Programs and Systems

The program and system enhance user engagement by dynamically changing object states based on user-applied forces, addressing the limitations of static object interactions in existing technologies.

JP2026110156APending Publication Date: 2026-07-02COLOPL

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
COLOPL
Filing Date
2024-12-20
Publication Date
2026-07-02

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Abstract

To improve interest. [Solution] The program according to the present invention causes the computer (10,20) to function as a processing means (game progress unit 103) that changes the state of an object that is the target of operation by a second user different from the first user (non-operated object) based on information about a predetermined force (pressing force) applied by the first user. By changing the state of an object that is the target of operation by a second user (non-operated object) based on information about a predetermined force (pressing force) applied by the first user, it becomes possible to improve the level of enjoyment.
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Description

Technical Field

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[0001] The present invention relates to a program and a system.

Background Art

[0002] Conventionally, when a first object and a second object are in a predetermined positional relationship, a program that affects the second object is known (see Patent Document 1).

Prior Art Document

Patent Document

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0007] The program according to the third invention is a program according to the first or second invention, wherein the processing means changes the object that is the target of the operation by the first user together with the object that is the target of the operation by the second user in response to a predetermined operation by the first user, and the predetermined force is the force related to the predetermined operation. In the program according to the third invention, it becomes possible to change the state of an object operated by a second user based on information regarding the force involved in a predetermined operation to change an object operated by a first user and an object operated by a second user, thereby improving the level of interest.

[0008] The program according to the fourth invention is a program according to the first or second invention, wherein the processing means sets the number of objects whose state is changed based on information relating to the predetermined force. In the program relating to the fourth invention, it becomes possible to change the number of objects whose state is changed based on information about a predetermined force, thereby improving the level of interest.

[0009] The program according to the fifth invention is a program according to the first or second invention, wherein the processing means sets the type of state to be changed based on the information relating to the predetermined force. In the program relating to the fifth invention, it becomes possible to change the type of state to be changed based on information about a predetermined force, thereby improving the level of interest.

[0010] The program according to the sixth invention is a program according to the first or second invention, wherein the processing means sets the degree to which the state to be changed based on the information relating to the predetermined force. The program relating to the sixth invention makes it possible to change the degree to which the state is changed based on information about a predetermined force, thereby improving its appeal.

[0011] The program according to the seventh invention, in the program according to the first or second invention, the processing means changes the state of the object according to the relationship between a predetermined force applied by the first user and a predetermined force applied by the second user. In the program relating to the seventh invention, it becomes possible to change the state of an object according to the relationship between a predetermined force applied by a first user and a predetermined force applied by a second user, thereby improving its appeal.

[0012] The program according to the eighth invention is a program according to the first or second invention in which the processing means changes the state of the object in accordance with information relating to a predetermined force applied by the first user and information relating to a predetermined force applied by a third user having a predetermined relationship with the first user. In the program relating to the eighth invention, the state of an object can be changed according to the sum of a predetermined force applied by a first user and a predetermined force applied by a third user, thereby improving its appeal.

[0013] The system according to the ninth invention includes a computer that functions as a processing means for changing the state of an object that is operated by a second user different from the first user, based on information about a predetermined force applied by a first user. In the system according to the ninth invention, based on information regarding a predetermined force applied by a first user, it becomes possible to change the state of an object that is the target of an operation by a second user, and it becomes possible to improve the趣味性.

Effects of the Invention

[0014] According to the present invention, it becomes possible to improve the趣味性.

Brief Description of the Drawings

[0015] [Figure 1] It is a diagram showing a schematic configuration of the game system 1. [Figure 2] It is a diagram showing a functional configuration of the terminal device 10 according to the first embodiment. [Figure 3] It is a diagram showing a functional configuration of the server device 20. [Figure 4] It is a diagram showing an example of an operation-related action process executed in the game progress unit 103 according to the first embodiment. [Figure 5] It is a diagram showing an example of a game screen. [Figure 6] It is a diagram showing the relationship between the pressing force of an input operation and the mode of an operation-related action. [Figure 7] It is a diagram showing a functional configuration of the terminal device 10 according to the second embodiment. [Figure 8] It is a diagram showing an example of an operation-related action process executed in the game progress unit 103 according to the second embodiment. [Figure 9] It is a diagram showing an example of a game screen. [Figure 10] It is a diagram showing the relationship between the pressing force of an input operation and the state of an opponent character.

Modes for Carrying Out the Invention

[0016] (First Embodiment) First, a first embodiment of the present invention will be described with reference to the drawings. In this embodiment, an example in which the present invention is applied to the game system 1 will be described. It should be noted that the term "趣味性" in the original text seems to be an incorrect or unclear expression. It might need to be further clarified or corrected in the original context for a more accurate translation. Game system 1 is a system that provides games to a terminal device 10 owned by the user. Game System 1 can provide a wide variety of games, including sports games, adventure games, shooting games, action games, and more. Furthermore, the games provided by Game System 1 can be either single-player or multiplayer games. A single-player game is a game played by a single user. On the other hand, a multiplayer game is a game played by multiple users (competitively or cooperatively).

[0017] (Outline of Game System 1) First, let me explain the general structure of Game System 1. Figure 1 shows a schematic diagram of the game system 1. As shown in Figure 1, the game system 1 is configured to include a plurality of terminal devices 10 connected to the network 2, and one or more server devices 20 connected to the network 2. Each terminal device 10 and server device 20 is connected to each other via the network 2 so that they can communicate with one another.

[0018] (Network 2 configuration) Network 2 consists of a mobile communication system that includes, for example, the Internet and wireless base stations. The mobile communication system consists of, for example, 3G, 4G, 5G mobile communication systems, LTE (Long Term Evolution), and wireless networks that can connect to the Internet via access points.

[0019] (Hardware configuration of terminal device 10) Next, the hardware configuration of terminal device 10 will be described. Terminal device 10 is a computer (information processing device) used by the user. Terminal device 10 can be either a portable information terminal or a stationary terminal device. Portable information terminals include smartphones, feature phones, PDAs (Personal Digital Assistants), tablet computers, etc. Stationary terminal devices include PCs (Personal Computers), game consoles, etc. In this embodiment, an example is described in which terminal device 10 is configured as a portable information terminal equipped with a touchscreen 16 (specifically, a smartphone, phablet, tablet, etc.). The terminal device 10 comprises a processor 11, memory 12, storage 13, a communication interface 14, an input / output interface 15, and a touchscreen 16. These components are connected to each other via a communication bus 17. The processor 11 controls various operations of the terminal device 10. The processor 11 reads a program from the storage 13, expands the read program into memory 12, and executes the expanded program. The processor 11 is composed of, for example, a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc. Memory 12 temporarily stores programs and data. Memory 12 provides the processor 11 with a workspace by temporarily storing programs and various data read by the processor 11 from storage 13. Memory 12 also temporarily stores various data generated by the processor 11 while it is operating according to the program. Memory 12 is composed of volatile memory, such as RAM (Random Access Memory). Storage 13 stores various programs and data related to games and distribution. Storage 13 is composed of non-volatile memory such as ROM (Read Only Memory), flash memory, and HDD (Hard Disk Drive). The communication IF 14 controls the transmission and reception of various data between the terminal device 10 and external communication equipment. The communication IF 14 controls communication using, for example, a wireless LAN (Local Area Network), a wired LAN, or short-range wireless communication. The input / output interface 15 is an interface for inputting data from an external source to the terminal device 10 and outputting data from the terminal device 10 to an external source. The input / output interface 15 is composed of, for example, USB (Universal Serial Bus), buttons, a camera, a microphone, a speaker, etc.

[0020] The touchscreen 16 accepts input from the user and outputs information to the user on the display. The touchscreen 16 comprises a display (not shown) and a touch panel (not shown). A display shows various types of images (such as game images). The images displayed on the display include various objects such as backgrounds, obstacles, characters, windows, buttons, menus, lists, and icons. A display can be composed of, for example, an LCD monitor or an OLED (Electro-Luminescence) monitor. The touch panel transmits output values ​​to the processor 11 based on user operations on its input surface. The input surface of the touch panel is part or all of the display surface of the display. The touch panel can be used as an operation unit configured to accept user input operations. For example, when the touch panel is used as an operation unit, the processor 11 accepts the user's physical contact operation on the input surface of the touch panel as the user's input operation. The touch panel can also be used as a means to detect the pressure applied by the user's input operation. The touch panel can be composed of, for example, a capacitive touch panel, a resistive touch panel, an ultrasonic touch panel, etc.

[0021] (Hardware configuration of server device 20) Next, we will describe the hardware configuration of the server device 20. The server device 20 is a computer (information processing device). The server device 20 is composed of a general-purpose computer such as a workstation or PC. The server device 20 consists of a processor 21, memory 22, storage 23, communication interface 24, and input / output interface 25. These components are connected to each other via a communication bus 26. The processor 21 controls various operations of the server device 20. The processor 21 reads programs from the storage 23, expands the read programs into memory 22, and executes the expanded programs. The processor 21 is composed of, for example, a CPU, MPU, GPU, etc. Memory 22 temporarily stores programs and data. Memory 22 provides the processor 21 with a workspace by temporarily storing programs and various data read by the processor 21 from storage 23. Memory 22 also temporarily stores various data generated by the processor 21 while it is operating according to the program. Memory 22 is composed of volatile memory such as RAM. Storage 23 stores various programs and data related to games and game distribution. Storage 23 is composed of non-volatile memory such as ROM, flash memory, and HDD. In particular, game programs are stored in storage 23. Game programs implement game functions that provide games to terminal devices 10. For example, a game program implements functions for providing a virtual space (two-dimensional space, three-dimensional space, etc.) and functions for manipulating objects (characters, etc.) placed in the virtual space. In the following description, the virtual space provided by the game program will be referred to as the "game space". Storage 23 also stores data that defines the game space, data for various objects placed in the game space, user data, etc. The communication IF24 controls the transmission and reception of various types of data between the server device 20 and external communication equipment. The communication IF24 controls communication using, for example, wireless LAN, wired LAN, short-range wireless communication, etc. The input / output interface 25 is an interface for inputting data from an external source to the server device 20 and outputting data from the server device 20 to an external source. The input / output interface 25 is composed of, for example, USB, buttons, a camera, a microphone, a speaker, etc.

[0022] (Functional configuration of terminal device 10) Next, the functional configuration of the terminal device 10 will be described. Figure 2 is a diagram showing the functional configuration of the terminal device 10 according to the first embodiment. The terminal device 10 functions as an input device that accepts user input operations and as an output device that outputs game images and sounds. As shown in Figure 2, the terminal device 10 functions as a control unit 100 and a storage unit 110 through the cooperation of the processor 11, memory 12, storage 13, communication IF 14, input / output IF 15, etc. The memory unit 110 stores the game program and various data (game information, user information, etc.). The game information is data that the control unit 100 refers to when executing the game program. The user information is data related to the user's account. The control unit 100 comprehensively controls the operation of the terminal device 10 by executing a program stored in the memory unit 110. For example, the control unit 100 advances the game according to the game program and user operations. In addition, the control unit 100 communicates with the server device 20 as needed during the game to send and receive information. The control unit 100 includes an operation reception unit 101, a UI control unit 102, a game progress unit 103, and a display control unit 104. Depending on the nature of the game being played, the control unit 100 can also function as other functional blocks (not shown) to advance the game.

[0023] The operation reception unit 101 detects and accepts user input operations on the touch panel and input / output IF 15. Based on the operations performed by the user on the touch panel and input / output IF 15, the operation reception unit 101 determines the type of input operation and outputs the result to each element of the control unit 100. In particular, the operation reception unit 101 is configured to include an operation detection unit 101a and a pressing force detection unit 101b. The operation detection unit 101a detects the coordinates of the input position of an input operation on the touch panel (touchscreen 16) and determines and detects the content of the input operation. For example, the operation detection unit 101a determines and detects the type of input operation (touch operation, slide operation, swipe operation, tap operation, etc.) and the direction of the input operation (direction of slide operation, direction of swipe operation, etc.) based on the displacement of the coordinates of the input position of the input operation on the touch panel (touchscreen 16). The pressure detection unit 101b detects the pressure applied by the user's finger to the touch panel (touchscreen 16). For example, the pressure detection unit 101b detects the pressure applied during an input operation to the touch panel (touchscreen 16). For example, the pressure detection unit 101b detects the pressure based on the distance between the user's finger in contact with the touchscreen and the touchscreen. In this case, the shorter the distance between the user's finger in contact with the touchscreen 16 and the touchscreen, the greater the detected pressure. Alternatively, the pressure detection unit 101b detects the pressure based on the amount of pressure applied to the touchscreen 16. In this case, the greater the pressure applied to the touchscreen 16, the greater the detected pressure. Alternatively, the pressure detection unit 101b detects the pressure based on the contact area of ​​the user's finger with the touchscreen 16. In this case, the larger the contact area of ​​the user's finger with the touchscreen 16, the greater the detected pressure.

[0024] The UI control unit 102 controls the UI objects to be displayed on the screen in order to construct the UI (User Interface). UI objects are tools for the user to provide input necessary for the progress of the game to the terminal device 10, or tools for obtaining information output from the terminal device 10 during the progress of the game. UI objects may include, for example, icons, buttons, lists, menu screens, etc.

[0025] The game progression unit 103 advances the game. The game progression unit 103 advances the game in response to user inputs received via the operation reception unit 101. During game progression, the game progression unit 103 makes objects appear (displays) in the game space and makes those objects move. In particular, the objects that appear in the game space during game progression include objects that can be manipulated and objects that cannot be manipulated. The manipulated object is an object that is the target of user interaction. In particular, the manipulated object is an object that operates in response to user input (including changes in position within the game space, movement within the game space, etc.). The objects that can be manipulated may include objects that are the target of user input operations (hereinafter referred to as "directly manipulated objects") and objects that operate in conjunction with the operation of directly manipulated objects (hereinafter referred to as "indirectly manipulated objects"). Directly manipulated objects are objects that can be directly manipulated by user input operations. Indirectly manipulated objects are objects that can be indirectly manipulated by user input operations. Non-operable objects are objects that are not subject to user interaction. Non-operable objects can be, for example, NPCs (Non-Player Characters) or objects that are subject to interaction by other users. In particular, non-operable objects can be objects that act in response to the actions of NPCs or other users (including changes in position within the game space, actions within the game space, etc.). Specifically, non-operable objects are objects that are affected by the actions of operable objects. For example, in an FPS (First Person Shooter) game where a user controls a character (or virtual camera) to defeat an opponent character controlled by another user (or NPC), the user's character and the firearm used by the user become the directly controlled objects, the bullets fired from the firearm used by the user become the indirectly controlled objects, and the opponent character that takes damage from the bullets becomes the non-controlled object. Furthermore, in a baseball game where a player controls a character (batter) and hits back a ball thrown by an opponent character (pitcher) controlled by another user (or NPC), the player controls the character and the bat used by the character are the objects that can be controlled, while the ball thrown by the opponent character (the ball hit back by the player) is the object that cannot be controlled. Furthermore, in action games where a user-controlled character attacks an opponent character controlled by another user (or NPC), the controlled character and the weapon used by the controlled character (sword, spear, etc.) become the objects that can be controlled, while the opponent character that takes damage from the controlled character's attacks becomes the object that cannot be controlled.

[0026] The game progression unit 103 is composed of a movement unit 103a, an operation unit 103b, and a determination unit 103c. The moving unit 103a moves (displaces / changes) the target object in accordance with information regarding the content of the input operation detected by the operation detection unit 101a. That is, the moving unit 103a moves (displaces) the target object in accordance with information regarding the change in the coordinates of the input position of the input operation on the touch panel (touch screen 16). For example, the operation unit 103a moves (displaces) the target object by an amount corresponding to the amount of movement (displacement) of the input position of the input operation in the first operation area (first virtual controller) on the touch panel, in a direction corresponding to the direction of movement (displacement direction) of the input position of the input operation. For example, in the above-mentioned FPS game, the movement unit 103a moves (displaces) the player character within the game space in response to a change in the coordinates (slide operation) of the input position of the input operation for the first operation area. Furthermore, in the baseball game described above, the movement unit 103a moves (displaces) the character holding the bat within the batter's box in response to a change in the coordinates (slide operation) of the input position of the input operation for the first operation area. Furthermore, in the above-mentioned action game, the movement unit 103a moves (displaces) the player character holding the weapon within the game space in response to a change in the coordinates (slide operation) of the input position of the input operation for the first operation area.

[0027] The operation unit 103b executes an operation related to the object being operated on (hereinafter referred to as "operation-related operation") in accordance with the information regarding the content of the input operation detected by the operation detection unit 101a. That is, the operation unit 103b executes an operation-related operation in accordance with the information regarding the content of the input operation to the touch panel (touch screen 16). For example, the operation unit 103b executes an operation-related operation in accordance with the input operation in the second operation area (second virtual controller) on the touch panel. In particular, the operating unit 103b changes the mode of operation-related operations based on information regarding the pressing force applied by the user. That is, the operating unit 103b changes the mode of operation-related operations in accordance with the information regarding the pressing force detected by the pressing force detection unit 101b. For example, the operating unit 103b changes the mode of operation-related operations depending on whether the pressing force exceeds a predetermined threshold. Here, the mode of operation-related operations can include, for example, at least one of the following: the speed of the operation-related operation, the direction of the operation-related operation, and the type of operation-related operation. In this case, the operating unit 103b may be configured to change parameters related to the object being operated based on information regarding the pressing force applied by the user. That is, the operating unit 103b may be configured to change parameters related to the object being operated in accordance with the information regarding the pressing force detected by the pressing force detection unit 101b. For example, the operating unit 103b may be configured to change parameters related to the object being operated depending on whether the pressing force exceeds a predetermined threshold.

[0028] For example, in the above FPS game, the operation unit 103b performs an action in the game space where the player character aims a firearm (hereinafter referred to as "aiming action") in response to an input operation (touch operation) to the second operation area. The operation unit 103b also performs an action in the game space where the direction (reticle) of the aimed firearm (muzzle) is moved (displaced) (hereinafter referred to as "reticle movement action"). Furthermore, while an input operation (touch operation / slide operation) to the second operation area is being performed, the operation unit 103b fires a bullet from the firearm when the direction (reticle) of the aimed firearm is pointed towards the collision area set for the opponent character. In this case, the operating unit 103b speeds up the aiming motion when the pressing force of the input operation (touch operation / slide operation) to the second operating area is above a predetermined threshold, compared to when it is below a predetermined threshold. As a result, the time until the bullet can be fired is shortened when the pressing force of the input operation (touch operation / slide operation) to the second operating area is above a predetermined threshold, compared to when it is below a predetermined threshold. Furthermore, the operating unit 103b speeds up the aiming movement when the pressing force of the input operation (touch operation / slide operation) to the second operating area is above a predetermined threshold, compared to when it is below a predetermined threshold. As a result, the speed at which the direction (aiming) of the held firearm (muzzle) moves (displaces) is faster when the pressing force of the input operation (touch operation / slide operation) to the second operating area is above a predetermined threshold, compared to when it is below a predetermined threshold. Furthermore, the operating unit 103b increases the speed of the fired bullet when the pressing force of the input operation (touch operation / slide operation) to the second operating area is above a predetermined threshold, rather than when it is below a predetermined threshold. Alternatively, the operating unit 103b performs an operation to fire a bullet using the first firing device (e.g., a rifle) constituting the firearm if the pressing force of the input operation (touch operation or slide operation) to the second operating area is less than a predetermined threshold, and performs an operation to fire a bullet using the second firing device (e.g., a launcher) included in the firearm if the pressing force of the input operation (touch operation or slide operation) to the second operating area is equal to or greater than a predetermined threshold. Alternatively, the operating unit 103b shortens the interval between consecutive firings of bullets (rapid firing interval) when the pressing force of the input operation (touch operation / slide operation) to the second operating area is above a predetermined threshold, compared to when it is below a predetermined threshold. Furthermore, the operating unit 103b increases the parameters related to the bullet (e.g., attack power, penetration power, etc.) when the pressing force of the input operation (touch operation, slide operation) to the second operating area is above a predetermined threshold, rather than when it is below a predetermined threshold.

[0029] Furthermore, in the baseball game described above, the operation unit 103b executes a motion in the game space in which the player character swings a bat (hereinafter referred to as the "swing motion") in response to an input operation (tap operation) to the second operation area. In this case, the operating unit 103b speeds up the swing motion when the pressing force of the input operation (tap operation) to the second operating area is above a predetermined threshold, compared to when it is below a predetermined threshold. As a result, when the pressing force of the input operation (tap operation) to the second operating area is above a predetermined threshold, the bat swings faster, making it possible to bring the ball closer. Alternatively, the operating unit 103b makes the direction of the swing motion (the direction and trajectory of the bat swing) different depending on whether the pressing force of the input operation (tap operation) to the second operating area is less than a predetermined threshold or greater than a predetermined threshold. For example, if the pressing force of the input operation (tap operation) to the second operating area is less than a predetermined threshold, the operating unit 103b performs a downswing motion, and if the pressing force of the input operation (tap operation) to the second operating area is greater than or equal to a predetermined threshold, it performs an upperswing motion. Furthermore, the operating unit 103b increases the parameters related to the operation character (e.g., power) when the pressing force of the input operation (tap operation) to the second operation area is above a predetermined threshold, compared to when it is below a predetermined threshold. As a result, the distance of the hit ball is longer when the pressing force of the input operation (tap operation) to the second operation area is above a predetermined threshold, compared to when it is below a predetermined threshold.

[0030] Furthermore, in the above-described action game, the operation unit 103b executes an action in the game space in which the player character attacks with a weapon (hereinafter referred to as "attack action") in response to an input operation (tap operation) to the second operation area. In this case, the operating unit 103b speeds up the attack action when the pressing force of the input operation (tap operation) to the second operating area is above a predetermined threshold, rather than when it is below a predetermined threshold. As a result, the speed at which the weapon is swung is faster when the pressing force of the input operation (tap operation) to the second operating area is above a predetermined threshold, rather than when it is below a predetermined threshold. Alternatively, the operating unit 103b may perform different types of attack actions depending on whether the pressing force of the input operation (tap operation) to the second operating area is below a predetermined threshold or above a predetermined threshold. For example, if the pressing force of the input operation (tap operation) to the second operating area is below a predetermined threshold, the operating unit 103b performs an attack action of swinging the weapon down, and if the pressing force of the input operation (tap operation) to the second operating area is above a predetermined threshold, it performs an attack action of thrusting the weapon. Alternatively, the operating unit 103b may determine whether or not special effects (such as damage from fire, ice, or poison) occur in conjunction with an attack action, depending on whether the pressing force of the input operation (tap operation) to the second operation area is below a predetermined threshold or above a predetermined threshold. For example, the operating unit 103b may not apply any special effects in conjunction with an attack action if the pressing force of the input operation (tap operation) to the second operation area is below a predetermined threshold, but may apply special effects in conjunction with an attack action if the pressing force of the input operation (tap operation) to the second operation area is above a predetermined threshold. Alternatively, the operating unit 103b may apply a special effect that inflicts damage with fire in conjunction with an attack action if the pressing force of the input operation (tap operation) to the second operation area is below a predetermined threshold, and may apply a special effect that inflicts damage with poison in conjunction with an attack action if the pressing force of the input operation (tap operation) to the second operation area is above a predetermined threshold. Furthermore, the operating unit 103b increases parameters related to the controlled character (e.g., attack power) when the pressing force of the input operation (tap operation) to the second operation area is above a predetermined threshold, compared to when it is below a predetermined threshold. As a result, the damage dealt to the opponent character is greater when the pressing force of the input operation (touch operation) to the second operation area is above a predetermined threshold, compared to when it is below a predetermined threshold. Furthermore, the system may be configured to inflict counter-force damage on the controlled character in response to the execution of an attack action. In this case, the operation unit 103b may be configured to inflict greater counter-force damage on the controlled character in response to the execution of an attack action when the pressing force of the input operation (tap operation) to the second operation area is above a predetermined threshold than when it is below a predetermined threshold.

[0031] The determination unit 103c determines whether the object to be operated on and the object not to be operated on satisfy predetermined conditions (hereinafter referred to as "hit conditions"), and if the predetermined conditions are met, it executes predetermined processing related to the object not to be operated on (hereinafter referred to as "hit processing"). The hit condition can be a condition related to the positional relationship between the object being manipulated and the object not being manipulated. For example, if the collision area set for the object being manipulated and the collision area set for the object not being manipulated overlap, it can be determined that the hit condition is met, and if the collision areas set for the object being manipulated and the collision areas set for the object not being manipulated do not overlap, it can be determined that the hit condition is not met. Alternatively, if the orientation of the object being manipulated is facing the collision area set for the object not being manipulated, it can be determined that the hit condition is met, and if the orientation of the object being manipulated is not facing the collision area set for the object not being manipulated, it can be determined that the hit condition is not met. Hit processing can involve changing the state of an unmanipulated object. For example, hit processing can include changing the parameters of an unmanipulated object, changing the operation or behavior of an unmanipulated object, or changing the appearance of an unmanipulated object.

[0032] For example, in the FPS game described above, the determination unit 103c determines whether the direction (reticle) of the gun being aimed is directed towards the collision area set for the opponent character. If the determination unit 103c determines that the direction (reticle) of the gun being aimed is directed towards the collision area set for the opponent character, it executes a process to inflict damage on the opponent character (reduce their hit points) with the fired bullet. At this time, the amount of damage inflicted on the opponent character is set according to the parameters related to the bullet (e.g., attack power, penetration power, etc.). Alternatively, the determination unit 103c determines whether the collision area set for the fired bullet overlaps with the collision area set for the opponent character. If the determination unit 103c determines that the collision area set for the fired bullet overlaps with the collision area set for the opponent character, it executes a process to inflict damage on the opponent character (reduces their hit points). At this time, the amount of damage inflicted on the opponent character is set according to the parameters related to the bullet (e.g., attack power, penetration power, etc.).

[0033] Furthermore, in the baseball game described above, the judgment unit 103c determines whether the collision area set for the bat overlaps with the collision area set for the ball when the swing motion is executed. If the judgment unit 103c determines that the collision area set for the bat overlaps with the collision area set for the ball, it changes the behavior of the ball (i.e., changes it from the behavior of a ball thrown by the opponent character to the behavior of a ball hit back by the bat). At this time, the behavior of the hit ball (e.g., direction, trajectory, distance, etc.) is set according to the overlapping situation of the collision area set for the bat and the collision area set for the ball. In addition, the behavior of the hit ball (e.g., direction, trajectory, distance, etc.) is set according to the speed of the bat swing (speed of the swing motion), the direction of the bat swing (direction of the swing motion), and parameters related to the controlled character (e.g., power, etc.).

[0034] Furthermore, in the above action game, the judgment unit 103c determines whether the collision area set for the weapon overlaps with the collision area set for the opponent character when an attack action is performed. If the judgment unit 103c determines that the collision area set for the weapon overlaps with the collision area set for the opponent character, it executes a process to inflict damage on the opponent character (reduce hit points) and a process to change the appearance of the opponent character (for example, to inflict injury). At this time, the amount of damage inflicted on the opponent character is set according to the overlap between the collision area set for the weapon and the collision area set for the opponent character. The amount of damage inflicted on the opponent character is also set according to the speed at which the weapon is swung (speed of the attack action), the type of attack action (for example, a downward swinging attack action, a thrusting attack action, etc.), and parameters related to the player character (for example, attack power, etc.). In addition, according to the special effects applied in conjunction with the attack action, changes in the opponent character's state (for example, burning, frozen, poisoned, etc.) and changes in the opponent character's appearance according to the changed state are set.

[0035] The display control unit 104 outputs the game screen and other information to the display. The display control unit 104 also overlays various information notified from the server device 20 onto the game screen. Furthermore, the display control unit 109 overlays UI objects controlled by the UI control unit 102 onto the game screen.

[0036] (Functional configuration of server device 20) Next, we will describe the functional configuration of the server device 20. Figure 3 shows the functional configuration of the server device 20. The server device 20 communicates with the terminal device 10 and implements functions to support the terminal device 10 in playing the game. For example, when the terminal device 10 downloads the game application for the first time, the server device 20 provides the terminal device 10 with the data necessary to run the game. Also, if the game provided by the game system 1 is a multiplayer game, the server device 20 communicates with each terminal device 10 participating in the game and implements functions to mediate communication between the terminal devices 10 and to control synchronization. As shown in Figure 3, the server device 20 functions as a control unit 200 and a storage unit 210 through the cooperation of the processor 21, memory 22, storage 23, communication IF 24, input / output IF 25, etc. The memory unit 210 stores the game program and various data (game information, user information, etc.). In the memory unit 210, the game information and user information are stored for each terminal device 10 (user account). The control unit 200 comprehensively controls the operation of the server device 20 by executing programs stored in the memory unit 210. For example, the control unit 200 transmits various data and programs to the terminal device 10. The control unit 200 includes a game progression unit 201. The control unit 200 can also function as other functional blocks (not shown) to support the progress of the game played on the terminal device 10, depending on the nature of the game being played. The game progress unit 201 communicates with the terminal device 10 to support the progress of the game being played on the terminal device 10. For example, when the terminal device 10 is playing a game, the game progress unit 201 provides the terminal device 10 with the information necessary for the game to progress.

[0037] (Operation-related processing performed in the game progress unit 103) Next, the operation-related processing performed in the game progress unit 103 according to the first embodiment will be described. Figure 4 shows an example of operation-related processing performed in the game progression unit 103 according to the first embodiment. The game progress unit 103 initiates the operation-related operation processing shown in Figure 4 at predetermined intervals during the game. Once the operation-related operation processing begins, the system first proceeds to step S1-1. In step S1-1, the operation unit 103b determines whether or not it has detected a predetermined input operation that triggers the execution of an operation-related operation, based on the content of the input operation detected by the operation detection unit 101a. If it determines that it has detected a predetermined input operation (Yes), it proceeds to step S1-2. If it determines that it has not detected a predetermined input operation (No), it terminates the current operation-related operation process. In step S1-2, the operating unit 103b determines whether the pressing force of a predetermined input operation is equal to or greater than a predetermined threshold. If it determines that the pressing force of the predetermined input operation is equal to or greater than a predetermined threshold (Yes), it proceeds to step S1-3. If it determines that the pressing force of the predetermined input operation is not equal to or greater than a predetermined threshold (less than a predetermined threshold) (No), it proceeds to step S1-4. In step S1-3, the operating unit 103b performs an operation-related operation according to the first mode and proceeds to step S1-5. For example, as an operation-related operation according to the first mode, the operating unit 103b performs an operation-related operation by a first speed, an operation-related operation by a first direction, an operation-related operation of a first type, and so on. In step S1-4, the operating unit 103b performs an operation-related operation in a second mode that is different from the first mode, and then proceeds to step S1-5. For example, as an operation-related operation in the second mode, the operating unit 103b performs an operation-related operation at a second speed that is slower than the first speed, an operation-related operation in a second direction that is different from the first direction, an operation-related operation of a second type that is different from the first type, and so on. In step S1-5, the determination unit 103c determines whether the target object and the non-target object satisfy the hit condition in conjunction with the execution of the operation-related operation. If it determines that the hit condition is satisfied (Yes), it proceeds to step S1-6. If it determines that the hit condition is not satisfied (No), it terminates the operation-related operation process. In step S1-6, the determination unit 103c executes a hit process that changes the state of the non-operated object, and terminates the operation-related processing for this step. For example, as a hit process, the determination unit 103c executes a process that changes the parameters of the non-operated object, a process that changes the operation or behavior of the non-operated object, a process that changes the appearance of the non-target object, and so on. With this, the operation-related processing is complete.

[0038] (Examples) Next, an example of the first embodiment will be described. In this embodiment, the present invention is applied to an FPS game. Figure 5 shows an example of a game screen. Figure 6 shows the relationship between the pressure applied during an input operation and the type of operation-related action. Figure 5(a) shows the game screen when the player is not aiming a firearm, while Figure 5(b) shows the game screen when the player is aiming a firearm. First, the content of the FPS game according to this embodiment will be explained. FPS games are first-person shooter games. In this embodiment, we describe an example of an FPS game configured as a multiplayer game in which multiple users form teams and multiple teams compete against each other. That is, each user belongs to one of the multiple teams. The multiple teams then compete against each other, and the team that earns the highest score within a predetermined period of time becomes the winning team. Within the game space, a playable character (virtual camera) corresponding to each user is placed. Each user can earn points by controlling their corresponding character and defeating the opposing character controlled by a user on the opposing team.

[0039] As shown in Figure 5, the touchscreen 16 of the terminal device 10 used by each user displays a field of view image (an image representing the field of view of the operating character corresponding to that user) captured by a virtual camera corresponding to that user. In addition, the touchscreen 16 of the terminal device 10 used by each user displays (configures) a first operation area (first virtual controller) ct1 and a second operation area (second virtual controller) ct2. Furthermore, each user can move the position of the playable character (virtual camera) within the game space by performing an input operation (a slide operation in this embodiment) on the first operation area ct1.

[0040] Furthermore, each user can perform an input operation (touch operation in this embodiment) on the second operation area ct2, which allows the controlled character to perform an action of aiming the firearm g (aiming action) within the game space. At this time, while the user's finger is not in contact with the second operation area ct2, the controlled character is controlled to be in a state where the firearm g is not aimed (hereinafter referred to as the "non-aiming state"). On the other hand, when the user's finger comes into contact with the second operation area ct2, the aiming action is performed, and while the user's finger is in contact with the second operation area ct2, the controlled character is maintained in a state where the firearm g is aimed (hereinafter referred to as the "aiming state"). While not aiming, the player character cannot use (fire) the firearm g they possess. As shown in Figure 5(a), while not aiming, the touchscreen 16 indicates that the player character is not aiming the firearm g, and the reticle re, which will be described later, is not displayed. On the other hand, while in the aiming state, the player character can use (fire) the firearm g they possess. As shown in Figure 5(b), while in the aiming state, the touchscreen 16 displays the player character holding the firearm g, and the reticle re is shown. Here, the reticle re is a cursor that serves as an indicator for aiming the firearm g held by the player character. In other words, the reticle re is an indicator that shows the direction of the muzzle of the firearm g held by the player character (i.e., an indicator that shows the direction in which the bullet fired from the firearm g held by the player character will fly).

[0041] Each user can change the direction of their character's gaze (the direction of the virtual camera) within the game space by inputting an operation (a slide operation in this embodiment) to the second operation area ct2. In other words, each user can perform an action (aim movement action) to change the direction of the firearm g (muzzle) they are holding (the position of the reticle re) within the game space by inputting an operation (a slide operation in this embodiment) to the second operation area ct2. In this embodiment, when the aim movement action points the firearm g's direction (reticle) towards the collision area set for the opponent character k, a bullet is fired from the firearm g. In other words, when the aim movement action causes the reticle re to overlap with the collision area set for the opponent character k, a bullet is fired from the firearm g. At this time, when the aim movement action causes the reticle re to overlap with the collision area set for the opponent character k, it is possible to fire bullets continuously (rapid fire) at predetermined intervals. In this embodiment, when a bullet is fired from the player character's firearm g, the fired bullet always inflicts damage on the opponent character k (reducing their hit points). At this time, the value of the damage inflicted on the opponent character k is set according to the parameters related to the bullet (e.g., attack power, penetration power, etc.). When the damage to the opponent character k reaches a predetermined amount (when their hit points are reduced to a predetermined value), the opponent character k becomes incapacitated, and points are awarded to the team to which the player character belongs.

[0042] In particular, as shown in Figure 6, in this embodiment, the speed of the aiming motion is changed according to the pressing force of the input operation (touch operation) on the second operating area ct2. Specifically, if the pressing force of the input operation on the second operating area is less than a predetermined threshold, a first speed (slow) is set for the aiming motion speed. On the other hand, if the pressing force of the input operation on the second operating area is greater than or equal to a predetermined threshold, a second speed (fast) is set for the aiming motion speed, which is faster than the first speed. In other words, the speed until the reticle re appears is changed according to the pressing force of the input operation (touch operation) on the second operating area ct2. Specifically, if the pressing force of the input operation on the second operating area is less than a predetermined threshold, a first speed (slow) is set for the speed until the reticle re appears. On the other hand, if the pressing force of the input operation on the second operating area is greater than or equal to a predetermined threshold, a second speed (fast) is set for the speed until the reticle re appears, which is faster than the first speed. As a result, the time it takes to fire a bullet is reduced when the pressure applied to the input operation (touch operation) on the second operating area is above a predetermined threshold, compared to when it is below a predetermined threshold. Furthermore, in this embodiment, the speed of the aiming movement is changed according to the pressing force of the input operation (slide operation) on the second operating area ct2. Specifically, if the pressing force of the input operation on the second operating area is less than a predetermined threshold, a first speed (slow) is set for the aiming movement speed. On the other hand, if the pressing force of the input operation on the second operating area is equal to or greater than a predetermined threshold, a second speed (fast) that is faster than the first speed is set for the aiming movement speed. In other words, the amount of movement of the reticle re in relation to a unit displacement of the contact position of the user's finger on the touch panel is changed according to the pressing force of the input operation (slide operation) on the second operating area ct2. Specifically, if the pressing force of the input operation on the second operating area is less than a predetermined threshold, a first amount (small) is set for the amount of movement of the reticle re in relation to a unit displacement of the contact position. On the other hand, if the pressing force of the input operation on the second operating area is greater than or equal to a predetermined threshold, a second amount (greater) is set for the amount of movement of the reticle re for a unit displacement of the contact position, which is greater than the first amount. This makes it possible to quickly aim with less finger movement when the pressing force of the input operation (slide operation) on the second operating area is greater than or equal to the predetermined threshold, compared to when it is less than the predetermined threshold. Furthermore, in this embodiment, the speed of the fired bullet is changed according to the pressure applied to the input operation (touch operation) on the second operation area ct2. Specifically, if the pressure applied to the input operation on the second operation area is less than a predetermined threshold, a first speed (slow) is set for the speed of the fired bullet. On the other hand, if the pressure applied to the input operation on the second operation area is greater than or equal to a predetermined threshold, a second speed (fast) is set for the speed of the fired bullet, which is faster than the first speed. As a result, when the pressure applied to the input operation (touch operation) on the second operation area is greater than or equal to a predetermined threshold, damage can be inflicted on the opponent character k more quickly than when the pressure applied is less than a predetermined threshold. Furthermore, in this embodiment, the attack power of the fired bullet is changed according to the pressure applied to the input operation (touch operation) on the second operation area ct2. Specifically, if the pressure applied to the input operation on the second operation area is less than a predetermined threshold, a first value (weak) is set for the attack power of the fired bullet. On the other hand, if the pressure applied to the input operation on the second operation area is equal to or greater than the predetermined threshold, a second value (strong), which is greater than the first value, is set for the attack power of the fired bullet. This makes it possible to increase the amount of damage dealt to the opponent character k by the fired bullet when the pressure applied to the input operation (touch operation) on the second operation area is equal to or greater than the predetermined threshold, compared to when it is less than the predetermined threshold. Furthermore, in this embodiment, the interval between consecutive bullet firings (rapid-fire interval) is changed according to the pressure applied by the input operation (touch operation) to the second operation area ct2. Specifically, if the pressure applied by the input operation to the second operation area is less than a predetermined threshold, a first interval (long) is set for the rapid-fire interval. On the other hand, if the pressure applied by the input operation to the second operation area is equal to or greater than a predetermined threshold, a second interval (short) is set for the rapid-fire interval, which is shorter than the first interval. This makes it easier to inflict continuous damage on the opponent character k when the pressure applied by the input operation (touch operation) to the second operation area is equal to or greater than a predetermined threshold than when it is less than a predetermined threshold.

[0043] (modified version) Next, a modified example of the first embodiment will be described. In the above embodiment, the operating unit 103b is configured to change at least one of the operation-related actions and parameters related to the object being operated, based on information regarding the pressing force applied by the user. However, the operating unit 103b may also be configured to change at least one of the following based on information regarding other forces applied by the user (such as grip strength or tension): the mode of operation related to the operation and the parameters related to the object being operated. For example, the terminal device 10 may be equipped with a device capable of detecting other forces applied by the user (such as grip strength or tension), and based on the information regarding the forces detected by the device, it may be configured to change at least one of the modes of operation-related actions and parameters related to the object being operated.

[0044] Furthermore, in the above embodiment, the touchscreen 16 is configured to detect information regarding the force applied by the user (pressure force in the above embodiment). However, the terminal device 10 may also be configured to derive (estimate) information regarding the force applied by the user based on the captured information (captured image) of the user captured by the camera provided in the terminal device 10. Alternatively, the system may be configured to derive (estimate) information regarding the force applied by the user based on the user's biometric information (heart rate, pulse rate, sweating status, etc.) detected by sensors provided in the terminal device 10. Alternatively, the system may be configured to derive (estimate) information about the force applied by the user by combining information detected by multiple devices such as the touchscreen 16, camera, and sensors (pressure force, captured images, heart rate, pulse rate, sweating status, etc.).

[0045] Furthermore, in the above embodiment, the operating unit 103b is configured to change at least one of the operation-related actions and parameters related to the object being operated, based on information regarding the force applied by the user (pressing force in the above embodiment). However, the operating unit 103b may also be configured to change the appearance of the object being operated (e.g., shape, color, transparency, brightness, etc.) based on information regarding the force applied by the user (pressing force in the above embodiment). In this case, the operating unit may be configured to change at least one of the modes of operation related to the operation and the parameters related to the object being operated. Alternatively, the operating unit 103b may be configured to change the internal state of the object being operated (for example, the size of the collision area) based on information regarding the force applied by the user (pressing force in the above embodiment). In this case, the configuration may also involve changing at least one of the operation-related behavior and the parameters related to the object being operated.

[0046] Furthermore, the above embodiment shows an example in which the present invention is applied to a game system 1 that provides FPS games, baseball games, action games, etc. However, the present invention may also be applied to game systems that provide other games such as location-based games, card games, etc. Furthermore, the examples described in the above embodiments are merely examples, and the present invention may be realized by adding, combining, partially deleting, or replacing other components. Furthermore, in the examples described above, known configurations not explicitly stated in the specification (configurations known at the time of filing) may be applied as appropriate.

[0047] (Second Embodiment) Next, a second embodiment of the present invention will be described with reference to the drawings. Figure 7 shows the functional configuration of the terminal device 10 according to the second embodiment. This embodiment describes an example in which the present invention is applied to game system 1b. The basic configuration of game system 1b is identical to that of game system 1. Therefore, only the parts of game system 1b that differ from those of game system 1 will be explained below. As shown in Figure 7, game system 1b differs from game system 1 in that the game progression unit 103 is equipped with an operation unit 103b2 instead of an operation unit 103b.

[0048] The operation unit 103b2 performs an operation (operation-related operation) related to the object being operated on, in accordance with the information regarding the content of the input operation detected by the operation detection unit 101a. That is, the operation unit 103b2 performs an operation-related operation in accordance with the information regarding the content of the input operation to the touch panel (touch screen 16). For example, the operation unit 103b2 performs an operation-related operation in accordance with the input operation in the second operation area (second virtual controller) on the touch panel. In particular, the operating unit 103b2 causes changes to the non-operated object based on information about the pressing force applied by the user. For example, the operating unit 103b2 causes changes to the non-operated object depending on whether the pressing force exceeds a predetermined threshold. Here, the changes to the non-operated object can be, for example, a change in the state of the non-operated object. In this case, the state can be configured to include at least one of the following: appearance (size, shape, color, transparency, brightness), speed, direction, and parameters. Furthermore, the operating unit 103b2 can be configured to change (modify) the number of non-operated objects that cause a change in state based on information regarding the pressing force applied by the user. For example, the operating unit 103b2 can be configured to change the number of non-operated objects that cause a change in state depending on whether the pressing force exceeds a predetermined threshold. Furthermore, the operating unit 103b2 can be configured to change (modify) the content (type) of changes that occur to the non-operated object based on information about the pressing force applied by the user. For example, the operating unit 103b2 can be configured to change the content (type) of changes that occur to the non-operated object depending on whether the pressing force exceeds a predetermined threshold.

[0049] For example, in the above FPS game, the operation unit 103b2 performs the above-mentioned aiming action in the game space in response to an input operation (touch operation) to the second operation area. The operation unit 103b2 also performs the above-mentioned aiming movement action in the game space in response to an input operation (slide operation) to the second operation area. Furthermore, while an input operation (touch operation or slide operation) to the second operation area is being performed, the operation unit 103b2 fires a bullet from the firearm in response to the orientation (aim) of the firearm being aimed at the collision area set for the opponent character. In this case, the operating unit 103b2 increases the display size of the opponent character when the pressing force of the input operation (touch operation / slide operation) on the second operation area is above a predetermined threshold, compared to when it is below a predetermined threshold. This makes it easier to see (find) the opponent character when the pressing force of the input operation (touch operation / slide operation) on the second operation area is above a predetermined threshold, compared to when it is below a predetermined threshold. Furthermore, the operating unit 103b2 increases the collision area set for the opponent character when the pressing force of the input operation (touch operation / slide operation) to the second operation area is above a predetermined threshold, compared to when it is below a predetermined threshold. As a result, it becomes easier to aim at the opponent character when the pressing force of the input operation (touch operation / slide operation) to the second operation area is above a predetermined threshold, compared to when it is below a predetermined threshold. Furthermore, the operating unit 103b2 slows down the opponent character's movement speed when the pressing force of the input operation (touch operation / slide operation) to the second operation area is above a predetermined threshold, compared to when it is below a predetermined threshold. As a result, it becomes easier to aim at the opponent character when the pressing force of the input operation (touch operation / slide operation) to the second operation area is above a predetermined threshold, compared to when it is below a predetermined threshold. Furthermore, the operating unit 103b2 lowers parameters related to the opponent character (e.g., defense power, etc.) when the pressing force of the input operation (touch operation / slide operation) to the second operation area is above a predetermined threshold, compared to when it is below a predetermined threshold. This makes it possible to inflict greater damage on the opponent character with bullets when the pressing force of the input operation (touch operation / slide operation) to the second operation area is above a predetermined threshold, compared to when it is below a predetermined threshold.

[0050] Furthermore, in the baseball game described above, the operation unit 103b2 executes the above-described swing motion within the game space in response to an input operation to the first operation area (in this embodiment, the end of a touch operation). In this case, the operating unit 103b2 increases the size of the sphere when the pressing force of the input operation (touch operation) on the first operating area is greater than or equal to a predetermined threshold, compared to when it is less than a predetermined threshold. This makes the sphere easier to see when the pressing force of the input operation (touch operation) on the first operating area is greater than or equal to a predetermined threshold, compared to when it is less than a predetermined threshold. Furthermore, the operating unit 103b2 increases the collision area set for the ball when the pressing force of the input operation (touch operation) to the first operating area is greater than or equal to a predetermined threshold, compared to when it is less than a predetermined threshold. This makes it easier to hit the ball with the bat when the pressing force of the input operation (touch operation) to the first operating area is greater than or equal to a predetermined threshold, compared to when it is less than a predetermined threshold. Furthermore, the operating unit 103b2 slows down the ball's speed when the pressing force of the input operation (touch operation) on the first operating area is above a predetermined threshold, compared to when it is below a predetermined threshold. This makes it easier to hit the ball with the bat when the pressing force of the input operation (touch operation) on the first operating area is above a predetermined threshold, compared to when it is below a predetermined threshold. Furthermore, the operating unit 103b2 increases the parameters related to the ball (ease of flight, rebound force, etc.) when the pressing force of the input operation (touch operation) to the first operating area is above a predetermined threshold, compared to when it is below a predetermined threshold. As a result, the distance the hit ball travels is longer when the pressing force of the input operation (touch operation) to the first operating area is above a predetermined threshold, compared to when it is below a predetermined threshold.

[0051] Furthermore, in the above-described action game, the operation unit 103b2 executes the above-described attack action within the game space in response to an input operation (tap operation) to the second operation area. In this case, the operation unit 103b2 makes the number (range) of opponent characters affected by special effects (such as damage from fire, ice, poison, etc., parameter reduction, etc.) that occur in conjunction with the attack action differ depending on whether the pressing force of the input operation (tap operation) to the second operation area is below a predetermined threshold or above a predetermined threshold. For example, if the pressing force of the input operation (tap operation) to the second operation area is below a predetermined threshold, the operation unit 103b2 applies a state change due to the special effect only to the opponent character that is the target of the attack action (one opponent character), and if the pressing force of the input operation (tap operation) to the second operation area is above a predetermined threshold, the operation unit 103b2 applies a state change due to the special effect to multiple opponent characters (two or more opponent characters), including the opponent character that is the target of the attack action and opponent characters that are in the vicinity of that opponent character (within a predetermined range). Alternatively, the operation unit 103b2 may cause the content (type) of special effects generated in conjunction with an attack action to differ depending on whether the pressing force of the input operation (tap operation) to the second operation area is below a predetermined threshold or above a predetermined threshold. For example, if the pressing force of the input operation (tap operation) to the second operation area is below a predetermined threshold, the operation unit 103b2 may cause the special effect to decrease the opponent character's parameters (e.g., defense power, etc.), and if the pressing force of the input operation (tap operation) to the second operation area is above a predetermined threshold, the operation unit 103b2 may cause the special effect to inflict additional damage on the opponent character (e.g., damage from poison, etc.).

[0052] (Operation-related processing performed in the game progress unit 103) Next, the operation-related processing performed in the game progression unit 103 according to the second embodiment will be described. Figure 8 shows an example of operation-related processing performed in the game progression unit 103 according to the second embodiment. The game progress unit 103 initiates the operation-related operation processing shown in Figure 8 at predetermined intervals during the game. Once the operation-related operation processing begins, the system first proceeds to step S2-1. In step S2-1, the operation unit 103b2 determines whether it has detected a predetermined input operation that triggers the execution of an operation-related operation, based on the content of the input operation detected by the operation detection unit 101a. If it determines that it has detected a predetermined input operation (Yes), it proceeds to step S2-2. If it determines that it has not detected a predetermined input operation (No), it terminates the operation-related operation processing for the current step. In step S2-2, the operating unit 103b2 determines whether the pressing force of a predetermined input operation is equal to or greater than a predetermined threshold. If it determines that the pressing force of the predetermined input operation is equal to or greater than the predetermined threshold (Yes), it proceeds to step S2-3. If it determines that the pressing force of the predetermined input operation is not equal to or greater than the predetermined threshold (less than the predetermined threshold) (No), it proceeds to step S2-4. In step S2-3, the operation unit 103b2 performs a process to change the state of the non-operated object and proceeds to step S2-4. For example, the operation unit 103b2 performs a process to change at least one of the following for the non-operated object: appearance, size, shape, color, transparency, brightness, speed, direction, and parameters. In step S2-4, the determination unit 103c determines whether the target object and the non-target object satisfy the hit condition in conjunction with the execution of the operation-related operation. If it determines that the hit condition is satisfied (Yes), it proceeds to step S2-5. If it determines that the hit condition is not satisfied (No), it terminates the operation-related operation process. In step S2-5, the determination unit 103c executes a hit process that changes the state of the non-operated object, and terminates the operation-related processing for this step. For example, as a hit process, the determination unit 103c executes a process that changes the parameters of the non-operated object, a process that changes the operation / behavior of the non-operated object, a process that changes the appearance of the non-target object, and so on. With this, the operation-related processing is complete.

[0053] (Examples) Next, an example of the second embodiment will be described. In this embodiment, the present invention is applied to an FPS game. Figure 9 shows an example of a game screen. Figure 10 shows the relationship between the pressure applied during an input operation and the state of the opponent character. The basic content of the FPS game according to this embodiment is the same as the basic content of the FPS game according to the embodiment of the first embodiment. Therefore, only the parts of the FPS game according to this embodiment that differ from the FPS game according to the embodiment of the first embodiment will be described below. As described above, each user can move the position of the playable character (virtual camera) in the game space by performing an input operation (a slide operation in this embodiment) on the first operation area ct1. Furthermore, each user can perform an input operation (touch operation in this embodiment) on the second operation area ct2, which allows the controlled character to perform an action of aiming the firearm g (aiming action) within the game space. In this case, while the user's finger is not in contact with the second operation area ct2, the character is controlled to be in a non-aiming state. On the other hand, when the user's finger comes into contact with the second operation area ct2, the aiming action is performed, and the aiming state is maintained while the user's finger is in contact with the second operation area ct2. While not aiming, the player character cannot use (fire) the firearm g they possess. As shown in Figure 5(a), while not aiming, the touchscreen 16 indicates that the player character is not aiming the firearm g, and the reticle re, which will be described later, is not displayed. On the other hand, while in the aiming state, the player character is able to use (fire) the firearm g they possess. As shown in Figure 9, while in the aiming state, the touchscreen 16 displays the player character as holding the firearm g, and the reticle re is displayed.

[0054] Each user can change the direction of their character's gaze (the direction of the virtual camera) within the game space by inputting an operation (a slide operation in this embodiment) to the second operation area ct2. In other words, each user can perform an action (aim movement action) to change the direction of the firearm g (muzzle) they are holding (the position of the reticle re) within the game space by inputting an operation (a slide operation in this embodiment) to the second operation area ct2. In this embodiment, when the aim movement action points the firearm g's direction (reticle) towards the collision area set for the opponent character, a bullet is fired from the firearm g. In other words, when the aim movement action causes the reticle re to overlap with the collision area set for the opponent character, a bullet is fired from the firearm g. At this time, when the aim movement action causes the reticle re to overlap with the collision area set for the opponent character, it is possible to fire bullets continuously (rapid fire) at predetermined intervals. In this embodiment, when a bullet is fired from the player character's firearm g, the fired bullet always inflicts damage on the opponent character k (reducing their hit points). At this time, the value of the damage inflicted on the opponent character k is set according to the parameters related to the bullet (e.g., attack power, penetration power, etc.). When the damage to the opponent character k reaches a predetermined amount (when their hit points are reduced to a predetermined value), the opponent character k becomes incapacitated, and points are awarded to the team to which the player character belongs.

[0055] In particular, as shown in Figure 10, in this embodiment, the display size of the opponent character k and the collision area set for the opponent character k are changed according to the pressure applied by the input operation (touch operation) on the second operation area ct2. Specifically, as shown in Figure 9(a), if the pressing force of the input operation on the second operation area is less than a predetermined threshold, the display size of the opponent character k is set to the normal size. On the other hand, as shown in Figure 9(b), if the pressing force of the input operation on the second operation area is equal to or greater than a predetermined threshold, the display size of the opponent character k is set to an enlarged size that is larger than the normal size (in this case, the display size of the opponent character may be enlarged by visually viewing the opponent character through the sight). Furthermore, if the pressure applied to the second operation area is less than a predetermined threshold, the collision area of ​​the opponent character k is set to a normal size. On the other hand, if the pressure applied to the second operation area is equal to or greater than a predetermined threshold, the collision area of ​​the opponent character k is set to an enlarged area larger than the normal size. As described above, when the pressing force of the input operation (touch operation) on the second operation area is above a predetermined threshold, it is easier to see (find) the opponent character k and easier to aim at the opponent character k, compared to when the pressing force is below a predetermined threshold.

[0056] (modified version) Next, a modified example of the second embodiment will be described. In the above embodiment, the operating unit 103b2 is configured to cause changes to the non-operated object based on information regarding the pressing force applied by the user. For example, the operating unit 103b2 is configured to change the state of the non-operated object (appearance, size, shape, color, transparency, brightness, speed, direction, parameters, etc.) based on information regarding the pressing force applied by the user. However, the operating unit 103b2 may also be configured to cause changes to the non-operated object based on information about other forces applied by the user (grip strength, tension, etc.). For example, the operating unit 103b2 may be configured to change the state of the non-operated object (appearance, size, shape, color, transparency, brightness, speed, direction, parameters, etc.) based on information about other forces applied by the user (grip strength, tension, etc.). For example, the terminal device 10 may be equipped with a device capable of detecting other forces applied by the user (such as grip strength or tension), and the state of the non-operated object may be changed based on the information regarding the forces detected by the device.

[0057] Furthermore, in the above embodiment, the touchscreen 16 is configured to detect information regarding the force applied by the user (pressure force in the above embodiment). However, the terminal device 10 may also be configured to derive (estimate) information regarding the force applied by the user based on the captured information (captured image) of the user captured by the camera provided in the terminal device 10. Alternatively, the system may be configured to derive (estimate) information regarding the force applied by the user based on the user's biometric information (heart rate, pulse rate, sweating status, etc.) detected by sensors provided in the terminal device 10. Alternatively, the system may be configured to derive (estimate) information about the force applied by the user by combining information detected by multiple devices such as the touchscreen 16, camera, and sensors (pressure force, captured images, heart rate, pulse rate, sweating status, etc.).

[0058] Furthermore, in the above embodiment, the operating unit 103b2 is configured to change the state of the non-operated object (appearance, size, shape, color, transparency, brightness, speed, direction, parameters, etc.) based on information regarding the pressing force applied by the user. However, in the above embodiment, the operating unit 103b2 may be configured to change the degree of the state of the non-operated object (appearance, size, shape, color, transparency, brightness, speed, direction, parameters, etc.) based on information regarding the pressing force applied by the user.

[0059] Furthermore, in the above embodiment, the operating unit 103b2 is configured to change the state of the non-operated object based on information regarding the pressing force applied by the user. In this case, the non-operated object is not subject to user operation, but rather becomes an object subject to operation by an NPC or another user. However, non-operable objects may be objects that are subject to operation by the first user, as well as objects that are subject to operation by a second user (or NPC) different from the first user. Furthermore, the system may be configured to change the state of non-operable objects based on information regarding the pressure applied by the first user, and also based on information regarding the pressure applied by the second user. In this case, the system may be configured so that the change in the state of non-operable objects based on the pressure applied by the first user and the change in the state of non-operable objects based on the pressure applied by the second user can cancel each other out. That is, the system may be configured to change the state of non-operable objects according to the relationship between the pressure applied by the first user and the pressure applied by the second user. Alternatively, the non-operable object may be an object that can be operated on by users belonging to the first team, as well as by users (or NPCs) belonging to a second team different from the first team. Furthermore, the state of the non-operable object may be changed based on information regarding the total pressure applied by multiple users belonging to the first team, and also based on information regarding the total pressure applied by multiple users belonging to the second team. In this case, the change in the state of the non-operable object based on the total pressure applied by multiple users belonging to the first team and the change in the state of the non-operable object based on the total pressure applied by multiple users belonging to the second team may be offset. That is, the state of the non-operable object may be changed according to the relationship between the total pressure applied by multiple users belonging to the first team and the total pressure applied by multiple users belonging to the second team.

[0060] Furthermore, in the above embodiment, the moving unit 103a is configured to change (displace, etc.) the target object in accordance with information regarding the content of the input operation detected by the operation detection unit 101a. However, the moving unit 103a may be configured to change (displace, etc.) the target object operated by the first user, along with the non-target object operated by the second user, in accordance with information regarding the content of the input operation detected by the operation detection unit 101a. Furthermore, the operating unit 103b2 may be configured to cause changes to the non-target object operated by the second user, based on information regarding the pressing force applied by the first user.

[0061] Furthermore, the above embodiment shows an example in which the present invention is applied to a game system 1b that provides FPS games, baseball games, action games, etc. However, the present invention may also be applied to game systems that provide other games such as location-based games, card games, etc. Furthermore, the examples described in the above embodiments are merely examples, and the present invention may be realized by adding, combining, partially deleting, or replacing other components. Furthermore, in the examples described above, known configurations not explicitly stated in the specification (configurations known at the time of filing) may be applied as appropriate.

[0062] (Note) Some of the features of the present invention are described below.

[0063] (First invention) "assignment" To improve interest. "Solution" The program in the first invention causes the computer (10,20) to function as a processing means (game progress unit 103) that changes the state of an object that is the target of operation by a second user different from the first user (non-operation target object) based on information about a predetermined force (pressure force) applied by the first user. "effect" Based on information regarding a predetermined force (pressure) applied by the first user, it becomes possible to change the state of an object that is the target of operation by the second user (a non-operational object), thereby improving the level of interest.

[0064] (Second invention) "assignment" To improve interest. "Solution" The program according to the second invention is the program according to the first invention, wherein the state includes at least one of appearance and parameters. "effect" Based on information regarding a predetermined force (pressing force) applied by the first user, it becomes possible to change at least one of the appearance and parameters of an object targeted for manipulation by the second user (a non-manipulated object), thereby improving the level of interest.

[0065] (Third invention) "assignment" To improve interest. "Solution" The program according to the third invention is a program according to the first or second invention in which the processing means (game progress unit 103) changes the object that is the target of operation by the first user (operated object) together with the object that is the target of operation by the second user (non-operated object) in response to a predetermined operation by the first user, and the predetermined force (pressing force) is the force related to the predetermined operation. "effect" Based on information regarding the force involved in predetermined operations to change an object operated by the first user (operated object) and an object operated by the second user (non-operated object), it becomes possible to change the state of the object operated by the second user (non-operated object), thereby improving the level of interest.

[0066] (Fourth invention) "assignment" To improve interest. "Solution" The program according to the fourth invention is a program according to the first or second invention in which the processing means (game progress unit 103) sets the number of objects whose state is changed (non-operational objects) based on information regarding a predetermined force (pressing force). "effect" Based on information regarding a predetermined force (pressure), it becomes possible to change the number of objects whose state is altered (non-manipulated objects), thereby improving the level of engagement.

[0067] (Fifth invention) "assignment" To improve interest. "Solution" The program according to the fifth invention is a program according to the first or second invention in which the processing means (game progress unit 103) sets the type of state to be changed based on information regarding a predetermined force (pressing force). "effect" Based on information regarding a predetermined force (pressure), it becomes possible to change the type of state being altered, thereby improving the level of interest.

[0068] (The sixth invention) "assignment" To improve interest. "Solution" The program according to the sixth invention is a program according to the first or second invention in which the processing means (game progress unit 103) sets the degree to which the state to be changed based on information regarding a predetermined force (pressing force). "effect" Based on information regarding a predetermined force (pressure), it becomes possible to change the degree to which the state is altered, thereby improving the level of interest.

[0069] (The seventh invention) "assignment" To improve interest. "Solution" The program according to the seventh invention is a program according to the first or second invention in which the processing means (game progress unit 103) changes the state of an object (non-operation target object) according to the relationship between a predetermined force (pressing force) applied by the first user and a predetermined force (pressing force) applied by the second user. "effect" Depending on the relationship between a predetermined force (pressure) applied by the first user and a predetermined force (pressure) applied by the second user, it becomes possible to change the state of an object (a non-manipulated object), thereby improving its appeal.

[0070] (The eighth invention) "assignment" To improve interest. "Solution" The program according to the eighth invention is a program according to the first or second invention in which the processing means (game progress unit 103) changes the state of an object (non-operation target object) in accordance with information relating to a predetermined force (pressing force) applied by a first user and information relating to a predetermined force (pressing force) applied by a third user who has a predetermined relationship with the first user (belongs to the same team). "effect" By adding a predetermined force (pressure) applied by the first user and a predetermined force (pressure) applied by the third user, it becomes possible to change the state of an object (a non-manipulated object), thereby improving its appeal.

[0071] (The Ninth Invention) "assignment" To improve interest. "Solution" The system according to the ninth invention includes a computer (10, 20) that functions as a processing means (game progress unit 103) for changing the state of an object that is the target of operation by a second user different from the first user (non-operation target object) based on information regarding a predetermined force (pressing force) applied by a first user. "effect" Based on information regarding a predetermined force (pressure) applied by the first user, it becomes possible to change the state of an object that is the target of operation by the second user (a non-operational object), thereby improving the level of interest.

[0072] (The Tenth Invention) "assignment" To improve interest. "Solution" The method according to the tenth invention causes a computer (10,20) to function as a processing means (game progress unit 103) that changes the state of an object that is the target of operation by a second user different from the first user (non-operation target object) based on information about a predetermined force (pressing force) applied by the first user. "effect" Based on information regarding a predetermined force (pressure) applied by the first user, it becomes possible to change the state of an object that is the target of operation by the second user (a non-operational object), thereby improving the level of interest. [Explanation of Symbols]

[0073] 1.1b Game System 2 Network 10 Terminal devices 20 Server Devices 101 Operation Reception Section 102 UI Control Unit 103 Game Management Section 103a Moving part 103b Operating part 103c Judgment section 104 Display Control Unit

Claims

1. Computers, A program that functions as a processing means for changing the state of an object that is subject to operation by a second user different from the first user, based on information about a predetermined force applied by a first user.

2. The program according to claim 1, wherein the state includes at least one of appearance and parameters.

3. The processing means changes the object that is the target of the operation by the first user, together with the object that is the target of the operation by the second user, in response to a predetermined operation by the first user. The program according to claim 1 or 2, wherein the predetermined force is the force related to the predetermined operation.

4. The program according to claim 1 or 2, wherein the processing means sets the number of objects whose state is changed based on information relating to the predetermined force.

5. The program according to claim 1 or 2, wherein the processing means sets the type of state to be changed based on information regarding the predetermined force.

6. The program according to claim 1 or 2, wherein the processing means sets the degree to which the state to be changed based on information regarding the predetermined force.

7. The program according to claim 1 or 2, wherein the processing means changes the state of the object according to the relationship between a predetermined force applied by the first user and a predetermined force applied by the second user.

8. The program according to claim 1 or 2, wherein the processing means changes the state of the object in accordance with information relating to a predetermined force applied by the first user and information relating to a predetermined force applied by a third user having a predetermined relationship with the first user.

9. A system comprising a computer that functions as a processing means for changing the state of an object that is subject to operation by a second user different from the first user, based on information regarding a predetermined force applied by a first user.