, a communication device, etc. The head contact unit 112 may be equipped with a biometric information acquisition sensor that can measure biometric information such as the player's body temperature, pulse rate, blood components, sweating, brain waves, and cerebral blood flow. As described above, the light emitting unit 114 emits light in a color instructed by the game device 10, and functions as a reference for calculating the position of the head mounted display 100 in the image captured by the imaging device 14.

[0026] A camera for capturing an image of the player's eyes may further be provided in the head-mounted display 100. The camera mounted on the head-mounted display 100 can detect the player's line of sight, pupil movement, blinking, and the like.

[0027] 3 is a functional configuration diagram of the head mounted display 100. The head mounted display 100 includes an input interface 122, an output interface 130, a backlight 132, a communication control unit 140, a network adapter 142, an antenna 144, a storage unit 150, a GPS unit 161, a wireless unit 162, an attitude sensor 164, an external input / output terminal interface 170, an external memory 172, a clock unit 180, a display device 190, and a control unit 160.

[0028] 3, each element described as a functional block that performs various processes can be configured in hardware by a circuit block, memory, or other LSI, and in software by a program loaded into memory, etc. Therefore, it will be understood by those skilled in the art that these functional blocks can be realized in various forms by hardware alone, software alone, or a combination thereof, and are not limited to any one of them.

[0029] The control unit 160 is a main processor that processes and outputs signals such as image signals and sensor signals, as well as commands and data. The input interface 122 receives operation signals and setting signals from input buttons and the like, and supplies them to the control unit 160. The output interface 130 receives image signals from the control unit 160, and displays them on the display device 190. The backlight 132 supplies backlight to the liquid crystal display that constitutes the display device 190.

[0030] The communication control unit 140 transmits data input from the control unit 160 to the outside by wired or wireless communication via the network adapter 142 or the antenna 144. The communication control unit 140 also receives data from the outside by wired or wireless communication via the network adapter 142 or the antenna 144, and outputs the data to the control unit 160.

[0031] The storage unit 150 temporarily stores data, parameters, operation signals, and the like that are processed by the control unit 160.

[0032] The GPS unit 161 receives location information from a GPS satellite in accordance with an operation signal from the control unit 160 and supplies the information to the control unit 160. The wireless unit 162 receives location information from a wireless base station in accordance with an operation signal from the control unit 160 and supplies the information to the control unit 160.

[0033] The attitude sensor 164 detects attitude information such as the direction and tilt of the main body 110 of the head mounted display 100. The attitude sensor 164 is realized by appropriately combining a gyro sensor, an acceleration sensor, an angular acceleration sensor, and the like.

[0034] The external input / output terminal interface 170 is an interface for connecting peripheral devices such as a USB (Universal Serial Bus) controller, etc. The external memory 172 is an external memory such as a flash memory.

[0035] The clock unit 180 sets time information in response to a setting signal from the control unit 160 and supplies the time data to the control unit 160 .

[0036] FIG. 4 is an external view of the input device. FIG. 4(a) shows the external configuration of the top surface of the input device. A user operates the input device 6 by holding the left grip portion 78b with their left hand and the right grip portion 78a with their right hand. The input unit, which includes a directional key 71, analog sticks 77a and 77b, and four operation buttons 76, is provided on the top surface of the housing of the input device 6. The four buttons 72 to 75 are marked with different shapes in different colors to distinguish them from one another. That is, the circle button 72 is marked with a red circle, the cross button 73 with a blue cross, the square button 74 with a purple square, and the triangle button 75 with a green triangle. A touchpad 79 is provided on the flat area on the top surface of the housing between the directional key 71 and the operation buttons 76. The touchpad 79 also functions as a push-button; it sinks downward when pressed by the user and returns to its original position when the user releases their hand.

[0037] A function button 80 is provided between the two analog sticks 77a, 77b. The function button 80 is used to power on the input device 6 and at the same time activate a communication function that connects the input device 6 to the game device 10. After the input device 6 is connected to the game device 10, the function button 80 is also used to display a menu screen on the game device 10.

