Game device and program
The game device facilitates character development through intuitive operation inputs, enhancing user engagement and attachment by incorporating non-selection interactions, addressing the limitations of selection-based methods in existing game devices.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- BANDAI CO LTD
- Filing Date
- 2026-04-27
- Publication Date
- 2026-07-02
AI Technical Summary
Existing game devices with limited operation members require users to perform selection-based inputs to increase character affection, which are not intuitive and may hinder deep attachment development.
A game device that allows character development through intuitive operation inputs, including non-selection inputs such as touch and voice interactions, to enhance user engagement and attachment.
Enables intuitive character cultivation with increased user engagement and attachment through diverse and natural interaction methods, ensuring a deeper connection with the game characters.
Smart Images

Figure 2026110797000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game device and a program, and particularly to a game device that executes an electronic game for cultivating characters.
Background Art
[0002] There is a game device that executes a game (cultivation game) including a cultivation element for growing a character in response to a user's operation input. Patent Document 1 discloses a game device that executes a cultivation game in which a parameter of the degree of affection for a character is updated in response to an operation input made for a randomly generated event, and the state of the character changes based on the degree of affection.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] The game device described in Patent Document 1 is provided with physical operation buttons (operation members) as a user interface, and in order to increase the degree of affection, it is necessary to perform an appropriate operation input uniquely defined for each event.
[0005] Conventionally, in game devices equipped with a limited number of operating members, such as those described in Patent Document 1, diversity of input methods is ensured by having the user select and decide on an appropriate item from among multiple selection items (options) displayed for each event, in order to avoid limiting the level of enjoyment. For example, if three operating members are provided as in Patent Document 1, two of these operating members are assigned to changing the selected item, and the remaining operating member is assigned to deciding on the selected item. Therefore, the appropriate input for each event required selecting an appropriate selection item from among multiple selection items displayed for that event and then making a decision input for that selection item.
[0006] However, this type of selection-based input method is not intuitive, and there was a possibility that it would be difficult for users to develop a deep attachment to their characters.
[0007] The present invention aims to provide a game device and program for running a character development game that enables character development through intuitive input. [Means for solving the problem]
[0008] The game device of the present invention is a game device that performs processing related to a training game in which game elements grow, wherein a game element has a plurality of training stages defined, including branches that cause the growth state of the game element to differ, and the game device comprises execution means for performing processing related to the training game, display means for displaying game elements, input means for receiving operation input related to the training of game elements, management means for managing the training stages of game elements, and determination means for determining one growth state from among the growth states of the branch destinations related to the second training stage of the game element when a change condition from a first training stage to a second training stage is met, in accordance with the operation input related to training that has been made up to the time the change condition is met, wherein the operation input related to training includes a first operation input that does not involve the selection of a selection item related to training. The game device of the present invention is a game device that executes processing related to a cultivation game for growing game elements. In the cultivation game, a plurality of cultivation stages including branches for varying the growth state of the game elements are defined for the game elements. The game device includes an execution means for executing the processing related to the cultivation game, a display means for displaying the game elements, an input means for receiving an operation input related to the cultivation of the game elements, a management means for managing a predetermined parameter that changes according to the cultivation stage of the game elements and the operation input related to the cultivation, and a determination means for determining one growth state based on the predetermined parameter that has changed according to the operation input related to the cultivation made until the change condition is satisfied, from among the growth states of the branch destinations related to the second cultivation stage of the game elements when the change condition from the first cultivation stage to the second cultivation stage is satisfied in the cultivation game. The operation input related to the cultivation includes a first operation input that does not involve selection of a selection item related to the cultivation. When the second cultivation stage is a cultivation stage after a predetermined stage, the determination means further determines one growth state based on a parameter different from the predetermined parameter.
Effects of the Invention
[0009] According to the present invention, it becomes possible to execute a cultivation game that enables the cultivation of game elements with intuitive operation inputs.
Brief Description of the Drawings
[0010] [Figure 1] A diagram illustrating the external configuration of the game device 100 according to an embodiment of the present invention [Figure 2] A block diagram illustrating the functional configuration of the game device 100 according to an embodiment of the present invention [Figure 3] A diagram showing an example of the display of a game screen related to a cultivation game according to an embodiment of the present invention [Figure 4] A diagram for explaining the reception mode of touch input in the game device 100 according to an embodiment of the present invention [Figure 5] A diagram illustrating a non-selection operation input provided to be receivable in relation to a cultivation game according to an embodiment of the present invention [Figure 6] Flowchart exemplifying the nostalgia degree change process executed in the game device 100 according to an embodiment of the present invention [Figure 7] Figure showing an example of the data configuration of character information used in the game device 100 according to an embodiment of the present invention [Embodiments for Carrying Out the Invention]
[0011] [Embodiment] Hereinafter, embodiments will be described in detail with reference to the accompanying drawings. Note that the following embodiments do not limit the invention according to the claims, and not all combinations of the features described in the embodiments are essential to the invention. Two or more of the plurality of features described in the embodiments may be arbitrarily combined. Also, the same or similar configurations are given the same reference numerals, and redundant explanations are omitted.
[0012] One embodiment described below is an example of applying the present invention to a game device configured to be able to receive an operation input involving selection of a selection item related to cultivation and an operation input not involving selection of a selection item related to cultivation in a cultivation game as an example of a game device. However, the present invention is applicable to any device capable of receiving at least the latter operation input.