[0038] The SHARE button 81 is provided between the touchpad 79 and the directional keys 71. The SHARE button 81 is used to input instructions from the user to the OS or system software in the game device 10. The OPTIONS button 82 is provided between the touchpad 79 and the operation buttons 76. The OPTIONS button 82 is used to input instructions from the user to the game being executed on the game device 10. The SHARE button 81 and the OPTIONS button 82 may both be formed as push buttons.

[0039] 4(b) shows the external configuration of the rear side of the input device. A touchpad 79 extends from the top surface of the housing on the upper side of the rear side of the housing of the input device 6, and a horizontally elongated light-emitting unit 85 is provided on the lower side of the rear side of the housing. The light-emitting unit 85 has red (R), green (G), and blue (B) LEDs, and lights up according to light color information transmitted from the game device 10.

[0040] On the rear side of the housing, an upper button 83a, a lower button 84a, and an upper button 83b, a lower button 84b are provided at positions symmetrical in the longitudinal direction. The upper button 83a and the lower button 84a are operated by the index finger and middle finger of the user's right hand, respectively, and the upper button 83b and the lower button 84b are operated by the index finger and middle finger of the user's left hand, respectively. As shown in the figure, the light-emitting unit 85 is provided between the row of upper buttons 83a and 84a on the right side and the row of upper buttons 83b and 84b on the left side. This prevents the light-emitting unit 85 from being hidden by the index finger or middle finger operating each button, allowing the imaging device 14 to optimally capture an image of the illuminated light-emitting unit 85. The upper button 83 may be configured as a push button, and the lower button 84 may be configured as a pivotally supported trigger button.

[0041] 5 shows the configuration of the game device 10. The game device 10 is configured to include a main power button 20, a power ON LED 21, a standby LED 22, a system controller 24, a clock 26, a device controller 30, a media drive 32, a USB module 34, a flash memory 36, a wireless communication module 38, a wired communication module 40, a subsystem 50, and a main system 60. These components function as a processing device 11, an output control device 12, and a storage device 13.

[0042] The main system 60 includes a main CPU (Central Processing Unit), a memory and memory controller as a main storage device, a GPU (Graphics Processing Unit), etc. The GPU is mainly used for processing the display control program. These functions may be configured as a system-on-chip and formed on a single chip. The main CPU has the function of executing the display control program recorded in the auxiliary storage device 2.

[0043] The subsystem 50 includes a sub-CPU, a memory serving as a main storage device, a memory controller, and the like, but does not include a GPU or the function of executing a display control program. The number of circuit gates in the sub-CPU is smaller than that of the main CPU, and the operating power consumption of the sub-CPU is smaller than that of the main CPU. The sub-CPU operates even while the main CPU is in standby mode, and its processing functions are limited to keep power consumption low.

[0044] The main power button 20 is an input unit through which a player performs operational input, and is provided on the front of the housing of the game device 10. The main power button 20 is operated to turn on or off the power supply to the main system 60 of the game device 10. The power ON LED 21 lights up when the main power button 20 is turned on, and the standby LED 22 lights up when the main power button 20 is turned off.

[0045] The system controller 24 detects when the player presses the main power button 20. When the main power button 20 is pressed while the main power is in the off state, the system controller 24 interprets this pressing operation as an "on instruction," and when the main power button 20 is pressed while the main power is in the on state, the system controller 24 interprets this pressing operation as an "off instruction."

[0046] The clock 26 is a real-time clock that generates current date and time information and supplies it to the system controller 24, the subsystem 50, and the main system 60.

[0047] The device controller 30 is configured as an LSI (Large-Scale Integrated Circuit) that, like a southbridge, transfers information between devices. As shown in the figure, devices such as the system controller 24, media drive 32, USB module 34, flash memory 36, wireless communication module 38, wired communication module 40, subsystem 50, and main system 60 are connected to the device controller 30. The device controller 30 absorbs differences in the electrical characteristics and data transfer speeds of each device and controls the timing of data transfer.

[0048] The media drive 32 is a drive device that is driven by mounting a ROM medium 44 on which application software such as games and license information are recorded, and that reads programs, data, and the like from the ROM medium 44. The ROM medium 44 is a read-only recording medium such as an optical disc, a magneto-optical disc, or a Blu-ray disc.

[0049] The USB module 34 is a module that connects to an external device via a USB cable. The USB module 34 may be connected to an auxiliary storage device and the imaging device 14 via a USB cable. The flash memory 36 is an auxiliary storage device that constitutes internal storage. The wireless communication module 38 wirelessly communicates with, for example, the input device 6 using a communication protocol such as Bluetooth (registered trademark) or IEEE802.11. The wireless communication module 38 may be compatible with a digital mobile phone system. The wired communication module 40 communicates with an external device via a wired connection and connects to an external network via, for example, an AP 8.

[0050] 6 is a functional configuration diagram of the game device 10. The processing device 11 of the game device 10 includes an instruction input acquisition unit 311, a game control unit 312, an object control unit 313, an action control unit 314, a display control unit 315, and a speed change unit 316. The storage device 13 of the game device 10 includes a data retention unit 360.

[0051] The functionality of the components in gaming device 10 may be implemented in circuitry or processing circuitry, including general-purpose processors, application-specific processors, integrated circuits, ASICs (Application Specific Integrated Circuits), a CPU (a Central Processing Unit), conventional circuitry, and / or combinations thereof, configured or programmed to perform the functions described herein. A processor is considered to be circuitry or processing circuitry that includes transistors and other circuits. A processor may also be a programmed processor that executes a program stored in a memory.

[0052] In this specification, a circuit, unit, or means is hardware that is programmed to realize or performs the described functions, which may be any hardware disclosed herein or any hardware known to be programmed to realize or perform the described functions.

[0053] If the hardware is a processor that is considered to be a type of circuitry, the circuitry, means, or unit is a combination of hardware and software used to configure the hardware and / or processor.

[0054] The instruction input acquisition unit 311 acquires an instruction input from the player that is accepted by the input device 6 or the head mounted display 100.

[0055] The game control unit 312 executes a game control program to control the game. The game control unit 312 controls the actions of the player's character, such as movement, acceleration, jumping, swimming, flying, and item collection, in accordance with the command input by the player acquired by the command input acquisition unit 311, and manages the position and state of the player's character. The game control unit 312 manages the game scenario, stage progress, the player's character's attribute values ​​such as stamina, magic, and level, possessions, number of remaining lives, score, etc. In this embodiment, the case of an FPS in which enemy characters are defeated by shooting them with a gun will be mainly described.

[0056] The object control unit 313 controls objects such as enemy characters and items placed in the game world. The object control unit 313 controls the movement of movable objects such as enemy characters and non-player characters, and manages their positions and states. The object control unit 313 determines whether a bullet fired by the player's character hits an enemy character, and if the bullet hits an enemy character, updates the state of the enemy character. The object control unit 313 manages the states of immovable objects such as items. When the player's character picks up an item, the object control unit 313 grants the player a benefit from the item. The objects include first objects such as enemy characters that may cause a disadvantage to the player, and second objects such as items and non-player characters that may cause a benefit to the player or do not cause a disadvantage to the player.

[0057] The action control unit 314 controls the actions of the player's character in accordance with the player's instruction input acquired by the instruction input acquisition unit 311. When the instruction input acquisition unit 311 acquires an instruction input instructing the player's character to aim a gun, the action control unit 314 displays a graphic representing the gun's aim on the game screen. When the instruction input acquisition unit 311 acquires an instruction input to change the direction of the gun, the action control unit 314 changes the direction of the gun and moves the graphic representing the aim. The direction of the action may coincide with the line of sight. In this case, the instruction input for changing the line of sight becomes the instruction input for changing the direction of the action. When the instruction input acquisition unit 311 acquires an instruction input instructing the player's character to fire a gun, the action control unit 314 fires a bullet from the position of the muzzle in the gun's firing direction. When the instruction input acquisition unit 311 acquires an instruction input instructing the player's character to lower the gun that he was holding, the action control unit 314 erases the graphic representing the gun's aim from the game screen. An action may be any action from a starting point in the game world in a direction determined by a command input by the player. For example, an action may be firing an arrow or the like, throwing a grenade or a ball, or emitting light, electromagnetic waves, water, magic, telekinesis, or the like.