[0013] 《Configuration of the Game Device》 FIG. 1 is a diagram exemplifying the external configuration of the game device 100 according to the present embodiment. As shown in the figure, the game device 100 includes a display unit 110 that displays a game screen related to a cultivation game described later, and a physical operation member 134 that receives an operation input from a user. In the present embodiment, the display unit 110 is configured to be able to receive a touch input, and includes a touch panel sensor 131 for detecting the touch input.
[0014] 〈Functional Configuration of the Game Device〉 Hereinafter, the functional configuration of the game device 100 of the present embodiment will be described in detail with reference to the block diagram of FIG. 2.
[0015] The control unit 101 is, for example, a CPU, and controls the operations of each block of the game device 100. Specifically, the control unit 101 controls the operations of each block by, for example, reading out the operation programs of each block recorded on the recording medium 102, expanding them in the memory 103, and executing them.
[0016] The recording medium 102 is a recording device that can permanently hold data, such as a non-volatile memory or an HDD. In addition to the operation programs of each block of the game device 100, the recording medium 102 records parameters necessary for the operations of each block, various drawing elements (images of characters and items, GUI, background images) used in the breeding game of the present embodiment, or information such as action determination programs. The recording medium 102 is not limited to the recording device built in the game device 100, and may include, for example, an external recording device detachably attached to the game device 100. The memory 103 is a storage device used for temporary data storage, such as a volatile memory. The memory 103 is used not only as an expansion area for the operation programs of each block, but also as a storage area for temporarily storing data output during the operations of each block.
[0017] The element DB 104 manages information on various game elements in the breeding game in which a play experience is provided in the game device 100. The breeding game of the present embodiment is game content for breeding characters, and the element DB 104 includes information (character information) on each character that can be bred. Although details will be described later, in the breeding game, the form (growth state) of the character to be bred (target character) changes sequentially, so that the growth of the character is expressed. Therefore, the character information is configured for each growth state and is managed by the element DB 104. That is, the breeding game provides a play experience related to the breeding of one target character, and during that play experience, the game is executed by referring to different character information for each growth state.
[0018] Character information managed for one growth state may include, for example, as shown in FIG. 7, basic information 702 indicating the gender, name (classification), etc. of the character related to the growth state, associated with a growth state ID 701 that uniquely identifies the growth state, parts information 703 that identifies various part sets (character images and part images) used for forming the appearance of the character related to the growth state, and personality information 704 that defines the behavior, thinking tendency, and preferences of the character related to the growth state.
[0019] In addition to character information, the element DB 104 may manage item information including the effects, etc. of items that can be used in the breeding game.
[0020] The management unit 105 manages changes in the growth state of the target character. As described above, the breeding game of this embodiment progresses while varying the growth state of the target character, but the transition of the growth state is not fixed. In order to provide various interesting elements in the breeding experience, the growth state that changes during the growth process varies according to the progress of the breeding game. Details will be described later, but a plurality of breeding stages are provided for one breeding of the target character, and at the switching of the breeding stages, the management unit 105 determines which growth state the target character will enter. The determination of the growth state is made based on whether the progress of the breeding game satisfies the growth possible conditions predetermined for each growth state.
[0021] The presentation control unit 106 controls the presentation of various information to the user in the game device 100. In the game device 100 of this embodiment, as means for presenting various information to the user, it will be described as having a display unit 110 that displays images (game screens, menu screens, etc.) and an audio output unit 120 that outputs audio, but the means for presenting information is not limited to these, and it is needless to say that vibration, lighting, information transmission, etc. can be used as alternatives or additions.
[0022] The presentation control unit 106 includes, for example, a drawing device such as a drawing chip, and performs predetermined drawing processing when generating a game screen to be displayed on the display unit 110. Specifically, during the period when the game device 100 is not in the sleep state, the presentation control unit 105 generates a game screen according to the progress of the game, and updates the display on the display unit 110 at a predetermined frequency to present various types of information related to the breeding game. In the breeding game in which the game device 100 of the present embodiment provides a play experience, basically, a game screen on which the target character is arranged is presented so that the user can grasp the state of the target character. For this reason, based on the growth state of the target character at the time of display, the presentation control unit 106 reads out the drawing elements specified by the part information 703 of the character information of the growth state from the recording medium 102 and expands them in the memory 103, and uses this to draw the target character. In addition, the presentation control unit 106 shall perform drawing control so that appropriate backgrounds and items are arranged on the game screen as appropriate according to the progress of the game, or a GUI is displayed.
[0023] In the present embodiment, in order to assume a mode in which the game device 100 is a toy that is easy for the user to carry, the display unit 110 will be described as a display device such as an LCD that is built into the game device 100 and configured in an integrated type. However, the implementation of the present invention is not limited to this. That is, it goes without saying that the display unit 110 may be a display device detachably connected to the outside of the game device 100.
[0024] The presentation control unit 106 includes a circuit that outputs an audio signal, such as a sound chip, and performs predetermined processing when generating the audio to be output from the audio output unit 120. Specifically, the presentation control unit 106 determines, for example, the audio data to be output from the audio data recorded in the recording medium 102 according to the progress of the game, converts this into an electrical audio signal (D / A conversion), and outputs it to the audio output unit 120, thereby performing audio presentation related to the breeding game. The audio output unit 120 may be a predetermined speaker or the like, and outputs sound waves based on the input audio signal. In the present embodiment, similar to the display unit 110, the audio output unit 120 is described as being built into the game device 100, but it may be detachably connected to the outside of the game device 100.