[0058] The display control unit 315 sets the viewpoint position and line of sight direction, and generates an image of the game world by rendering three-dimensional shape data of the game world in which objects are placed. The display control unit 315 generates a game screen including an image of the game world and information about the game, and transmits it to the display device 15 and the head-mounted display 100 for display. The display control unit 315 changes the viewpoint position or line of sight direction in accordance with an instruction input by the player acquired by the instruction input acquisition unit 311. The display control unit 315 generates an image of the game world and updates the display at time intervals corresponding to the refresh rates of the display device 15 and the head-mounted display 100.

[0059] When the player's character is holding a gun, and an activation condition is met in which the angle between the direction of the action and the direction connecting the starting point of the action and the object is smaller than a first angle, the speed modification unit 316 activates slow motion mode, in which the object control unit 313 updates the state of the object at a slower rate than normal mode. For example, in normal mode, the object control unit 313 updates the state of the object at the same time interval as the display control unit 315, and in slow motion mode, it updates the state of the object at twice the time interval of normal mode. As a result, if the player brings the reticle close to an enemy character, the enemy character's movement becomes slower than in normal mode, allowing the player to easily aim at the enemy character. When the player's character lowers the gun, the speed modification unit 316 cancels slow motion mode and returns to normal mode.

[0060] In slow motion mode, the speed change unit 316 may slow down the speed at which the game control unit 312 updates the position of the player's character and the state of the game world, and the speed at which the display control unit 315 changes the viewpoint position or line of sight, compared to normal mode. For example, the game control unit 312 may update the state of the player's character and the game world at the same time intervals as the display control unit 315 in normal mode, and update the state of the player's character and the game world at the same time intervals as the object control unit 313 in slow motion mode. For example, the display control unit 315 may update the game screen by changing the viewpoint position and line of sight at the same time intervals as the object control unit 313 in slow motion mode. This causes not only the enemy characters but also operations for inputting instructions to change the movement of the player's character and the viewpoint position and line of sight to be slower than in normal mode, allowing the player to input instructions more slowly than in normal mode and aim at the enemy character.

[0061] The speed change unit 316 sets first objects, such as enemy characters, that may cause a disadvantage to the player as targets for the slow motion mode activation condition, but does not set second objects, such as items, that do not cause a disadvantage to the player as targets for the slow motion mode activation condition. First objects, such as enemy characters, need to be shot and defeated before they cause a disadvantage to the player, so activating the slow motion mode assists the player in shooting more reliably. Second objects, such as non-player characters, do not cause a disadvantage to the player, so there is no need to shoot them quickly. Activating the slow motion mode may slow down the progress of the game and cause the player to feel annoyed. Therefore, the interest of the game can be increased by not activating the slow motion mode even when the aim is close to the second object.

[0062] The speed change unit 316 does not consider an object that has an obstacle between the starting point of the action and the object that obstructs the action as an activation condition. If there is an obstacle between the gun and the object, the bullet will not hit the object even if the gun is fired, so there is no point in aiming at the object. Activating the slow motion mode may slow down the progress of the game and make the player feel annoyed. Therefore, the interest of the game can be increased by not activating the slow motion mode even when the aim is close to such an object.

[0063] The speed modification unit 316 does not consider objects that are farther from the starting point of the action than the first distance as targets for the activation condition. Even if an object farther from the player's character is displayed on the game screen, it is unlikely that the player is going to shoot at it. If the player is aiming at an enemy character that is closer, and the reticle happens to be close to an enemy character that is farther away, activating the slow motion mode may slow down the progress of the game and make the player feel annoyed. Therefore, the interest of the game can be increased by not activating the slow motion mode even when the reticle is close to an object that is farther away than the first distance. The first distance may be determined according to the range of the action, the density of enemy characters, etc.