[0025] The operation input unit 107 is a user interface of the game device 100, such as an operation button. When the operation input unit 107 detects that a user has made an operation input, it transmits a control signal corresponding to the operation content to the control unit 101. In the game device 100 of the present embodiment, as a user interface, in addition to the physical operation member 134 provided on the appearance of the game device 100 and configured to be able to be pressed by the user, it includes a touch panel sensor 131 that detects touch input made on the display unit 110, an audio input unit 132 (for example, a microphone or the like) that detects audio input generated by the user, and a motion sensor 133 (for example, an acceleration sensor, a gyro sensor, etc.) that detects the motion of the user carrying the game device 100. In the present embodiment, the motion sensor 133 detects, for example, the walking motion (number of steps) of the user carrying the game device 100 as an operation input. <Regarding the breeding game in which a play experience is provided by the game device 100 of the present embodiment having such a configuration, the following is a brief description.
[0028] As described above, the breeding game is game content that grows a target character as a game element according to the present invention, and presents a screen including the display of the target character as a basic game screen. In the breeding game, the target character grows while transforming into different growth states as it progresses through the breeding stages, and the user can observe this through the game screen.
[0029] Here, the "breeding stage" is a concept that divides the growth process (period) of the target character in the breeding game into multiple stages (egg stage (before birth), baby stage (infant period), kids stage (childhood), young stage (youth), friend stage (adulthood), etc.), and progresses when conditions such as the elapsed breeding time are met. Also, the "growth state" is a concept that defines the various forms of the character in the breeding game, and the target character takes on one of the growth states at each breeding stage. One or more types of growth states are defined for each breeding stage, and as described above, the management unit 105 manages the growth state of the target character according to the progress of the breeding game. For example, in one aspect of the breeding game, the target character takes on one type of egg form before birth, but in the infant period after birth (after hatching), there are two forms according to the gender of the target character, four forms (a total of four) for each gender in the childhood stage, six forms (a total of six) for each gender in the youth stage, and ten forms (a total of ten) for each gender in the adulthood stage may be provided as growth states. That is, for the change from one breeding stage to the next, a branch is provided to vary the growth state of the target character. Also, by configuring it so that the number of types of growth states that can grow increases as the breeding stage progresses to the later stage in this way, the diversity and interest of the game can be increased.
[0030] Here, in the breeding game of the present embodiment, when the change condition of the breeding stage is satisfied, the determination of which growth state to assume is made according to a parameter that changes according to the operation input made for breeding. Therefore, during the progress of the breeding game, the management unit 105 manages a predetermined parameter that changes according to the operation input made for breeding the target character, and appropriately refers to it at the timing when the change of the breeding stage occurs. More specifically, when the change condition from the first breeding stage to the second breeding stage is satisfied, the management unit 105 refers to the corresponding parameter in a state reflecting the operation input made until the change condition is satisfied, and among the growth states of the second breeding stage that can branch from the growth state of the target character in the first breeding stage, one growth state corresponding to the parameter is determined. In the present embodiment, the predetermined parameter includes the "degree of familiarity" of the target character (with respect to the user) and the "history of breeding actions (care history)" that the user has performed on the target character. Hereinafter, regarding these parameters, the operation input that causes a change and the method of updating the parameter based on the determination of the operation input will be described in detail.
[0031] 〈Degree of familiarity〉 The degree of familiarity is an index indicating how much the user has performed actions (breeding actions) related to the breeding of the target character. In the breeding game of the present embodiment, it is managed as a numerical value indicating how much the target character trusts the user or how much the target character feels the love from the user. The degree of familiarity is added with a positive numerical value when the determination result of the operation input related to the breeding action is good, and 0 or a negative numerical value is added when it is not good, and is managed by the management unit 105 during the period of breeding the target character.
[0032] In the breeding game of the present embodiment, as operation inputs that cause a change in the degree of familiarity, the following two types of operation inputs are accepted.
[0033] (Selection operation input) The first operation input is a second operation input according to the present invention, which involves selecting an item related to training actions (hereinafter referred to as a selection operation input). More specifically, the selection operation input is realized by the user selecting one of the items presented as selection items, and then confirming the selected item. This selection operation input is used when the user confirms the status of the target character (including the target character's health status, the status of the environment (room) where the target character is placed, and the target character's training status) presented via the display unit 110 and the sound output unit 120, and selects and executes a training action that is presumed to be suitable for that status from among the executable actions (selection items).
[0034] For example, the selection operation input is for the target character. • Item provision (selection of items to give from among the items you own) • Instructions on the action to be taken (selecting the appropriate action from among the possible actions) • Executing actions to change the state (selecting the action to be performed from among the possible actions) It may include the following. Specifically, selection input is used, for example, to select and provide menu items such as meals or snacks when the target character is hungry. Selection input is also used, for example, to make the target character take a bath or clean when the target character is dirty or the room is dirty. Selection input is also used, for example, to perform a medical procedure when the target character is sick. In this case, the level of affection increases or decreases depending on whether the selection input selected a suitable upbringing action. For example, the level of affection increases or decreases depending on whether the provided item was appropriate, whether the provided item matched the target character's preferences, whether the target character became more comfortable after bathing, and whether the target character's health improved after the medical procedure (the level of affection increases if the result is good, and decreases if the result is not good).
[0035] Also, the selection operation input is not limited to the case where the user spontaneously checks the state of the target character and selects a cultivation action. For example, when selecting a cultivation action for a call event (care event) from the target character that randomly occurs during the execution of a cultivation game, it is similarly adopted.
[0036] In this way, all selection operation inputs are operation inputs made to the GUI (selection items) related to the cultivation action selection, and are positioned as operation inputs that indirectly act on the target character. Therefore, while the selection operation input contributes to the diversity of the cultivation game by enriching the types of selection items, from the perspective of cultivating the target character, it may make the user feel the gap between the user and the target character.
[0037] The selection operation input is not limited to being input via an operation member such as a button provided with a physical shape like the operation member 134. Depending on the touch input detected via the touch panel sensor 131, or including the touch input, for example, selection and confirmation of hierarchically provided selection items (switching of selection items displayed by a swipe operation (page turning), confirmation with a long press operation of a tap operation for a predetermined time or more, etc.) may be configured to be inputable. In the cultivation game of this embodiment, when an operation input to the operation member 134 is detected, the display of selection items is started, the selection items displayed are changed according to the swipe operation, and according to the long press operation on the displayed selection items, the execution of the cultivation action corresponding to the selection item or the display of subordinate selection items belonging to the selection item is performed. It is assumed that the input control of the selection operation input is performed.
[0038] (Non-selection operation input) In contrast, the second type of input is the first type of input according to the present invention, which does not involve the selection of selection items related to training actions (hereinafter referred to as non-selection input). More specifically, non-selection input is a type of input in which the target character's reaction is directly presented without going through the operation of displaying selection items → selecting → confirming, as in the selection input described above. This non-selection input is used when performing training actions that require real-time interaction, such as calling out to or touching the target character. In other words, this non-selection input is used to provide an interactive training game play experience that makes it easier for the user to deepen their attachment to the target character.
[0039] Here, because non-selection inputs directly affect the target character, it is necessary to dynamically process the detected input and present the target character's response. In other words, compared to selection inputs, which perform processing according to the selected item and present the target character's response only after a final confirmation input has been made, non-selection inputs may increase the amount of computation and power consumption involved in their processing. For this reason, the game device 100 in this embodiment is configured to accept such non-selection inputs only during the period when the game device 100 is transitioning from normal mode to communication mode.
[0040] In this embodiment, the transition to communication mode is described as being initiated when a touch input is made to the area of the target character on the game screen. For example, when not in communication mode, the game screen is shown as in Figure 3(a), where the player is observing the target character in the room. However, when in communication mode, the game screen is basically shown as in Figure 3(b) or (c), where the target character approaches the user and is in a face-to-face state in response to user input (touch input to the area of the target character and voice input related to the first stage described later).
[0041] As illustrated, when in communication mode, the target character's face is displayed larger than in normal mode, allowing the user to perceive the character's nuances and ensuring ease of touch input in some of the communication methods described below. At this time, the target character's facial expression is controlled according to the degree of affection the character feels from the user. For example, the target character's facial expression may be determined by comparing the degree of affection with a predetermined threshold during the transition to communication mode. That is, if the degree of affection exceeds the predetermined threshold (affectionate), the target character is controlled to display a gentle expression as shown in Figure 3(b), and if the degree of affection falls below the predetermined threshold (not affectionate), the target character is controlled to display a cold expression as shown in Figure 3(c).
[0042] In order to create a natural communication experience with the target character, the communication mode of this embodiment accepts non-selection operation input in the following two stages.
[0043] When touch input is received in the area of the target character, the first stage of non-selection operation input acceptance begins. The non-selection operation input accepted in the first stage is voice input via the voice input unit 132, and is detected only for a predetermined period (for example, 10 seconds). If any voice input is received during this period, it is assumed that the user has called out to the target character, and the communication mode moves to the second stage, confirming that further non-selection operation input will be accepted. At this time, the game screen display, conditional on voice input being received, sequentially transitions from a passive state as shown in Figure 3(a) to a face-to-face state as shown in Figure 3(b) or (c), showing the target character approaching with facial expressions corresponding to the level of affection. On the other hand, if no voice input is received during this period, it is assumed that the user has not called out to the target character, and the communication mode ends, returning to the normal mode.
[0044] When the transition to the second stage is confirmed, after determining the communication method with the target character, it enters the second stage and becomes a state of accepting non-selective operation inputs of the corresponding type. In the breeding game of this embodiment, as communication methods related to the second stage, it includes a "petting mode" of touching the target character and a "listening mode" of listening to what the target character says, and communication based on touch input and motion input is performed respectively. The determination of the communication method may be made by executing a lottery process of selecting one from these, or may be made according to the type of non-selective operation input first made after the transition to the second stage is confirmed. Alternatively, it may be made by allowing the user to select which communication method to communicate with.
[0045] Note that the limitation of the communication method related to the acceptance of such non-selective operation inputs in the second stage is simply an implementation aspect for the purpose of reducing the calculation amount and power consumption in the game device 100, and it will be easily understood that it does not limit the implementation of the present invention. That is, in an aspect where the control unit 101 has sufficient calculation ability and the game device 100 has a large-capacity battery, it is not necessary to limit the type of non-selective operation inputs accepted in the second stage.