[0064] The conditions for activating the slow motion mode include the distance in the game world between the player's character or the viewpoint of the image of the game world placed in the game world and the object being shorter than a second distance. When an enemy character is present near the player's character, the player's character may be attacked by the enemy character, which could cause a disadvantage to the player. Activating the slow motion mode therefore supports the player by giving them time to calmly consider their strategy. This reduces the player's agitation and allows the game to progress smoothly, thereby increasing the enjoyment of the game. The speed change unit 316 may slow down the speed at which the object control unit 313 updates the state of the object as the distance in the game world between the player's character or the viewpoint and the object is shorter. This activation condition may be activated when the player's character is holding a gun and unlocked when the player's character lowers the gun, or it may be activated regardless of whether the player's character is holding a gun.

[0065] Conditions for activating the slow motion mode may include conditions such as the player's character jumping and being in the air, the player's character being underwater, the player's character's level being equal to or lower than a predetermined value, or the stage being played being equal to or lower than a predetermined value. The slow motion mode may be activated to support the player in situations where controlling the player's character is more difficult than usual, such as in the early stages of the game when the player's proficiency is considered low, and not be activated in the later stages of the game when the player's proficiency is considered high. This allows for appropriate adjustment of the level of support and difficulty, thereby increasing the enjoyment of the game. This activation condition may also be activated when the player's character is aiming a gun and unlocked when the player's character lowers the gun, or it may be activated regardless of whether the player's character is aiming a gun.

[0066] The speed change unit 316 maintains the slow motion mode while the activation condition is satisfied. This allows for appropriate support for players who take a long time to aim even in slow motion mode. In another example, the speed change unit 316 may end the slow motion mode when an end condition is met, such as the passage of a predetermined time. This allows for appropriate adjustment of the support and difficulty, thereby increasing the enjoyment of the game.

[0067] In slow motion mode, the action control unit 314 may automatically move the aim toward the enemy character. The action control unit 314 may gradually move the aim toward the enemy character, or may make the aim jump so that it is aligned with the enemy character. This provides further support to the player, making it possible to realize a game that even beginners can easily enjoy.

[0068] In the slow motion mode, the display control unit 315 notifies the player that the game is in slow motion mode using a visual representation that differs from that in the normal mode. The display control unit 315 may change the brightness, color, size, magnification, font, etc. of the game screen and specific display objects between the normal mode and the slow motion mode. The player may also be notified of the slow motion mode by audio. This can help the player by making the player aware that the movements of enemy characters will be slower.

[0069] When a hit condition is satisfied, in which the angle between the direction connecting the starting point of the action and the object and the direction of the action is smaller than a second angle that is smaller than a first angle, the display control unit 315 displays the object in a display mode different from that in the normal mode. The display control unit 315 may also change the brightness, color, size, etc. of the object from that in the normal mode. This can make the player aware that they can shoot enemy characters, thereby assisting the player.

[0070] 7 shows an example of a game screen displayed in the game control system 1 of this embodiment. An enemy character 401a and an item 402a arranged in the game world are displayed on the game screen 400. When the instruction input acquisition unit 311 acquires an instruction input for instructing a player's character, not displayed on the game screen, to aim a gun, a graphic 410 indicating a target is displayed on the game screen 400.

[0071] Figure 8 shows the state of the game world on the game screen shown in Figure 7. The angle α between the direction of the shot and the direction connecting enemy character 401b in the game world with gun muzzle 420, which is the starting point of the action, is greater than the first angle, so speed change unit 316 does not activate slow motion mode. Although the angle between the direction of the shot and the direction connecting item 402a with gun muzzle 420 is smaller than the first angle, item 402a is a second object, so speed change unit 316 does not activate slow motion mode.

[0072] 9 shows an example of a game screen displayed in the game control system 1 of this embodiment. When the player turns his head to the left and shifts his line of sight and shooting direction to the left from the game screen 400 shown in FIG. 7, the graphic 410 indicating the aim moves left and approaches the enemy character 401a.

[0073] FIG. 10 shows the state of the game world on the game screen shown in FIG. 9. The angle α between the direction connecting the enemy character 401b and the gun muzzle 420 in the game world and the direction of the shot is smaller than the first angle, so the speed change unit 316 activates the slow motion mode. At this time, the display control unit 315 darkens the periphery of the game screen 400 to notify the player that the slow motion mode is in effect. This allows the player to focus on the area around the crosshairs in the center of the game screen 400, thereby providing support to the player.