[0046] In the "petting mode", the degree of familiarity is increased or decreased according to what touch input the user makes to the target character displayed in the face-to-face state. As described above, in the game screen displayed during the communication mode transition, the target character is enlarged and various touch inputs for the user to touch the target character are easy to input. In this embodiment, as shown in FIG. 4, the game screen including the display of the target character in the face-to-face state is classified into four regions (A to D), and according to the transition of touch input for these regions, the touching behavior (breeding action) performed by the user on the target character is specified, and the behavior control and the change of the degree of familiarity of the target character are performed.
[0047] The non-selective operation inputs (a series of touch inputs) that can be received in the "caress mode" may be of types defined as shown in the table of FIG. 5, for example. As shown in the drawing, each non-selective operation input is defined by a series of touch inputs (transition of the area where the touch input is detected) that intuitively correspond to each operation content. When the corresponding non-selective operation input is made, a corresponding effect display (change in the display mode of the target character) and an increase or decrease in the intimacy level are performed. Here, in the breeding game of the present embodiment, in order to express that the reaction to the user becomes diverse as the target character grows, a breeding stage at which each of the non-selective operation inputs can be received is defined.
[0048] Also, some of the non-selective operation inputs may be configured to limit the acceptable timing. In the breeding game of the present embodiment, in order to make the user recognize that a target character, which is one living entity, is being bred, support for going to bed or waking up is configured to be possible by non-selective operation inputs at the times before going to bed and before waking up of the target character. The times before going to bed and before waking up of the target character are defined by specifying the time, and the corresponding non-selective operation input may be controlled to be acceptable in response to the clock set in the game device 100 reaching the corresponding time.
[0049] For example, if bedtime is set to 8:30 PM, the system may be controlled to initiate a bedtime event with a pre-sleep animation when the internal clock reaches 8:00 PM, and then forcibly transition to a state where non-selective input is accepted, similar to "petting mode." The pre-sleep animation may, for example, begin by notifying the player that the character is having difficulty falling asleep, and then, in response to appropriate non-selective input (touch input moving back and forth between areas A and B related to the pre-sleep period in Figure 5), show the character becoming drowsy and gradually falling asleep. In this case, in order to express the realism of a living organism, the number of non-selective inputs required for the character to fall asleep may be determined randomly. The level of affection should be changed only if appropriate non-selective input is continuously made from the start to the end of the bedtime event (when the character falls asleep). Thus, for specific time-specified events such as before going to bed or before waking up, a single non-selection input may not result in a change in affection level, but multiple non-selection inputs may be required to change the affection level, thereby expressing the character's lifelike nature.
[0050] Furthermore, in an embodiment like this one, where non-selection operation inputs related to touch input are accepted as transitions to touch inputs in areas divided into four sections, the types of non-selection operation inputs that can be accepted for the target character are limited. For this reason, as shown in Figure 5, the same type of non-selection operation input may be defined as the appropriate input for both "petting mode" and time-specified events. In other words, even with the same non-selection operation input, the manner in which the affection level is changed may be controlled differently for "petting mode" and time-specified events.
[0051] On the other hand, in "listening mode," text (conversation) corresponding to the user's motor input history while carrying the game device 100 is presented as a message from the target character, and the affection level increases. More specifically, information (number of steps) of walking performed by the user while carrying the game device 100 is stored in memory 103, and for example, when transitioning to "listening mode," if the number of steps meets the conditions for message presentation, a message is presented and the affection level is increased. Here, whether or not the conditions for message presentation are met may be determined not by the cumulative number of steps, but by the number of steps detected on that day or other step history for a specific period. If the conditions for message presentation are not met, the affection level is not changed, and the display control should be such that "listening mode" is terminated (communication mode is terminated and transitioning to normal mode is returned).
[0052] In this embodiment, in order to facilitate understanding of the invention, the "listening mode" is described as presenting only messages related to non-selective operation input (motor input). However, the implementation of the present invention is not limited to this. That is, from the viewpoint of increasing the user's attachment to the target character, the "listening mode" may also present messages that are not based on non-selective operation input, such as, for example, the target character presenting a question message about the user's preferences, a message related to the answer to the question, or a message corresponding to the up-to-date training actions or level of affection.
[0053] Furthermore, in this embodiment, emphasis was placed on communication between the user and the target character, and it was explained that the level of affection is changed based on the motor input history when transitioning to "listening mode." However, the implementation of the present invention is not limited to this. That is, in order to explicitly show (provide feedback to) the user that the level of affection has increased, it is not necessary to refrain from changing the level of affection based on motor input until transitioning to "listening mode." The level of affection may be changed without providing feedback when the motor input history meets certain conditions.
[0054] Also, in the present embodiment, for the purpose of producing natural communication with the target character, in the communication mode, in the first stage, non-selective operation input related to voice input is accepted, and in the second stage, non-selective operation input related to touch input or motion input, that is, non-selective operation input of a different type from the first stage is accepted. However, the implementation of the present invention is not limited to this. That is, the type of non-selective operation input accepted in multiple stages of the communication mode is not limited to this aspect, and it is not necessary that the non-selective operation input accepted in the later stage is of a different type from the non-selective operation input accepted in the previous stage. Also, instead of accepting non-selective operation inputs in multiple stages like this to change the familiarity level, it may be an aspect of directly changing the familiarity level according to the non-selective operation input (one stage) made after transitioning to the communication mode.
[0055] Thus, in the cultivation game of the present embodiment, the familiarity of the target character with the user increases or decreases according to two types of operation inputs: selective operation input involving the selection of cultivation-related selection items and non-selective operation input not involving the selection of selection items. Here, these operation inputs are not limited to whether or not they involve the selection of selection items, and may be provided with differences in handling in the cultivation game in the following points in order to make it easier for the user to develop affection for the target character.
[0056] From one perspective, for the selective operation input, selection items including suitable cultivation actions for the state of the target character are presented. On the other hand, for the non-selective operation input, since it may be difficult for the user to grasp the input that increases the familiarity level, the change in the familiarity level caused by each type of non-selective operation input may be constant regardless of the growth state of the target character. Also, in this case, in order to increase the interest, the change in the familiarity level caused by the selective operation input may be controlled to be different according to the growth state of the target character and its preference (for example, when accessory C is provided in growth states A and B, the change in the familiarity level is different, etc.).
[0057] From another perspective, since a more direct response from the target character to inputs, such as in communication mode, makes it easier for users to develop an attachment to the character, opportunities to change the affection level through non-selective inputs, i.e., opportunities to transition to communication mode, should be provided without limit during the training game process. Opportunities to change the affection level through selective inputs may be configured to have limitations based on the number of items owned, the number of items that can be purchased, the frequency of care events, etc. In other words, in this embodiment of the training game, there is a limit to the number of times that selective inputs related to training can be accepted, but there is no limit to the number of times that non-selective inputs related to training can be accepted. This allows the user to be guided to actively perform training actions related to non-selective inputs in order to increase the affection level. Furthermore, since opportunities to increase the affection level are more easily secured through non-selective inputs, it becomes easier to train the target character to the desired affection level.
[0058] Incidentally, since the degree of attachment indicates an aspect that shows the degree of affection of the user for the target character and whether the user is taking care of it, for example, in a situation where the low degree of attachment continues, it is preferable to inform the user of this and encourage a game play that makes it easy to experience the趣味性 of the breeding game. For example, if it is possible to proceed without problems even in a game play where the user performs a minimum operation such as eating but does not use the communication mode or perform other care, it is difficult for the user to develop an attachment to the target character, and it may not be possible to provide the趣味性 of the breeding game. Therefore, in the breeding game of this embodiment, when the state where the degree of attachment is below the threshold value (-20 or the like) continues for a predetermined time (72 hours or the like), the target character prepares to disappear from the game device 100 by itself (run away: become unable to be bred, and the breeding game related to the target character ends) and starts presenting an effect (runaway preparation). At this time, a grace period of about one hour is provided from the runaway preparation until the actual runaway state, and the user can be configured to cancel the runaway preparation by performing an operation input to hold back the runaway with respect to the effect. That is, by presenting the effect of the runaway preparation, attracting the attention of the user and making the user feel a sense of crisis about the progress of the breeding game, and then providing an opportunity to解除 this state, it is possible to change the way the user faces the target character and induce a game play that makes it easy to experience the趣味性 of the breeding game.
[0059] Note that since it may not be possible to ensure the consistency with the actions of the target character if it is possible to input a non-selection operation input such as the communication mode during the effect of the runaway preparation, when the occurrence conditions of the runaway preparation effect are satisfied, it is controlled to be impossible to receive anything other than the selection operation input for holding back. That is, the non-selection operation input is controlled to be impossible to receive. Here, although it was described above that the non-selection operation input related to breeding is not limited in the number of times that can be received in the process of the breeding game, it is needless to say that this does not apply to the case where the target character is in the state of runaway preparation or runaway. In other words, in the breeding game of this embodiment, when the target character is in a normal state where it is not in the state of runaway preparation and runaway, it is possible to receive the non-selection operation input related to breeding without limitation in the number of times.
[0060] Using the familiarity level determined in this way, in the breeding game of this embodiment, when the change conditions for each breeding stage are satisfied, the growth state of the target character corresponding to the changed breeding stage is determined. More specifically, for each of the plurality of types of growth states provided to be branchable for the changed breeding stage, a range of familiarity levels required to grow into that growth state is defined, and the management unit 105 determines the growth state after the change according to which range the familiarity level at the time when the change conditions are satisfied is included in. Also, in order to increase the interest related to the breeding of the target character, for example, for breeding stages after a predetermined stage such as the adult stage which is the final breeding stage, the management unit 105 may determine the growth state after the change based not only on the familiarity level but also further on the history of breeding actions such as the number of successful times of care events and the types of items donated.
[0061] Also, especially for users who are playing the game with affection for the target character, in order to present further interest elements, the breeding game may include a specific effect that is presented only when the familiarity level reaches the highest state. The determination of presenting the specific effect may be made at each breeding stage, and when passing through a plurality of breeding stages while maintaining the state where the familiarity level is at the highest state, the presentation of the specific effect may be made for each breeding stage. The specific effect may be, for example, to give a predetermined item in the breeding game such as a badge or an icon, and by making it a collection element, it can be made into an achievement goal during repeated game play, and the user can be attracted to a more interesting game play. Here, the breeding game of this embodiment is configured to be able to breed new characters sequentially using eggs obtained, for example, through marriage or childbirth, and it is assumed that a plurality of types of characters that can be made into the target character sequentially are provided (configured to enable repeated game play while varying the breeding target characters). Therefore, regarding the giving of the predetermined item, it may be provided such that different ones are provided for each type of the bred characters.
[0062] 《Affection level change process》 In the game device 100 of this embodiment, which has the above configuration, the process of changing the affection level, which is performed in relation to changing the affection level, will be explained using the flowchart in Figure 6. The process corresponding to the flowchart can be realized by the control unit 101 reading the corresponding processing program stored in the recording medium 102, for example, loading it into the memory 103 and executing it. This affection level change process will be explained as starting when a process designated as being involved in changing the affection level (display processing of selection items related to training behavior, transition processing to communication mode, and occurrence processing of time-specified events) is executed.
[0063] In S601, the control unit 101 determines which process caused the affection level change process to be executed. If the control unit 101 determines that it was started based on the display process of selection items related to rearing behavior, it moves the process to S602; if it determines that it was started based on the transition to communication mode process, it moves the process to S604; and if it determines that it was started based on the occurrence process of a time-specified event, it moves the process to S612.
[0064] In S602, the control unit 101 determines whether or not a selection operation input has been made for one of the selection items. If the control unit 101 determines that a selection operation input has been made for one of the selection items, it moves the process to S603; otherwise, it repeats the process in this step. If a predetermined timeout period elapses without a selection being made for one of the selection items, the control unit 101 completes this affection level change process. At this time, if the display process of the selection items related to the nurturing behavior that caused the start was performed for an event that requires user input (selection of an selection item), such as a care event, a decrease in affection level related to the care failure may occur.
[0065] In S603, the management unit 105, under the control of the control unit 101, changes the affection level of the target character according to the selection item selected in S602, and completes the affection level change process. The change in affection level may be, for example, an increase in the affection level by a predetermined value when a suitable selection item is selected by the selection operation input. Alternatively, for example, the change may be an increase in the affection level by a predetermined value when an unsuitable selection item is selected by the selection operation input. As described above, whether or not the selected selection item is suitable may be determined comprehensively by taking into account not only the situation of the target character but also the corresponding personality information 704, such as the preferences of the target character.
[0066] On the other hand, if the control unit 101 determines in S601 that the process has started based on the transition to communication mode, it determines in S604 whether the acceptance of a non-selection operation input is the first stage. If the control unit 101 determines that the acceptance of a non-selection operation input is the first stage, it moves the process to S605; otherwise, it moves the process to S606.
[0067] In S605, the control unit 101 determines whether or not a non-selection operation input related to voice input has been made. If the control unit 101 determines that a non-selection operation input related to voice input has been made, it terminates the acceptance of the first stage of non-selection operation input and returns to processing in S604. If it determines that no such operation has been made, it repeats the processing in this step. If a predetermined timeout period elapses without a non-selection operation input being made, the management unit 105 reduces the affection level and completes the affection level change process.
[0068] In S606, the control unit 101 determines whether the communication method for the second stage is "petting mode". If the control unit 101 determines that the communication method for the second stage is "petting mode", it moves the process to S607; if it determines that it is "listening mode", it moves the process to S610.
[0069] In S607, the control unit 101 determines whether a predetermined type of non-selection operation input has been made for the "petting mode". If the control unit 101 determines that a predetermined type of non-selection operation input has been made, it moves the process to S608; otherwise, it moves the process to S609.
[0070] In S608, the management unit 105, under the control of the control unit 101, changes the affection level of the target character according to the type of non-selective operation input made in S607. The change in affection level is performed based on the affection level change method defined for each type.
[0071] In S609, the control unit 101 determines whether the communication mode has ended. The end of the communication mode may occur, for example, in response to an operation input to the operating member 134. If the control unit 101 determines that the communication mode has ended, it completes the tameness level change process; otherwise, it returns to the process in S607.
[0072] On the other hand, if in S606 the control unit 101 determines that the communication method for the second stage is "listening mode", then in S610 the control unit 101 determines whether the number of steps to be counted from the history of movement input satisfies the conditions for message presentation. If the control unit 101 determines that the number of steps satisfies the conditions for message presentation, it moves the process to S611; otherwise, it completes the affection level change process.
[0073] In S611, the management unit 105, under the control of the control unit 101, changes the affection level of the target character according to the number of steps being counted, and completes the affection level change process. The change in affection level may be, for example, by increasing the affection level by a predetermined value when a suitable selection item is selected through selection operation input. Although a detailed explanation of the process is omitted here, the display control of the target character is performed at this time to display a message corresponding to the number of steps counted.
[0074] On the other hand, if it is determined in S601 that the process has started based on the generation process of the time-specified event, the control unit 101 determines in S612 whether a non-selection operation input of a type determined to be suitable for the event has been made within a predetermined period. If the control unit 101 determines that a non-selection operation input of a type determined to be suitable for the time-specified event has been made within the predetermined period, the process proceeds to S613. If it is determined that no such input has been made, the true fondness change process is completed.
[0075] In S613, the control unit 101 determines whether the end condition (e.g., falling asleep, waking up) of the time-specified event is satisfied based on the non-selection operation input made in S612. The determination in this step may be made, for example, based on the result of a lottery process that has been executed. If the control unit 101 determines that the end condition of the time-specified event is satisfied, the process proceeds to S614. If it is determined that the condition is not satisfied, the process returns to S612.
[0076] In S614, under the control of the control unit 101, the management unit 105 changes the fondness of the target character based on the achievement of the time-specified event and completes the true fondness change process. The change in fondness may be an increase by a predetermined value.
[0077] As described above, according to the game device of the present embodiment, it is possible to execute a cultivation game that enables the cultivation of a character with intuitive operation input.
[0078] Note that, in the present embodiment, the fondness change process has been described as being started due to a process that requires a selection operation input or a non-selection operation input. Needless to say, the manner of changing the fondness is not limited to this. That is, the fondness may be changed at a timing that does not require a user operation input according to elements (environment, hunger, etc.) that change according to the passage of time in the cultivation game. In other words, the change in fondness in the fondness change process according to FIG. 6 is not limited to a mode that requires an operation input related to cultivation, and may include other change modes.
[0079] In this embodiment, a parameter called "affection level" was introduced, and an embodiment was described in which the growth state to which the change occurs when the conditions for changing the training stage are met is determined based on this affection level. However, the implementation of the present invention is not limited to this. That is, when the conditions for changing from the first training stage to the second training stage are met, the implementation of the present invention only requires determining one growth state from among the branching growth states related to the second training stage of the target character, corresponding to the training operation inputs made up to the time the conditions for changing are met, and this can be done without managing specific parameters that are changed based on the history of operation inputs.
[0080] [Other embodiments] The present invention is not limited to the embodiments described above, and various modifications and changes are possible within the scope of the invention without departing from the spirit and scope of the invention. Furthermore, the game device according to the present invention can also be realized by a program that causes one or more computers to function as the game device. The program can be provided / distributed by being recorded on a computer-readable recording medium or by telecommunication lines. [Explanation of Symbols]
[0081] 100: Game device, 101: Control unit, 102: Recording medium, 103: Memory, 104: Element DB, 105: Management unit, 106: Presentation control unit, 107: Operation input unit, 108: Communication unit, 110: Display unit, 120: Audio output unit, 131: Touch panel sensor, 132: Audio input unit, 133: Motion sensor, 134: Operating member
Claims
1. A game device that executes a process related to a breeding game for growing game elements, in the breeding game, a plurality of breeding stages including branches for changing the growth state of the game elements are defined for the game elements, the game device includes execution means for executing a process related to the breeding game, display means for displaying the game elements, input means for receiving an operation input related to the breeding of the game elements, management means for managing a breeding stage of the game elements and a predetermined parameter that changes according to the operation input related to the breeding, determination means for determining one growth state based on the predetermined parameter that has changed according to the operation input related to the breeding made until the change condition is satisfied, from among the growth states of the branch destination related to the second breeding stage of the game element when the change condition from the first breeding stage to the second breeding stage is satisfied in the breeding game, and is provided with the operation input related to the breeding includes a first operation input not accompanied by selection of a selection item related to the breeding, the determination means further determines the one growth state based on a parameter different from the predetermined parameter when the second breeding stage is a breeding stage after a predetermined stage. A game device.
2. The game device according to claim 1, wherein the operation input related to the breeding further includes a second operation input accompanied by selection of a selection item related to the breeding.
3. The change in the predetermined parameter caused by the second operation input varies depending on the growth state of the game element, while the change in the predetermined parameter caused by the first operation input is constant regardless of the growth state of the game element. The game device according to claim 2.
4. In the process of the breeding game, the first operation input has no setting for the number of times it can be received, while the second operation input has a setting for the number of times it can be received. The game device according to claim 2 or 3.
5. The breeding game further includes transition means for accepting a transition to a predetermined mode, the input means controls to be able to receive the first operation input during the period of transitioning to the predetermined mode. The game device according to any one of claims 1 to 4.
6. The game device according to claim 5, wherein the display means displays different effects according to the predetermined parameter when transitioning to the predetermined mode.
7. The first operation input is provided in a plurality of types. The game device according to claim 5 or 6, wherein the input means increases the types of the first operation input that can be received as the growth stage of the game element progresses. **Claim 8** The first operation input includes voice input. The game device according to claim 7, wherein the input means controls to be further capable of receiving another type of the first operation input on the condition that voice input is received as the first operation input when shifting to the predetermined mode. **Claim 9** The first operation input includes touch input to the display means. The game device according to claim 8, wherein the display means makes the display of the game element different from the display corresponding to the touch input on the condition that voice input is received as the first operation input when shifting to the predetermined mode. **Claim 10** The first operation input includes motion input made while carrying the game device. The game device according to any one of claims 7 to 9, wherein the display means displays the game element in a manner corresponding to the history of the motion input. **Claim 11** The game device according to any one of claims 5 to 10, wherein the input means controls to be capable of receiving the first operation input when the progress of the cultivation game reaches a predetermined timing. **Claim 12** The game device according to claim 11, wherein the predetermined timing is defined as the time of a clock set for the game device. **Claim 13** The game device according to claim 11 or 12, wherein the management means makes the change of the predetermined parameter different between the period during the shift to the predetermined mode and the predetermined timing for the same first operation input. **Claim 14** The game device according to any one of claims 1 to 13, wherein the input means controls to be incapable of receiving the first operation input on the condition that the state where the predetermined parameter is below the threshold value continues for a predetermined period. **Claim 15** The game device according to any one of claims 1 to 14, wherein the display means displays a specific effect when the predetermined parameter is in the highest state at each growth stage. **Claim 16** The specific effect includes granting a predetermined item in the cultivation game. In the cultivation game, a plurality of types of game elements that can be cultivated are provided. The game device according to claim 15, wherein the predetermined item to be granted differs depending on the type of game element being cultivated.
17. A program for causing a computer to function as one of the means of a game device according to any one of claims 1 to 16.