[0074] Since the angle α between the direction connecting the enemy character 401b and the gun muzzle 420 in the game world and the direction of the shot is smaller than the second angle, the display control unit 315 displays the enemy character 401a in a display mode different from that in the normal mode. In this case, when the player fires the gun, the fired bullet hits the enemy character 401a, defeating the enemy character.

[0075] In the above explanation, the speed change unit 316 determines whether or not the conditions for activating the slow motion mode are met by calculating the angle α between the direction connecting the enemy character 401b in the game world and the gun muzzle 420, which is the starting point of the action, and the direction of the shot, and comparing it with the first angle. However, in another example, it may also be possible to determine whether or not the conditions for activating the slow motion mode are met by calculating the distance between the enemy character 401a on the game screen 400 and the graphic 410 indicating the aim, and comparing it with the distance on the game screen 400 that corresponds to the first angle.

[0076] FIG. 11 is a flowchart showing the steps of the game control method of this embodiment. The object control unit 313 controls objects placed in the game world (S10). The display control unit 315 displays an image of the game world (S12). The speed modification unit 316 determines whether an activation condition is satisfied, that is, the angle between the direction of the action and the direction connecting the starting point of the action and the object is smaller than a first angle (S14). If the activation condition is not satisfied (N in S14), the process returns to step S10, and the game proceeds in normal mode. If the activation condition is satisfied (Y in S14), the display control unit 315 notifies the player that the game is in slow motion mode by using a visual representation different from that in normal mode (S16). The speed modification unit 316 activates slow motion mode, in which the object control unit 313 updates the state of the object at a speed slower than that in normal mode (S18). The object control unit 313 controls the object at an update speed slower than that in normal mode (S20). The action control unit 314 displays a graphic indicating the aim on the game screen and controls the action (S22). While the activation condition is satisfied (Y in S14), the slow motion mode is maintained and steps S16 to S22 are repeated. When the activation condition is no longer satisfied (N in S14), the process returns to step S10 and the normal mode is resumed.

[0077] The present invention has been described above based on the embodiments. The above embodiments are merely examples, and it will be understood by those skilled in the art that various modifications are possible in the combination of the respective components and treatment processes, and that such modifications are also within the scope of the present invention.

[0078] The present disclosure may include the following aspects. [Item 1] The ability to control objects placed in the game world, displaying an image of said game world; a function of controlling an action from a starting point in the game world in a direction determined in response to a command input by a player; a function of activating a slow motion mode in which the speed of updating the state of the object is slower than that of a normal mode when an activation condition is satisfied that an angle between a direction connecting the starting point of the action and the object and a direction of the action is smaller than a first angle; A non-transitory recording medium that records a program to make a computer realize the above. [Item 2] The function of changing the speed does not include an object that has an obstacle between the starting point of the action and the object that obstructs the action as a target of the activation condition. Item 1. A recording medium according to item 1. [Item 3] The function of changing the speed does not target an object whose distance from the starting point of the action is longer than a first distance as a target of the activation condition. Item 1. A recording medium according to item 1. [Item 4] The activation condition includes a condition that a distance in the game world between a viewpoint position of a player's character placed in the game world or an image of the game world and an object is shorter than a second distance. Item 1. A recording medium according to item 1. [Item 5] The objects include a first object that is a target of the activation condition and a second object that is not a target of the activation condition. Item 1. A recording medium according to item 1. [Item 6] The first object is an object that may cause a disadvantage to the player. Item 5. The recording medium according to item 5. [Item 7] The speed changing function maintains the slow motion mode while the activation condition is satisfied. Item 1. A recording medium according to item 1. [Item 8] The function for controlling the action automatically changes the direction of the action towards the object in the slow motion mode. Item 1. A recording medium according to item 1. [Item 9] The display function notifies the player that the slow motion mode is in the slow motion mode by a visual expression different from that in the normal mode. Item 1. A recording medium according to item 1. [Item 10] The function of displaying displays the object in a display mode different from that in the normal mode when a hit condition is satisfied in which the angle between the direction connecting the starting point of the action and the object and the direction of the action is smaller than a second angle. Item 1. A recording medium according to item 1. [Item 11] 1. A method of controlling a game, comprising: Control objects placed in the game world, displaying an image of the game world; Controlling an action from a starting point in the game world in a direction determined in response to a command input by a player; When an activation condition is satisfied that an angle between a direction connecting the starting point of the action and the object and a direction of the action is smaller than a first angle, a slow motion mode is activated in which the speed of updating the state of the object is slower than that in a normal mode. Game control method. [Item 12] A gaming device comprising a circuit configured to: The circuitry comprises: Control objects placed in the game world, displaying an image of the game world; Controlling an action from a starting point in the game world in a direction determined in response to a command input by a player; When an activation condition is satisfied that an angle between a direction connecting the starting point of the action and the object and a direction of the action is smaller than a first angle, a slow motion mode is activated in which the speed of updating the state of the object is slower than that in a normal mode. Game device. [Item 13] The objects include a first object that is a target of the activation condition and a second object that is not a target of the activation condition. Item 4. The recording medium according to item 4. [Item 14] The first object is an object that may cause a disadvantage to the player. Item 14. The recording medium according to item 13. [Explanation of symbols]

[0079] 1 game control system, 10 game device, 100 head-mounted display, 311 instruction input acquisition unit, 312 game control unit, 313 object control unit, 314 action control unit, 315 display control unit, 316 speed change unit

Claims

1. Computer, an object control unit that controls objects placed in the game world; a display control unit that displays an image of the game world; an action control unit that controls an action from a starting point in the game world in a direction determined in response to an instruction input by a player; a speed change unit that activates a slow motion mode in which the speed at which the object control unit updates the state of the object is slower than a normal mode when an activation condition is satisfied that an angle between a direction connecting the starting point of the action and the object and a direction of the action is smaller than a first angle; A game control program to function as a

2. The speed change unit does not set an object that has an obstacle between the starting point of the action and the object that obstructs the action as a target of the activation condition. The game control program according to claim 1 .

3. The speed change unit does not set an object that is a distance from the starting point of the action that is longer than a first distance as a target of the activation condition. The game control program according to claim 1 .

4. The activation condition includes a condition that a distance in the game world between a viewpoint position of a player's character placed in the game world or an image of the game world and an object is shorter than a second distance. The game control program according to claim 1 .

5. The objects include a first object that is a target of the activation condition and a second object that is not a target of the activation condition.

5. The game control program according to claim 1 or 4.

6. The first object is an object that may cause a disadvantage to the player. The game control program according to claim 5 .

7. The speed change unit maintains the slow motion mode while the activation condition is satisfied. The game control program according to any one of claims 1 to 4.

8. The action control unit automatically changes the direction of the action toward the object in the slow motion mode. The game control program according to any one of claims 1 to 4.

9. The display control unit notifies the player that the slow motion mode is in the slow motion mode by a visual expression different from that in the normal mode. The game control program according to any one of claims 1 to 4.

10. The display control unit displays the object in a display mode different from that in a normal mode when a hit condition is satisfied in which an angle formed between a direction connecting a starting point of the action and the object and a direction of the action is smaller than a second angle. The game control program according to any one of claims 1 to 4.

11. On the computer, controlling objects placed in a game world; displaying an image of the game world; controlling an action from a starting point in the game world in a direction determined in response to a command input by a player; activating a slow motion mode in which a speed at which the state of the object is updated is slower than that in a normal mode when an activation condition is satisfied that an angle formed between a direction connecting a starting point of the action and the object and a direction of the action is smaller than a first angle; A game control method comprising:

12. an object control unit that controls objects placed in the game world; a display control unit that displays an image of the game world; an action control unit that controls an action from a starting point in the game world in a direction determined in response to an instruction input by a player; a speed change unit that activates a slow motion mode in which the speed at which the object control unit updates the state of the object is slower than a normal mode when an activation condition is satisfied that an angle between a direction connecting the starting point of the action and the object and a direction of the action is smaller than a first angle; A game device comprising: