Game system, computer program used therein, and control method
By introducing the first and second related parameters into the game system and dynamically adjusting the character relationship, the problem of setting a single character relationship in the existing technology is solved, and more detailed character interaction and realism are achieved.
Patent Information
- Application Number
- JP2023203520
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-12-01
- Publication Date
- 2025-02-12
- Estimated Expiration
- 2039-03-29
AI Technical Summary
In the existing game system, the relationship between multiple characters is set to a unified value, which cannot reflect the complexity of real interpersonal relationships, resulting in the inability to fully express the subtle relationship between multiple characters.
The first and second related parameters are used to represent the relationship between characters, and these parameters are dynamically adjusted according to the game situation, and the character behavior is controlled by the input device and the display device to achieve differential interaction between characters.
By dynamically adjusting the relationship parameters between characters, the relationship between multiple characters can be expressed more accurately, enhancing the authenticity and diversity of the game experience.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a game system or the like that is connected to an input device for inputting user instructions and a display device for displaying a game screen including a first character and a second character that perform actions in accordance with predetermined rules set in response to the user instructions, and that when the predetermined rules are set so that the actions of each character change in accordance with parameters that define each character, a relationship parameter indicating the degree of the relationship between the first character and the second character is used as the parameter, and a game is provided in which each character performs actions in accordance with the predetermined rules in accordance with the relationship parameter. [Background technology]
[0002] There is a game system that provides a game in which an input device for inputting user instructions and a display device for displaying a game screen including a first character and a second character that perform actions according to a predetermined rule set in response to the user instructions are connected, and in which, when the predetermined rule is set so that the actions of each character change according to a parameter that defines each character, a relationship parameter indicating the degree of the relationship between the first character and the second character is used as the parameter, and each character performs an action according to the predetermined rule according to the relationship parameter. For example, a game is known that uses a first parameter and an image (a concert by characters) that indicates the relationship between the main characters in the first part as such a relationship parameter and action (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 6453500 Summary of the Invention [Problem to be solved by the invention]
[0004] In the game of Patent Document 1, the first part includes special images of two or more characters (automatically controlled characters, in other words, characters that perform actions according to a predetermined rule) according to the relationship between those characters. Therefore, an opportunity to enjoy the relationship between those characters is provided by using such special images. Meanwhile, the first parameter indicating such a relationship is set for two or more characters. Therefore, the value of the first parameter is the same between these two or more characters, and does not differ. As a result, for the same two or more characters, the same special image is used in both cases, for example, when one of these characters acts independently and when the other character acts independently, as long as the value of the first parameter does not change.
[0005] However, real human relationships are often not this simple. Specifically, even in relationships between the same two people, there are often differences between the feelings one person has towards the other and the feelings the other person has towards the first person. As a result, the actions of the same two people may lead to different actions depending on which one is the main actor. For this reason, if relationships are set uniformly for two or more characters, it may not be possible to fully reflect delicate relationships such as the subtleties of real human relationships. As a result, it may not be possible to fully express relationships between multiple characters.
[0006] SUMMARY OF THE PRESENT EMBODIMENTS Accordingly, an object of the present invention is to provide a game system etc. that can express the relationships between multiple characters in greater detail. [Means for solving the problem]
[0007] The game system of the present invention is connected to an input device for inputting user instructions and a display device for displaying a game screen including a first character and a second character that perform actions in accordance with predetermined rules set in response to the user instructions, and when the predetermined rules are set so that the actions of each character change in accordance with parameters defining each character, the game system provides a game in which relationship parameters indicating the degree of relationship between the first character and the second character are used as the parameters, and each character is made to perform an action in accordance with the predetermined rules in accordance with the relationship parameters, the game system comprising: a parameter change means that uses as the relationship parameters a first relationship parameter indicating the degree of relationship with the second character from the first character's perspective, and a second relationship parameter indicating the degree of relationship with the first character from the second character's perspective, and applies separate changes to the first relationship parameter and the second relationship parameter based on predetermined applying conditions in accordance with the play status of the game; and an action control means that controls the action of the first character toward the second character in accordance with the first relationship parameter, and the action of the second character toward the first character in accordance with the second relationship parameter, respectively.
[0008] On the other hand, a computer program according to the present invention is configured to cause a computer connected to the input device and the display device to function as each of the means of the game system described above.
[0009] Furthermore, the control method of the present invention is a game system that provides a game in which, when the predetermined rules are set such that the actions of each character change according to parameters defining each character, relationship parameters indicating the degree of relationship between the first character and the second character are used as the parameters, and each character is made to act in accordance with the predetermined rules according to the relationship parameters, and the computer is connected to an input device for inputting user instructions and a display device for displaying a game screen including a first character and a second character that perform actions in accordance with predetermined rules in response to the user instructions, the computer executes a parameter change procedure that uses a first relationship parameter indicating the degree of relationship between the first character and the second character as the relationship parameters, and a second relationship parameter indicating the degree of relationship between the first character and the second character as the relationship parameters, and applies separate changes to the first relationship parameter and the second relationship parameter based on predetermined applying conditions in accordance with a play situation of the game, and a behavior control procedure that controls the behavior of the first character relative to the second character in accordance with the first relationship parameter and the behavior of the second character relative to the first character in accordance with the second relationship parameter, respectively. [Brief description of the drawings]
[0010] [Figure 1] 1 is a diagram showing a schematic configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a functional block diagram showing the main parts of a control system of the game machine. [Diagram 3] FIG. 4 is a diagram illustrating an example of a home screen. [Figure 4] FIG. 13 is a diagram illustrating an example of a team selection screen. [Diagram 5] FIG. 13 is a diagram showing an example of a team selection screen displaying a relationship display area. [Figure 6] FIG. 13 is a diagram illustrating an example of a play guide screen. [Figure 7] FIG. 13 is a diagram illustrating an example of a play result screen. [Figure 8]FIG. 4 is a diagram showing an example of a configuration of parameter data. [Figure 9] 13 is a flowchart illustrating an example of a procedure for a relationship update process. [Figure 10] 11 is a flowchart showing an example of a procedure of a behavior control process. [Figure 11] 11 is a flowchart showing an example of a procedure of a benefit providing process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] An example of a game system according to an embodiment of the present invention will be described below. First, with reference to FIG. 1, the overall configuration of the game system according to an embodiment of the present invention will be described. The game system 1 includes a center server 2 and a plurality of game machines 3 as client devices connectable to the center server 2 via a predetermined network NT. The center server 2 is configured as one logical server device by combining server units 2A, 2B, etc. as a plurality of computer devices. However, the center server 2 may also be configured by a single server unit. Alternatively, the center server 2 may be configured logically by using cloud computing.
[0012] The network NT may be configured appropriately as long as it can connect each of the game machines 3 to the center server 2. As an example, the network NT may include the Internet as a WAN, and various connection facilities or devices such as a LAN or an access point AP that connects each of the center server 2 and the game machines 3 to the Internet.
[0013] In the example of FIG. 1, game machines 3A, 3B, and 3C are shown as the game machines 3. Each of the game machines 3 is an example of a game device that provides a game. The game machine 3A is installed in a facility such as an amusement store, and is configured as an arcade game machine that allows users to play a game within a range corresponding to a play fee in exchange for payment of a predetermined fee. This type of game machine is sometimes called an arcade game machine. This type of game machine 3A (hereinafter, sometimes referred to as an arcade game machine 3A) is often installed in a predetermined facility such as a store with the main purpose of making many users repeatedly play games to generate profits. On the other hand, the game machines 3B and 3C are home-use stationary game machines or portable game machines provided for personal use by users. As such game machines 3B and 3C (hereinafter, sometimes referred to as stationary game machine 3B or portable game machine 3C, respectively, and when there is no distinction between them, sometimes referred to as user terminal device type game machine 3), a mobile phone such as a smartphone or a portable information terminal (including a tablet terminal and a personal computer) may function. In the example of FIG. 1, a plurality of types of game machines 3 are connected to the center server 2, but the number of game machines 3 connected to the center server 2 may be one type.
[0014] The game machine 3 provides a character development game. A character development game is a type of game in which a character in the game is developed. Such characters may be people with various jobs such as monsters, athletes, or warriors, as well as various objects such as cars and animals. The character to be developed may be one or more. In the following, as an example, a case will be described in which the game machine 3 provides a character development game in which a dance unit (a team of multiple characters) is developed.
[0015] In such a character development game, each character forming a dance unit is developed through various elements in the game. Such development elements include mini-games. That is, each character is developed through playing such mini-games. Such mini-games may include various games, and one example includes a music game. A music game is a type of timing game. A timing game is a type of game that evaluates the appropriate time to perform a play action. In the case of a music game, the execution time for performing the appropriate play action is provided together with a song. In addition, in a music game, a time that matches the rhythm of the song is used as the execution time. In other words, a music game is a type of game that guides a user to the time to perform an appropriate play action in accordance with the rhythm of the song, and evaluates the time when the play action is actually performed. In addition, for example, a plurality of songs are prepared for playing in the music game, and a song selected from them is used for the actual play. For example, such a music game is provided through a game screen displayed on a display device. Specifically, such a game screen includes an indicator mark corresponding to each execution time and a reference mark that functions as a reference for the current time, and uses these indicator marks and reference marks to guide each execution time by causing a relative displacement between the indicator mark and the reference mark so that the positions of the indicator mark and the reference mark coincide at each execution time.
[0016] A user terminal device 4 may be connected to the game system 1 via a network NT. The user terminal device 4 is a computer device that can be connected to a network and is provided for personal use by a user. For example, a stationary or notebook personal computer 4A or a mobile terminal device 4B such as a mobile phone (including a smartphone) may be used as the user terminal device 4. In addition, various types of computer devices that can be connected to a network and are provided for personal use by a user, such as a stationary home game machine, a portable game machine, or a portable tablet terminal device, may be used as the user terminal device 4. The user terminal device 4 can allow the user to enjoy various services provided by the center server 2 by implementing various types of computer software. Such a user terminal device 4 may function as a game machine 3 through computer software.
[0017] The center server 2 provides various services for game machines to the game machines 3 or their users. The services for game machines include a distribution service that distributes and updates programs or data for the game machines 3 via the network 5. The center server 2 appropriately distributes various programs or data required for providing a character development game to each game machine 3 through such a distribution service. The services for game machines also include a matching service that matches multiple users together when they play a common game via the network 5. The game system 1 may provide a character development game (including a part of a character development game such as a music game) as a multi-player game in which multiple users share the same progress through such a matching service.
[0018] The game machine service may also include a service of receiving user identification information from the game machine 3 and authenticating the user. The game machine service may also include a service of receiving play data of an authenticated user from the game machine 3 and storing the data, or providing the stored play data to the game machine 3. The game machine service may also include a billing service for collecting fees from users. Similarly, the center server 2 may provide various Web services to users of the user terminal devices 4 via the network 5. The Web services may include a game information service for providing various information about games provided by the game machine 3, a distribution service for distributing various data or software (including updates of data, etc.) to each user terminal device 4, a community service for providing a place for users to communicate, such as to transmit, exchange, and share information, and a service for assigning a user ID for identifying each user.
[0019] Next, the main parts of the control system of the game system 1 will be described with reference to Fig. 2. First, the center server 2 is provided with a control unit 21 and a storage unit 22 as a storage means. The control unit 21 is configured as a computer that combines a CPU, which is an example of a processor that executes various arithmetic processes and operation controls according to a predetermined computer program, with an internal memory and other peripheral devices required for the operation.
[0020] The storage unit 22 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk array. The storage unit 22 may be configured to hold all data in one storage unit, or may be configured to distribute and store data in a plurality of storage units. The storage unit 22 records a program PG1 as an example of a computer program that causes the control unit 21 to execute various processes necessary to provide various services to the user. The storage unit 22 also stores server data necessary for providing various services. Such server data includes various data for a character development game, and in the example of FIG. 2, parameter data PD is shown as one type of such various data. The parameter data PD will be described in detail later.
[0021] The server data may include various data for implementing various other services. For example, such data may include music data, sequence data, video data, play data, or ID management data. The music data is data for playing music used in a music game. The sequence data is data describing each execution time when a play action should be performed by a user in a music game. The sequence data is used to guide each execution time and evaluate it. For this reason, the sequence data describes each execution time and information on appropriate play actions to be performed at that execution time so that they are associated with each other. The video data is data for displaying a video during a music game. Such a video includes a dance video (including dance animation by each character). The dance (movement) of a character in such a dance video may be realized at any time by the program PG1 based on the video data, or may be realized by recording the trajectory of a person wearing a motion sensor and based on the detection result. Also, each video may be configured as a result of shooting a virtual three-dimensional space. The play data is data describing information on each user's past play performance. The play data is used, for example, to carry over the previous play results (past achievements) to the next time or to carry over settings specific to each user. The ID management data is data for managing various IDs such as user IDs. However, illustration of these is omitted.
[0022] The control unit 21 is provided with a game machine service management unit 24 as a logical device realized by a combination of the hardware resources of the control unit 21 and the program PG1 as a software resource. The game machine service management unit 24 executes various processes for realizing the above-mentioned game machine services for the game machine 3. Note that an input device such as a keyboard, an output device such as a monitor, and the like may be connected to the control unit 21 as necessary. However, illustration of these is omitted.
[0023] On the other hand, the game machine 3 is provided with a control unit 31 as a computer and a storage unit 32 as a storage means. The control unit 31 is configured as a computer that combines a CPU as an example of a processor that executes various processes according to a predetermined computer program with an internal memory and other peripheral devices required for the operation.
[0024] The storage unit 32 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk or a semiconductor storage device. The storage unit 32 records a program PG2 as an example of a computer program that causes the control unit 21 to execute various processes necessary to provide various services to the user. The storage unit 32 also records game data necessary for providing a character development game. Such game data includes various data including data for a music game, and the example of FIG. 2 shows parameter data PD as one type of data. The parameter data PD is provided from the center server 2 through a distribution service. The game data may include music data, sequence data, video data, play data, or ID management data provided through the distribution service in the same way as the parameter data PD. The game data may also include, for example, image data for displaying various images for the game, and BGM data for playing various BGMs. However, these are not shown in the drawings.
[0025] In the control unit 31, various logical devices are configured by combining the hardware resources of the control unit 31 and the program PG2 as a software resource. Various processes required for providing the character development game (including processes required for enjoying the game machine services provided by the game machine service management unit 24 of the center server 2) are executed through these logical devices, and in the example of Fig. 2, an image control unit 33, a parameter management unit 34, and an evaluation unit 35 are shown as logical devices related to the character development game.
[0026] The image control unit 33 is a logical device that performs various processes for displaying various images on the game screen for the character development game. Such processes include various processes for realizing the play of the music game, such as a process for providing guidance on each execution time through an instruction sign and a reference sign, or a process for displaying various videos such as dances by a dance unit. Furthermore, each character, including the character's movement (behavior) in such videos such as dances, is controlled to automatically perform actions according to a predetermined rule as a subject to be developed in response to the user's instructions, unlike a character (so-called avatar) operated by the user as an alter ego of the user. For this reason, the processes performed by the image control unit 33 also include a process for making each character perform actions on the game screen according to a predetermined rule (preset so that the actions of each character change according to parameters that define each character even if the actions of each character are the same instructions). For example, the image control unit 33 performs a behavior control process as a process for controlling such character movements. Furthermore, in some cases, a bonus may be given in the progress of the game according to a bonus condition. The image control unit 33 also performs a bonus giving process as an example of a process for giving such a bonus. The procedure for such a benefit granting process and behavior control process will be described later.
[0027] On the other hand, the parameter management unit 34 is a logical device that performs various processes related to the management of various parameters prepared for defining each character. Such processes include a process of updating parameters that change in relation to the game play situation. In addition, such parameters may be managed by parameter data PD. For this reason, the processes executed by the parameter management unit 34 include a process of updating the parameter data PD in relation to the game play situation. For example, the parameter management unit 34 executes a relationship update process as a process of updating such parameter data PD. The procedure of the relationship update process will be described later.
[0028] The evaluation unit 35 is a logical device that performs various processes for evaluating various play actions of each user in the character development game. Such play actions include, for example, play actions in a music game. In other words, the processes executed by the evaluation unit 35 include a process for evaluating each play action of the user in the music game. Note that such processes may be realized by well-known processes, and therefore detailed procedures will be omitted.
[0029] In addition, the game machine 3 may be provided with various output devices and input devices as appropriate depending on the type of the arcade game machine 3A or the user terminal type game machine 3, and in the example of FIG. 2, a monitor 37 and a speaker SP are shown as output devices provided in the game machine 3. The monitor 37 and the speaker SP are a well-known display device for displaying a game screen and the like, and a well-known audio playback device for playing audio, respectively. Similarly, in the example of FIG. 2, an input device 36 for inputting a user's play action (including instructions to a character) is shown as an input device provided in the game machine 3. The input device 36 may be configured as appropriate depending on the type of the game machine 3. For example, in the case of the arcade game machine 3A, a stage with a push button that is pressed by stepping on it with a foot for a music game may be used as the input device 36. Then, the user may play the music game on this stage. Alternatively, a control panel provided with a plurality of push buttons may be provided. In such a case, the operation of pressing the push button with a foot or a hand is used as a play action. Furthermore, a touch pad or a touch panel display may be used as the input device 36. In this case, the act of touching these with a hand, a foot, or a touch pen (a so-called stylus pen) is used as a play act.
[0030] On the other hand, for example, in the case of the stationary game machine 3B, a keyboard including multiple push buttons or a dedicated controller (including a mat controller that is laid on the floor or the like to be operated mainly with the feet) may be used as the input device 36. In this case, the operation of pressing the push buttons is used as the play action. Similarly, for example, in the case of the portable game machine 3C, a touch panel that outputs a signal corresponding to the user's touch operation (operation of touching with a finger) may be used as the input device 36. In this case, the touch operation and its position are used as the play action. Also, a dedicated controller (including the above-mentioned mat controller) may be connected to the portable game machine 3C by wire or wirelessly and used.
[0031] In addition, for example, the arcade game machine 3A may be provided with a value collection device as an input device for collecting a predetermined value required for a game from a user using cash, substitute coins, medals, electronic currency (including points), a credit card function, or the like. Such a device may collect various types of value, such as electronic currency, via a card that records the remaining amount of electronic currency. In addition, for example, in the case of a user terminal type game machine 3, the user terminal type game machine 3 may provide a music game for a fee (including a case where a part of the game is paid for for additional play, etc.) or free of charge (including a case where the software is purchased in advance). When a music game is provided for a fee, the fee may be collected in the user terminal type game machine 3 through various well-known settlement processes.
[0032] Next, the progress of the character development game will be described. In the following, the progress of the character development game will be described with reference to an example of a game screen displayed on the monitor 37 of the portable game machine 3C using a touch panel as the input device 36 as an example. FIG. 3 is a diagram showing an example of a home screen. The home screen 40 is a game screen that mainly functions as a starting point to other game screens among various game screens displayed on the monitor 37 for the character development game. For this reason, the home screen 40 displays icons (hereinafter, may be called transition icons) that function as touch positions (positions where a touch operation should be performed) for transitioning to each screen. In addition, the home screen 40 may be provided with other management functions and information. Specifically, as shown in FIG. 3, the home screen 40 includes a “STORY” icon 41, a “DANCER” icon 42, a “TEAM” icon 43, a “lottery” icon 44, an “errand” icon 45, a “DANCE BATTLE” icon 46, a “MISSION” icon 47, an information area 48, and a character image CA.
[0033] The "STORY" icon 41 is a transition icon for transitioning to a story screen (not shown). The story screen is a game screen for selecting and viewing story animations (videos) set for each character, such as the individual history of each character in the game, or conversation scenes between multiple characters. Such stories may include stories that are newly unlocked (become viewable) depending on the play situation, such as rewards acquired in the game or the level of each character.
[0034] The "DANCER" icon 42 is a transition icon for transitioning to a character screen (not shown). The character screen is a game screen for presenting details of each character. Many characters are prepared for the character development game, and the details of each character are displayed on the character screen. For example, on the character screen, parameter information of each character is displayed as details of each character.
[0035] The "TEAM" icon 43 is a transition icon for transitioning to a team (unit) organization screen (not shown). The team organization screen is a game screen for selecting each character that will form a dance unit. One dance unit may be formed by any number of characters, but the following describes a case where one dance unit is formed by three characters.
[0036] The "lottery" icon 44 is a transition icon for transitioning to a lottery result screen (not shown). The lottery result screen is a game screen for providing a lottery game for awarding various elements related to the character development game by lottery. For example, in such a lottery game, cards corresponding to each character are awarded by lottery as elements related to the character development game. The cards awarded in the lottery game may be used to progress in the character development game, or may simply function as collection or decorative cards.
[0037] The "Errand" icon 45 is a transition icon for transitioning to an errand screen (not shown). The errand screen is a game screen for providing errand events. Errand events are events for acquiring various items. Errand events are provided in association with the consumption of a predetermined value set in the game.
[0038] The "DANCE BATTLE" icon 46 is a transition icon for transitioning to a music game screen. The music game screen is a game screen for allowing the user to actually play the music game by displaying the above-mentioned instruction signs and the like. In addition, such a music game screen also displays a dance video by a dance unit. The music game screen will be described in detail later.
[0039] The "MISSION" icon 47 is a transition icon for transitioning to a mission screen (not shown). The mission screen is a game screen for providing information related to missions, such as a list of missions prepared in the game, conditions for achievement, rewards for achievement, or achievement history. A mission is a type of event for giving a predetermined reward to a user by satisfying (achieving) the conditions for achievement. Such missions prepared in the game may range from those for which it is possible to determine whether or not they can be achieved for each play, to those that are intended for relatively long-term play and cannot be achieved in just the current (single) play.
[0040] The information area 48 is an area for presenting various information related to the game. The information area 48 includes, for example, a name area 48A, a rank area 48B, a stamina value area 48C, and a currency area 48D. The name area 48A is an area for displaying the user's name in the game ("Gogo") and a title ("Benitsuru Gakuen Gold Student") given to the user during play among various titles for users prepared in the game (given in response to the conditions met when the playing situation meets various conditions, often set to correspond to some of the ranks described below, and often functioning as a kind of information indicating the user's rank, but may be given independently of the rank).
[0041] The rank area 48B is an area for displaying the rank ("1") acquired by the user while playing among the ranks prepared in the game (which are given in accordance with the conditions met when the playing situation meets various conditions, similar to titles, and some ranks at predetermined intervals are often given titles). The rank is a value indicating the user's growth in the game, and a higher value often indicates that the user has played a lot of the game.
[0042] The currency area 48D is an area that displays information about a currency value (hereinafter, may be referred to as in-game currency) that functions as a currency in the game. The in-game currency is a value consumed to use a predetermined function such as purchasing an item or granting various lottery opportunities (playing the lottery game described above). The in-game currency is purchased, for example, by consuming real currency (which may be collected in the same way as the price for playing). The currency area 48D is provided with, for example, a currency balance area 48D1 and a currency purchase icon 48D2. The currency balance area 48D1 is an area for presenting the balance ("0") of the in-game currency currently owned by the user. The currency purchase icon 48D2 is an icon that functions as a touch position for purchasing (increasing the balance) in-game currency. Specifically, the currency purchase icon 48D2 functions as a position to be touched to request the purchase of in-game currency. In response to a touch operation on the currency purchase icon 48D2, for example, an additional area (so-called pop-up) for selecting the purchase amount or for confirming whether or not to execute the purchase may be further presented.
[0043] The vitality value area 48C is an area that displays information related to the vitality value. The vitality value is a value consumed to provide various progress, such as using events, in the character development game. The vitality value is set for each user as the user's vitality value. Such a vitality value may be used to provide various progress, but is consumed, for example, to provide (use) the above-mentioned errand event or to play the music game. The vitality value recovers over time up to an upper limit value (which may change depending on the level, etc.). In addition, items for recovering a predetermined amount of vitality value are also provided in the character development game.
[0044] The stamina value area 48C includes, for example, a stamina value display area 48C1 and a recovery icon 48C2. The stamina value display area 48C1 is an area for displaying the current value (remaining amount) and upper limit value of the stamina value of the user. In the example of FIG. 3, the current stamina value (numerator of “30 / 30”) and the upper limit value (denominator of “30 / 30”) of the user are both displayed as “30”. The recovery icon 48C2 is an icon that functions as a touch position for recovering the stamina value. More specifically, the recovery icon 48C2 functions as a position to be touched to request recovery of the stamina value. In response to a touch operation on the recovery icon 48C2, for example, an additional area (so-called pop-up) for selecting an item for recovering the stamina value or for confirming whether or not such an item can be used may be further displayed. When the item is actually used (consumed) by such a touch operation, the stamina value is recovered by a predetermined amount.
[0045] The character images CA are images corresponding to each character. The character images CA corresponding to each character that composes the dance unit to be trained are appropriately displayed on the home screen 40. In the example of FIG. 3, the home screen 40 displays three character images CA corresponding to the three (all) characters that compose the dance unit.
[0046] In addition, the stamina value display area 48C1 is not limited to such a user's stamina value, and may display information on stamina values related to characters that meet appropriate conditions, such as characters designated by a predetermined designation means such as a cursor. Alternatively, the stamina values of all characters may be displayed in the stamina value display area 48C1. Similarly, the arrangement of each character image CA on the home screen 40 may be appropriate. For example, a character (a so-called favorite member) that the user most recommends may be determined based on a prior designation or conditions such as a play situation, and the character image CA of such a character may be arranged at the forefront on the home screen 40. Alternatively, the arrangement of each character image CA may be determined based on a user's designation.
[0047] Next, the music game screen will be described with reference to FIG. 4 to FIG. 7. The music game screen is a game screen for the music game. The music game screen includes, for example, a team selection screen, a play guide screen, and a play result screen. FIG. 4 is a diagram showing an example of a team selection screen. The team selection screen 50A is a game screen for selecting a dance unit (team) to be used in playing the music game. That is, the team selection screen 50A is used to select a dance unit to be trained through playing the music game. The team selection screen 50A is displayed in response to a touch operation on the "DANCE BATTLE" icon 46. As shown in FIG. 4, such a team selection screen 50A includes a team organization icon 50A1, a team presentation area 50A2, a switching instruction icon 50A3, an auto designation area 50A4, and a decision instruction icon 50A5.
[0048] The team organization icon 50A1 is one of the transition icons, and has the same function as the “TEAM” icon 43. The team presentation area 50A2 is an area for presenting detailed information of the currently selected team. The team presentation area 50A2 further includes, for example, a character information area 50A6, a team information area 50A7, and a soul link icon SL. The character information area 50A6 is an area for presenting the characteristics of each character constituting the selected team for each character. For this reason, the character information area 50A6 includes a character image CA showing each character (the character image CA may be either a still image or a moving image, and may have different postures or multiple images depending on the game screen or situation), and information on the characteristics. In addition, each character may be set with various characteristics that are connected to the characteristics of each character, and in the example of FIG. 4, information on some of the parameters that define each character is shown as one of such information on the characteristics. On the other hand, the team information area 50A7 is an area for presenting the characteristics of each team (dance unit). As such a characteristic, the total value of the parameters of each character presented in the character information area 50A6 is used. That is, in team information area 50A7, the total value of the parameter values presented in character information area 50A6 is presented for each parameter.
[0049] Also, the soul link icon SL is an icon that functions as a touch position for displaying relationship parameters set for each character forming a team. As described above, various parameters that define each character are set for each character, and such parameters also include relationship parameters. Relationship parameters are parameters that indicate the degree of the relationship between two characters (including, for example, the feelings each character has for each other). When the soul link icon SL is touched, a relationship display area for displaying information on such relationship parameters is displayed. Details of the relationship display area will be described later.
[0050] The switching instruction icon 50A3 is an icon that functions as a touch position for executing a request to switch the currently selected team to another selectable candidate team. When there is a selectable team, the currently selected team is switched to the other team, which is a selection candidate team, in response to a touch operation on the switching instruction icon 50A3. In other words, the display content of the team presentation area 50A2 is switched to the content of the other team in response to a touch operation on the switching instruction icon 50A3. On the other hand, the determination instruction icon 50A5 is an icon that functions as a touch position for executing a request to the currently selected team to determine the team to be played. In response to a touch operation on the determination instruction icon 50A5, the currently selected team (the team being presented via the team presentation area 50A2) is determined as the team to be played.
[0051] The auto designation area 50A4 is an area for presenting information regarding auto play. Auto play is one of the play modes prepared for the music game, and is a mode in which the evaluation of the play action to be performed by each user is automatically processed as a predetermined evaluation result. In other words, when the music game is played in auto play, the user is given a predetermined evaluation result (predetermined score when the evaluation result is given as a score) even if the user does not perform the play action. Such auto play can be selected (played) when the auto play condition is satisfied. In addition, for example, the use of a specific item (hereinafter, sometimes referred to as a ticket) may be used as such an auto play condition. In this case, auto play can be designated with the use (consumption) of the ticket. In this case, the auto designation area 50A4 includes, for example, a possible / not possible information area 50A8 and a ticket purchase icon 50A9. The possible / not possible information area 50A8 is an area for presenting information regarding the possible / not possible selection of auto play. For example, information regarding the number of tickets owned is presented in the possible / not possible information area 50A8. The ticket purchase icon 50A9 is an icon that functions as a touch position for purchasing tickets that enable autoplay (increasing the remaining number). For this reason, when the ticket purchase icon 50A9 is touched, for example, an additional area (so-called pop-up) for selecting the number of tickets to purchase or for confirming whether or not to execute the purchase may be presented.
[0052] In the example of FIG. 4, the availability information area 50A8 displays "0" as the number of tickets possessed (number of possessions). That is, the user does not have even one ticket. In this case, the ticket purchase icon 50A9 is displayed in the auto designation area 50A4, and a ticket is purchased by touching the ticket purchase icon 50A9 or the like. On the other hand, when the user possesses a ticket, an auto play instruction icon (not shown) for instructing auto play may be displayed in the auto designation area 50A4 instead of the ticket purchase icon 50A9. Then, auto play may be realized when such an auto play instruction icon is touched. Note that auto play may be realized appropriately. For example, auto play may be realized via an auto play screen (not shown) so as to show the progress (the process leading to a predetermined evaluation result). Specifically, auto play may be realized so as to display a predetermined evaluation result on each instruction sign via a play guide screen described later. Alternatively, such progress may be omitted. That is, in the case of auto play, only a predetermined evaluation result (for example, a predetermined acquired score, etc.) may be given.
[0053] FIG. 5 is a diagram showing an example of a team selection screen 50A displaying a relationship display area. As shown in FIG. 5, in this case, the team selection screen 50A includes a relationship display area RA. The relationship display area RA includes a character icon 53 and a numerical value field NA. The character icon 53 is an icon corresponding to each character. In the relationship display area RA, character icons 53 corresponding to each character forming the team being presented in the team presentation area 50A2 are displayed. The numerical value field NA is an area for displaying the value of a relationship parameter between two characters. Between the two characters, a relationship parameter is set in both directions. That is, between the two characters, a different relationship parameter is set with a direction. Specifically, between the two characters, a relationship parameter (hereinafter, sometimes referred to as a first relationship parameter) indicating a relationship occurring from one character toward the other character, and a relationship parameter (hereinafter, sometimes referred to as a second relationship parameter) indicating a relationship occurring from the other character toward one character in the opposite direction are set. Then, in the numerical value field NA, the total value of such two-way relationship parameters (first relationship parameter and second relationship parameter) is displayed.
[0054] The numerical field NA is not limited to the total value, and may display an appropriate value based on the first and second relationship parameters between the two people. For example, the numerical field NA may display the average value or the maximum value of the first and second relationship parameters. Similarly, in the following applications of the total value, an appropriate numerical value such as the average value may be used instead of the total value.
[0055] In the example of FIG. 5, three character icons 53 corresponding to the three characters in the example of FIG. 4 are displayed. In addition, an image corresponding to the head of the character image CA is displayed in each character icon 53. A numerical value field NA displaying "2" as the value of the relationship parameter is displayed between each character icon 53. Specifically, three types of relationships are formed between the three characters for every two characters. Therefore, three numerical value fields NA corresponding to the three types of relationships are displayed between the character icons 53 for each two characters. And, each of these numerical value fields NA displays "2" as the value of the relationship parameter. In other words, a relationship in which the total value of the relationship parameter is "2" is built between the characters for every two characters corresponding to each of the three types.
[0056] FIG. 6 is a diagram showing an example of a play guide screen. The play guide screen 50B is a type of game screen for actually allowing a user to play a music game, and is a game screen for actually informing the user of the timing of the play action to be performed. The play guide screen 50B is displayed after passing through appropriate screens (for example, a screen for selecting the difficulty level of the game, various presentation screens, etc.) when the decision instruction icon 50A5 is touched on the team selection screen 50A, for example. As shown in FIG. 6, the play guide screen 50B includes an object 51, a judgment line 52, and a character image CA. The character image CA is an image corresponding to each character as described above. The play guide screen 50B displays the character image CA of each character corresponding to the dance unit determined on the team selection screen 50A. Also, each character image CA functions as a moving image (animation) that dances to the rhythm of the music. That is, the play guide screen 50B displays a character image CA (moving image) that dances. The object 51 is an image that functions as an indicator, and appears at an appropriate time on the back side of the play guide screen 50B and moves to the front side. The size of the object 51 also changes so that it gradually becomes larger as it moves from the back side to the front side.
[0057] On the other hand, the judgment line 52 is an image that functions as a reference marker and is arranged at a fixed position on the front side of the play guide screen 50B. A plurality of arrival position indicators 52A are provided on the judgment line 52. Each arrival position indicator 52A is an image that functions as an indicator showing the arrival position of each object 51, and is formed in the same form as each object 51, that is, in the same size and shape as each object 51 at that position. In other words, each arrival position indicator 52A functions as a route position for each object 51 that extends from the back side to the front side of the play guide screen 50B (not shown), and each object 51 moves along such a route so as to match the position of each arrival position indicator 52A at each execution time. Then, each user is required to perform a touch operation on the position of each arrival position indicator 52A that matches the position of each object 51 in accordance with the match between each object 51 and each arrival position indicator 52A. In addition, such a touch operation is evaluated higher the shorter the time lag between the time when each object 51 reaches each arrival position indicator 52A (the time when the sequence data QD is executed) and the time when the actual touch operation is performed. In other words, the shorter the time lag, the higher the score given to the user.
[0058] In the example of FIG. 6, the judgment line 52 is formed in an arc shape on the front side of the play guide screen 50B, and has four arrival position indicators 52A. These four arrival position indicators 52A are associated with each character of the dance unit. For example, the first arrival position indicator 52A from the left is associated with the character of the leftmost character image CA and the character of the central character image CA adjacent to it at a ratio of 70% and 30%, respectively. Similarly, for example, the rightmost arrival position indicator 52A is associated with the character of the rightmost character image CA at a ratio of 70% and 30% with the character of the central character image CA. In this way, each arrival position indicator 52A is associated with each character with an appropriate inclination. And such association is associated with the growth of each character. Specifically, the evaluation result of the touch operation on each arrival position indicator 52A is assigned to the growth of each character according to such association.
[0059] The association between each arrival position indicator 52A and each character may be set appropriately. For example, three arrival position indicators 52A may be associated with three characters one-to-one. In this case, the remaining one arrival position indicator 52A may be associated equally with the three characters so as to be approximately average, or may be associated with an appropriate character with an appropriate gradient. Alternatively, an appropriate number of arrival position indicators 52A may be provided on the judgment line 52, and for example, the number of arrival position indicators 52A may be three so as to correspond to the number of characters. Also, the correspondence between each arrival position indicator 52A and each character is not limited to the arrangement of each character image CA. For example, the correspondence between each arrival position indicator 52A and each character may be set under appropriate conditions such as user designation. Alternatively, the arrangement of each character image CA itself may be determined under appropriate conditions such as user designation. By such association, the arrangement position of each character, or the result of the touch operation on each arrival position indicator (in other words, the characteristics of the music), etc. can be associated with the growth of each character, etc. In other words, the position of each character can be used as a factor that affects the character's growth. This allows the growth of each character to have a personality that reflects the playing situation of each user. Furthermore, when such positions are based on user specifications, the user's intentions can be reflected in such growth. This can increase the degree of involvement of the user in the growth, for example, by devising character positions when forming a team.
[0060] Furthermore, each character may be provided with a parameter (hereinafter, sometimes referred to as a score-related parameter) that is related to the amount of score per object 51, and the result of playing the music game (the score obtained) may be affected by such a score-related parameter. In such a case, when a song has a large number of objects 51 reaching the leftmost arrival position indicator 52A, it is possible to encourage the arrangement of each character image CA such that a character with a high score-related parameter is associated with the arrival position indicator 52A. This allows the user to consider a character arrangement strategy according to differences in the number of objects 51 reaching each arrival position indicator 52A for each song (or each difficulty level), etc., and therefore such consideration can be added as a new game element.
[0061] FIG. 7 is a diagram showing an example of a play result screen. The play result screen 50F is a game screen for displaying the play result of the music game. The play result screen 50F is displayed to present the result of the play after the play using the play guide screen 50B. The music game may be provided as a battle type game in which the player plays against an opponent (a computer or another user matched through a matching service). Therefore, such a play result includes the score and the battle result in the case of a battle type play. In addition, the value of the above-mentioned relationship parameter also changes through the play of the music game. Therefore, such a play result also includes the change in the relationship parameter. The example of FIG. 7 shows an example of the play result screen 50F in the case where such a change in the relationship parameter is displayed as the play result. In addition, the example of FIG. 7 shows a case where the music game is provided as a battle type game. In this case, as shown in FIG. 7, the play result screen 50F includes a battle result display area 50F1 and a relationship change display area 50F2.
[0062] The battle result display area 50F1 is an area for presenting the battle result when the music game is played as a battle game. The relationship change display area 50F2 is an area for presenting the change in the relationship parameter when the relationship parameter changes through playing the music game. The relationship change display area 50F2 includes a character icon 53 and a numerical value field NA, similar to the relationship display area RA. The change in the relationship parameter is presented through the character icon 53 and the numerical value field NA. In addition, a first relationship parameter and a second relationship parameter are used as such relationship parameters. In other words, the relationship degree between each character is presented with a direction (from one to the other, or from the other to one) rather than as a total value.
[0063] Specifically, the relationship change display area 50F2 displays three character icons 53 corresponding to the three characters used in playing the music game. Then, two numerical value fields NA indicating changed values of relationship parameters between two characters are displayed between the character icons 53 of each of the three characters to indicate three types of relationships formed for each two characters. In these numerical value fields NA, the value of the first relationship parameter and the value of the second relationship parameter are displayed as the relationship parameter values. In other words, unlike the relationship display area RA, the relationship change display area 50F2 displays the relationship parameter values so that each relationship direction is distinguished.
[0064] The first relationship parameter and the second relationship parameter may be changed as appropriate, including a case where the same change (change) is given to both of them uniformly and a case where different changes (different changes) occur based on a predetermined condition. In addition, such a uniform change and a change based on the condition may be caused as appropriate according to the play situation, etc., but use in playing the music game is used as a uniform change. Specifically, for example, a certain amount is increased between all characters of a team when used in playing the music game. As a result, the first relationship parameter and the second relationship parameter between each character are also increased (changed) by a certain amount uniformly. In addition, in the music game, a dance video in which a plurality of characters perform a dance is provided as one of cooperative actions in which the characters cooperate with each other. The execution of such a dance (cooperative action) may be used as a uniform change. In other words, when such a dance is performed, a uniform (certain amount) change in the first relationship parameter and the second relationship parameter may be given to each character who performed the dance.
[0065] In addition, as the imparting condition, a suitable condition such as a play situation, a user's selection, or randomness may be used. And, a change based on such an imparting condition may also occur appropriately. For example, when an action that can identify one of the characters is performed among actions performed by a plurality of characters, different changes based on the imparting condition are imparted to the first relationship parameter and the second relationship parameter in association with such an action. For example, a subjective action may be used as such an action that can identify one character. That is, an action that each character performs together with other characters by proactively inviting or guiding other characters may be used as a change based on the imparting condition. For example, each character may be provided with various skills (characteristics) as appropriate, and when such skills include a skill that involves other characters (performed together with other characters), the activation of such a skill may function as a subjective action. That is, a change based on the imparting condition may be imparted to the first relationship parameter and the second relationship parameter in association with the activation of such a skill. For this reason, when a cooperative action such as the above-mentioned dance is performed, when the subject of the action is identifiable, a change based on the imparting condition may be imparted instead of (or in addition to) a uniform change. Below, as an example of such a skill, we will explain a case where each character is given a skill in which two or more characters perform a special dance (a special dance corresponding to the type of skill), in other words, a change based on the conditions for granting the special dance is granted in conjunction with the cooperative action.
[0066] In this case, when such a special dance is performed (skill is activated), the relationship parameter values of two or more characters who performed (participated in) the special dance are added by a predetermined amount as a bonus. Specifically, such a dance is divided into roles of a main character who functions as the subject of skill activation (action), and a sub-character (one or more recipients of skill activation) who functions as an assistant to such a main character. Therefore, when a skill is activated (subjective action is performed) as such a main character, a first relationship parameter and a second relationship parameter are given to the recipient (sub-character). Such separate changes may occur appropriately based on various conditions for giving as described above, but for example, a condition is adopted in which the main character (subject of action) changes more than the sub-character (recipient of action). In other words, the subject of action (which may be interpreted as a type of play situation or a type of user selection) is used as a condition for giving, and the relationship parameter indicating the degree of relationship with the sub-character from the perspective of the main character changes more than the opposite. For this reason, for example, when a main character and a sub-character function as one character and the other character, respectively, different changes are imparted between them so that the first relationship parameter changes more greatly than the second relationship parameter.
[0067] In the example of Fig. 7, the word "LOSE" indicating a loss is displayed as information on the battle result in the battle result display area 50F1. In addition, the relationship change display area 50F2 displays six numerical value fields NA1 to NA6 as numerical value fields NA between three character icons 53 corresponding to the three characters, respectively, to indicate the mutual relationship parameters between each pair of characters. The three outer numerical value fields NA1 to NA3 display the relationship parameter values corresponding to the clockwise relationship, and the three inner numerical value fields NA4 to NA5 display the relationship parameter values corresponding to the counterclockwise relationship.
[0068] Specifically, the character icon 53 includes a first character icon 53A, a second character icon 53B, and a third character icon 53C. In addition, between the first character icon 53A and the second character icon 53B, two numerical value fields NA1 and NA6 are displayed, each of which indicates a relationship parameter value of "1". Among these, the numerical value field NA1 located on the outside displays the value of a relationship parameter (e.g., a first relationship parameter) indicating the relationship with the second character icon 53B (character) as seen from the first character icon 53A (character). On the other hand, the numerical value field NA6 located on the inside displays the value of a relationship parameter (e.g., a second relationship parameter) indicating the relationship with the first character icon 53A as seen from the second character icon 53B. From these, the two characters corresponding to the first character icon 53A and the second character icon 53B respectively form a relationship of the same degree with each other. In this case, for example, in the relationship display area RA of the team selection screen 50A, "2" is displayed as the total value of the relationship parameter between the first character icon 53A and the second character icon 53B. The relationship between the second character icon 53B and the third character icon 53C is similar.
[0069] Meanwhile, between the third character icon 53C and the first character icon 53A, two numerical value fields NA3 and NA4 are displayed, each indicating a different relationship parameter value. Specifically, the numerical value field NA3 located on the outside indicates "3," and the numerical value field NA4 located on the inside indicates "2," respectively, as the relationship parameter value. That is, the value of the relationship parameter (e.g., the first relationship parameter) indicating the relationship with the first character icon 53A as seen from the third character icon 53C is greater than the value of the opposite relationship parameter (e.g., the second relationship parameter). For example, as described above, when a special dance is performed in a music game so that the third character icon 53C functions as a main character and the first character icon 53A functions as a sub-character by activating the skill of the third character icon 53C, such a difference may occur according to the application of different changes based on the application conditions. In such a case, various differences in behavior may occur between the character corresponding to the third character icon 53C and the character corresponding to the first character icon 53A, depending on the values of these relationship parameters. In this example, the character corresponding to third character icon 53C and the character corresponding to first character icon 53A function as the first character and the second character of the present invention, respectively.
[0070] Further, in the example of FIG. 7, each of the numerical value fields NA1 to NA6 displays information on the value (required amount) required for the related parameter to increase to the next stage. Specifically, each of the numerical value fields NA1 to NA6 displays only integer values, but the numerical values of the related parameters are set to values after the decimal point. Therefore, each of the numerical value fields NA1 to NA6 displays information corresponding to the values after the decimal point as values required to reach the next integer. Such information may be displayed appropriately, but in the example of FIG. 7, it is displayed through a change in color (or background pattern) indicated by left diagonal lines. Specifically, the numerical value field NA3 displaying the relationship with the first character icon 53A as seen from the third character icon 53C has left diagonal lines displayed almost entirely except for a small portion at the top. This indicates that the value of the related parameter will change to the next stage, that is, to "4", in a little while. On the other hand, the numerical value field NA1 and the like displaying the relationship with the second character icon 53B as seen from the first character icon 53A are displayed in almost white, with only a small left diagonal line displayed in a part of the lower part. This indicates that a relatively large increase in the related parameter is required until the value of the related parameter changes to the next stage, i.e., "2". The value of the related parameter required to increase to each stage (the value of the part after the decimal point) may be uniform or may vary. Specifically, for example, the value required for the value of the related parameter to increase from "1" to "2" may be the same as or different from the value required for the value of the related parameter to increase from "7" to "8". Such a difference may be realized by a difference in the concept of the integer value or less (for example, 10 stages when the integer value or less is "1" to "2", and 100 stages when the integer value or less is "7" to "8"), or may be realized by a difference in the amount of increase obtained from the same play result. Furthermore, the integer value or less of the related parameter is not limited to the concept of a decimal point and may be set appropriately. Similarly, the value displayed in the numerical value field NA is not limited to an integer value and may be an appropriate value. In other words, the value of the related parameter may increase to the next stage appropriately.
[0071] The value of the relationship parameter may affect various actions that may occur between two characters corresponding to the relationship parameter (the actions do not need to be performed simultaneously by the two characters, and may be an independent action performed by one character for the other character). For example, the value of the relationship parameter may be reflected in the action of the character image CA in a music game (including an action in a dance video), the release of a story animation on a story screen (permission to view), the performance when two or more characters activate a skill, an attack on an opponent (an action that gives a disadvantage) accompanying such skill activation, or the action of the character image CA on the home screen 40. In these cases, the total value or the individual value may be appropriately used as the value of the relationship parameter. For example, as such a use, the total value may be used for the actions of the two characters, and the first relationship parameter may be used as an individual value for the action of one character against the other character (or the second relationship parameter may be used for the opposite action).
[0072] For example, in a music game, when one character calls out to another character as an action of the character image CA (for example, a starting motion before the start of the music game, a warm-up before dancing, or a motion at the end), the way of calling out may change according to the value of the first relationship parameter. Specifically, when the value of the first relationship parameter is equal to or greater than a predetermined value, the one character calls out to the other character with a name, for example, "A, nice to meet you" or "A, let's warm up." On the other hand, when the value is less than the predetermined value, the one character simply calls out to the other character, for example, "Nice to meet you" or "Let's warm up."
[0073] Alternatively, when two character images CA are displayed on the game screen at the same time, the distance between the two character images CA may change according to the value of the relationship parameter. Specifically, the larger the value of the first relationship parameter, the closer one character is to the other character may be displayed. In addition, as a motion at the end of a game in which a character loses a match, when the value of the first relationship parameter is equal to or greater than a predetermined value, one character may place his / her hand on the shoulder of the other character who is slumped, or they may walk home together. Similarly, in various actions of one character toward the other character, changes occur in details such as the direction of the face, whether or not to look at the other character, whether or not to call out, and how to call out, according to the value of the first relationship parameter.
[0074] Similarly, for example, when the total value of the relationship parameters between two characters reaches a predetermined value or more, a specific story (video) related to the two characters may be unlocked, the performance associated with the activation of a skill may become more luxurious, or the effect of reducing the opponent's score as an effect associated with the activation of a skill may be improved. In other words, various benefits related to each character of the relationship parameter may be granted according to the total value of the relationship parameter. Specifically, when "4" or more is adopted as the predetermined value in the example of FIG. 7, a specific story is unlocked as a benefit for the two characters corresponding to the first character icon 53A and the third character icon 53C, respectively. On the other hand, such unlocking is not performed for the two characters corresponding to the first character icon 53A and the second character icon 53B, respectively. Similarly, when the two characters corresponding to the first character icon 53A and the third character icon 53C, respectively, activate a skill, the performance and effect are different from those when the first character icon 53A and the second character icon 53B activate a skill, even if the skill is the same. In other words, when the total value is equal to or greater than a predetermined value, a special benefit is given to such performances and effects. In the example of FIG. 7, various differences in behavior may occur between the character corresponding to the third character icon 53C and the character corresponding to the first character icon 53A according to the values of the relationship parameters.
[0075] The value of the relationship parameter may be increased or decreased as appropriate depending on various events such as an errand event. Specifically, for example, when an errand event is realized by a plurality of characters, the value of the relationship parameter may change depending on the situation of such an errand event. Also, when the roles of the plurality of characters in such an errand event are divided into main characters and sub-characters, the change in the value of the relationship parameter may be the same between the main character and the sub-character, or may be different. Specifically, for example, when one of two characters invites the other to perform an errand event, the one who invites may function as the main character (subject of action), and the one who is invited may function as the sub-character. And, for example, the first relationship parameter (the relationship parameter from the perspective of the main character) may increase more than the second relationship parameter (the relationship parameter from the perspective of the sub-character) because a wish is fulfilled.
[0076] Similarly, for example, when an event (which may be based on a user's instruction or may be automatically provided as the game progresses) in which one character sends a present to another character is provided in the character development game, the value of the relationship parameter may change based on such a present. Specifically, when each character is set with one of a plurality of preferences (likes, dislikes, etc.) and a plurality of items each having a degree of agreement with the preferences are provided in the game as presents, the change in the relationship parameter may differ depending on the degree of agreement between the present and the preferences. For example, when one character sends a present to the other character, the first relationship parameter may increase by a predetermined amount with the execution of the present. Meanwhile, the second relationship parameter may change depending on the degree of agreement between the present and the other character's preferences. Specifically, the amount of increase (or decrease) in the second relationship parameter may change depending on whether the present is something the other character likes (something that matches the preference), something that the other character does not like (something with normal preferences), or something that the other character dislikes (something opposite to the preference). Furthermore, such degree of agreement may be reflected in the change in the first relationship parameter. In other words, preference may be used as another example of a condition for granting, and when one character sends a present that matches the preference of the other character, the value of both the first relationship parameter and the second relationship parameter (both values including not only the relationship parameter of the recipient but also the relationship parameter of the sender) may change to be higher as the degree of match increases. In this way, the degree of match in the preference of the present may be reflected in the degree of relationship with the other character as seen from the perspective of a bonus such as whether the present pleased the other character or not.
[0077] Next, the parameter data PD will be described in detail. FIG. 8 is a diagram showing an example of the configuration of the parameter data PD. The parameter data PD is data for managing various parameters that define each character. The example of FIG. 8 shows a case where the parameter data PD manages related parameters as such parameters. In this case, as shown in FIG. 8, the parameter data PD includes a parameter record PDR that manages the related parameters in association with each user. In addition, the parameter record PDR includes information on a "character ID", a "first target character", a "first relationship value", a "second target character", and a "second relationship value".
[0078] The "character ID" is information indicating a unique character ID for each character to identify each character. The "first target character" and the "second target character" are information indicating each character (other character) that can function as the other character when the character corresponding to the "character ID" functions as one character. For example, the character ID corresponding to the other character is used as information indicating such other character. That is, the "first target character" and the "second target character" describe information of the character ID corresponding to the other character. On the other hand, the "first relationship value" and the "second relationship value" are both information indicating the value of the first relationship parameter when the character corresponding to the "character ID" functions as one character. Specifically, the "first relationship value" is information indicating the value of the first relationship parameter when the character corresponding to the "first target character" functions as the other character, and the "second relationship value" is information indicating the value of the first relationship parameter when the character corresponding to the "second target character" functions as the other character. In the parameter record PDR, these pieces of information are recorded so as to be mutually associated with each other. The parameter data PD is not limited to these pieces of information, and appropriate information may be managed depending on the purpose of the related parameters.
[0079] Next, the relationship update process, the action control process, and the benefit grant process will be described with reference to FIG. 9 to FIG. 11. The relationship update process is a process for changing the value of the relationship parameter based on a predetermined play associated with a change in the relationship parameter when the play is executed. The parameter management unit 34 starts the relationship update process of FIG. 9 every time a predetermined play (for example, the above-mentioned music game play, a special dance, an errand event, or the delivery of a present) ends, and determines the amount of change in the relationship parameter associated with the predetermined play for each character (step S101). For example, when the predetermined play corresponds to a uniform change, the parameter management unit 34 determines the uniform amount of change. Specifically, for example, when a uniform change occurs with the play of a music game, the parameter management unit 34 determines a fixed amount (increase) that is a fixed value for all characters used in the play of the music game as the amount of change in the relationship parameter of each character. Note that such a fixed amount may be set in advance, or may be calculated appropriately according to various standards.
[0080] Alternatively, when a given play corresponds to a change based on a granting condition, the parameter management unit 34 determines the amount of change of each character based on the granting condition. Specifically, for example, when a bonus is added associated with a special dance (activation of a skill), the main character (the person who activates the skill) of the dance and the sub-character are identified, and the amount of change in the first relationship parameter of the main character and the amount of change in the second relationship parameter of the sub-character are determined separately based on the granting condition. That is, the parameter management unit 34 determines the amount of change in the relationship parameter by dividing it into the first relationship parameter and the second relationship parameter for each character. In this case, these amounts of change may be set in advance so that the amount of change in the first relationship parameter is greater than the amount of change in the second relationship parameter, for example, or may be calculated appropriately according to various standards.
[0081] Next, the parameter management unit 34 updates the relationship parameters of each character based on the determination result of step S101 (step S102). Such an update is realized, for example, by updating the parameter data PD. Specifically, the parameter management unit 34 updates the information of the "first relationship value" and the "second relationship value" for each character described in the parameter data PD so that the amount of change in the first relationship parameter and the second relationship parameter for each character determined in step S101 is reflected. For example, when a predetermined play corresponds to a uniform change, the parameter management unit 34 executes the update so as to impart a uniform change to the "first relationship value" and the "second relationship value" of the parameter data PD. Alternatively, when a predetermined play corresponds to a change based on an imparting condition, the parameter management unit 34 executes the update so as to impart different changes to the "first relationship value" and the "second relationship value" of the parameter data PD. Then, the parameter management unit 34 ends the current relationship update process after this update.
[0082] According to the procedure of FIG. 9, when a predetermined play related to the change of the relationship parameter is executed, the value of the relationship parameter of each character is appropriately changed based on the play. Moreover, such a change is executed uniformly when the predetermined play corresponds to a uniform change, and separately for each of the first relationship parameter and the second relationship parameter when the predetermined play corresponds to a change based on the granting condition. Specifically, for example, when a music game is played, the relationship parameter of each character increases uniformly. Furthermore, for example, when a special dance is performed (a skill is activated) in the music game, the main character and the sub-character in the dance are identified, and a bonus (additional change) is added to the relationship parameter between those characters. Moreover, such a bonus is added so that the first relationship parameter (the relationship with the sub-character from the perspective of the main character) is larger than the second relationship parameter (the relationship with the main character from the perspective of the sub-character). That is, the value of the relationship parameter is changed in units of the first relationship parameter and the second relationship parameter (with direction) for each character.
[0083] The action control process is a process for changing the action of each character according to the value of a related parameter. As described above, the value of the related parameter may be appropriately reflected in the action of each character, but the example of Fig. 10 shows a case where the action of each character is displayed via a character image CA. In this case, the image control unit 33 starts the action control process of Fig. 10 when each character is about to perform a predetermined action (action related to other characters) on a game screen displaying a plurality of character images CA, and first obtains parameter data PD (step S201).
[0084] Next, the image control unit 33 identifies the predetermined action to be performed by the character (step S202). For example, the image control unit 33 identifies the type of the predetermined action and the target character of the action as such identification. Specifically, for example, in the case where a call-out is performed in a warm-up as the predetermined action, the image control unit 33 identifies the call-out and the target character of the call-out as the type of the predetermined action and the target character, respectively.
[0085] Next, the image control unit 33 determines the relationship parameter related to the action identified in step S202 (step S203). This determination is performed based on the parameter data PD acquired in step S201. Specifically, the image control unit 33 first determines whether the target character of the action (e.g., calling out) identified in step S202 corresponds to either the "first target character" or the "second target character" in the parameter data PD. This determination is performed based on, for example, the character ID. Next, the image control unit 33 determines, as the first relationship parameter, the "first relationship value" if the determination result is the "first target character" and the "second relationship value" if the determination result is the "second target character". Furthermore, the image control unit 33 determines whether the action identified in step S202 (e.g., calling out) is an action for which an individual value of the relationship parameter should be used or an action for which a total value should be used. This determination is realized, for example, when the distinction between these (whether it is the subject of an individual value or the subject of a total value) is managed by data (not shown) for each predetermined action, based on such data. Then, while referring to such data, when the current action is the subject of an individual value, the image control unit 33 determines that the identified first relationship parameter (the "first relationship value" or the "second relationship value") is the relationship parameter related to the action identified in step S202.
[0086] On the other hand, when the current action is the target of the total value, the image control unit 33 calculates the total value of the relationship parameters of the character (hereinafter sometimes referred to as the main character) about to perform a predetermined action (e.g., calling out) and the target character (hereinafter sometimes referred to as the passive character) based on the parameter data PD. Specifically, the image control unit 33 specifies information on the first relationship parameter of the main character as described above, and similarly acquires information on the first relationship parameter ("first relationship value" or "second relationship value", which corresponds to the second relationship parameter from the main character's perspective) of the main character associated with the "character ID" of the passive character as the "first target character" or the "second target character". Then, the image control unit 33 calculates the total value (added value) of the values of both of the first relationship parameters, and determines the total value as the relationship parameter related to the action specified in step S202.
[0087] Next, the image control unit 33 controls the behavior of the subject character according to a predetermined rule so that the subject character actually performs the behavior based on the value of the relationship parameter determined in step S203 (step S204). That is, the image control unit 33 executes automatic control according to a predetermined rule according to the relationship parameter so that the subject character performs the behavior according to the relationship parameter as the predetermined behavior. Specifically, for example, when calling out is executed as the predetermined behavior, the image control unit 33 controls the behavior of the character that calls out to the subject so that the character calls out to the subject with a name if the value of the relationship parameter determined in step S203 is equal to or greater than a predetermined value. Alternatively, the image control unit 33 controls the behavior of the character that calls out to the subject so that the character simply calls out to the subject without a name if the value of the relationship parameter determined in step S203 is less than a predetermined value. Then, the image control unit 33 ends the current behavior control process after such control.
[0088] The action of each character is controlled according to the value of the relationship parameter by the procedure of FIG. 10. Specifically, when one character calls out to the other character (a predetermined action), the specific action content (whether or not to give a name) is changed according to the value of the first relationship parameter. Furthermore, when the roles of the two characters are changed, that is, when the other character calls out to the one character, the value of the second parameter is reflected in such an action. As a result, even if the actions are between the same two characters, for example, the action content is changed between when one character calls out to the other and when the other character calls out to the one.
[0089] The bonus granting process is a process for granting a bonus to the progress of the game according to the bonus condition. Any suitable condition may be adopted as the bonus condition, and for example, a condition that is satisfied when the total value of the relationship parameters between a predetermined number of characters (any suitable number will do) reaches a predetermined value or more is adopted. For this reason, the image control unit 33 starts the bonus granting process of FIG. 11 every time the value of the relationship parameters is changed, and first determines whether the total value of the relationship parameters satisfies the bonus condition (step S301). This determination is performed, for example, as follows. Specifically, the image control unit 33 first specifies the value of the relationship parameters for each pair between the predetermined number of characters, and calculates their total value. This calculation may be realized in the same way as when the total value is calculated in step S203 of FIG. 10. Then, the image control unit 33 determines whether the total value is a predetermined value or more. If the total value is less than the predetermined value (if the bonus condition is not satisfied), the image control unit 33 skips the subsequent processes and ends the bonus granting process this time.
[0090] On the other hand, when the total value of the relation parameters is equal to or greater than the predetermined value (when the benefit condition is satisfied), the image control unit 33 provides a benefit to the progress of the game (S302). For example, as described above, the unlocking of a story or a luxurious performance is used as such a benefit. For this reason, the image control unit 33 realizes the granting of such a benefit by unlocking a specific story related to a predetermined number of characters, for example. Similarly, when a luxurious performance is used as a benefit, for example, the granting of the benefit is realized by permitting such a performance so that such a performance is executed. Then, the image control unit 33 ends the current benefit granting process after granting such a benefit. As a result, a benefit based on the benefit condition is granted to the progress of the game. More specifically, a story of a character corresponding to the total value of the relation parameters is granted as a benefit according to the total value of the relation parameters. In this case, the total value (combined value) of the relation parameters functions as the combined relation parameter of the present invention.
[0091] As described above, according to this embodiment, as relationship parameters indicating the degree of relationship between two characters, a first relationship parameter indicating the degree of relationship between one character and the other character from the other character's perspective, and a second relationship parameter indicating the degree of relationship between one character and the other character from the other character's perspective are used, and different changes are given to each of them. Therefore, by using such first relationship parameter and second relationship parameter, different relationship degrees can be generated between two characters who act according to the same predetermined rule. Furthermore, the action of one character toward the other character is controlled according to the first relationship parameter, and the action of the other character toward one character is controlled according to the second relationship parameter. Therefore, different relationship degrees generated between the two characters can be reflected in these actions. This makes it possible to express the relationship between the two characters in more detail than when the relationship parameters are uniformly managed as the degree of relationship between the two characters (for example, only the total value is managed).
[0092] Specifically, for example, when the subject of the action is used as the condition for granting, and different changes based on such a condition occur in the first relationship parameter and the second relationship parameter, the subject of the action can be reflected in the change in the relationship parameter and the actual action based thereon. Alternatively, when preference is used as the condition for granting, and different changes based on such a condition occur in the first relationship parameter and the second relationship parameter, the preference of each character can be reflected in the change in the relationship parameter and the actual action based thereon. This makes it possible to express the relationship between two characters in more detail, for example, when one character has a one-sided affection for the other. Even when there are three or more characters, a similarly detailed (or delicate) relationship can be expressed by combining such more detailed relationships between the two characters. As a result, the relationship between a plurality of characters can be expressed in more detail by using these first relationship parameters and second relationship parameters.
[0093] In the above embodiment, the parameter management unit 34 of the game machine 3 functions as a parameter changing unit of the present invention by executing the process of step S102 in Fig. 9. Moreover, the image control unit 33 of the game machine 3 functions as a behavior control unit of the present invention by executing the process of step S204 in Fig. 10. Moreover, the image control unit 33 of the game machine 3 functions as a privilege granting unit of the present invention by executing step S302 in Fig. 11.
[0094] The present invention is not limited to the above-described embodiment, and may be embodied in an appropriate modified or altered form. For example, in the above-described embodiment, the game machine 3 provides a character development game. However, the game provided by the game machine 3 is not limited to such a game. The game machine 3 may provide an appropriate game. The above-described relationship parameters may be applied to various characters included in such a game.
[0095] The center server 2 may also execute all or part of the roles (various processes, etc.) of the game machine 3 in the above-described embodiment. In other words, the game system of the present invention may be configured so that the center server 2 and the game machine 3 appropriately cooperate to realize each function of the game machine 3 and the center server 2 of this embodiment. On the other hand, the center server 2 may be omitted. In this case, one game machine 3 may function as the game system of the present invention.
[0096] Various aspects of the present invention derived from the above-mentioned embodiments and modifications will be described below. In the following description, to facilitate understanding of each aspect of the present invention, corresponding components shown in the accompanying drawings are written in parentheses, but the present invention is not limited to the illustrated forms.
[0097] The game system of the present invention is connected to an input device (36) for inputting user instructions, and a display device (37) for displaying a game screen (50F) including a first character (53C) and a second character (53A) that execute actions according to predetermined rules set in response to the user instructions, and when the predetermined rules are set such that the actions of each character change according to parameters that define each character, a relationship parameter indicating the degree of the relationship between the first character and the second character is used as the parameter, and a game system (1) is provided in which each character executes an action according to the predetermined rules according to the relationship parameter. The game system includes a parameter change means (34) that uses as the relationship parameters a first relationship parameter indicating the degree of relationship between the first character and the second character as seen from the first character, and a second relationship parameter indicating the degree of relationship between the first character and the second character, and applies separate changes to the first relationship parameter and the second relationship parameter based on predetermined application conditions in accordance with the play status of the game, and a behavior control means (33) that controls the behavior of the first character toward the second character in accordance with the first relationship parameter, and the behavior of the second character toward the first character in accordance with the second relationship parameter.
[0098] According to the present invention, a first relationship parameter indicating the degree of relationship between the first character and the second character as seen from the first character and a second relationship parameter indicating the degree of relationship between the first character and the second character as seen from the second character are used as relationship parameters, and different changes are given to each of them. Therefore, by using such first relationship parameter and second relationship parameter, different relationship degrees can be generated between the first character and the second character who act according to the same predetermined rule. Furthermore, the action of the first character toward the second character is controlled according to the first relationship parameter, and the action of the second character toward the first character is controlled according to the second relationship parameter. Therefore, different relationship degrees generated between the first character and the second character can be reflected in these actions. This makes it possible to express the relationship between the two characters in more detail than when the relationship parameter is uniformly managed as the relationship degree between the first character and the second character. Even when there are three or more characters, a similarly detailed relationship can be expressed by a combination of such more detailed relationships between the two characters. As a result, by using these first relationship parameter and second relationship parameter, the relationship between a plurality of characters can be expressed in more detail.
[0099] As the condition for imparting, various conditions such as a play situation, a user's selection, or randomness may be adopted. Then, appropriate changes may be imparted to the first relationship parameter and the second relationship parameter according to such various conditions. For example, the subjectivity of the action (a type of play situation) may be used as such a condition for imparting. Alternatively, when a preference is set for each character and an item corresponding to the preference is prepared in the game, such preference (similarly, a type of play situation) may be used as the condition for imparting. Specifically, for example, in one aspect of the game system of the present invention, the parameter change means may use the subjectivity of the action as the condition for imparting, and when the first character performs an action of a subjective nature toward the second character, may impart a larger change to the first relationship parameter than the second relationship parameter. In this case, the subjectivity of the action can be reflected in the change in the relationship parameter. In another aspect, the game may include a cooperative action in which roles are divided into a main character functioning as the subject of the action and a sub-character functioning as an assistant to the main character, and the first character and the second character may perform the cooperative action so as to function as the main character and the sub-character, respectively.
[0100] Alternatively, for example, in one aspect of the game system of the present invention, when each character is set with one of a plurality of preferences and a plurality of items, each of which has a degree of agreement with each preference, are prepared in the game as presents exchanged between the characters, the parameter change means may use the preferences of each character as the condition for granting, and grant the change to the first relationship parameter and the second relationship parameter separately according to the degree of agreement between the present from one of the first character and the second character to the other character and the preference of the other character. Also, in this aspect, the parameter change means may grant the change separately so that the higher the degree of agreement between the present from the one character to the other character and the preference of the other character, the higher both the first relationship parameter and the second relationship parameter are changed. In these cases, the preference of each character can be reflected in the change in the relationship parameter.
[0101] Furthermore, the relationship parameters may be used individually as the first parameter and the second parameter, or may be used in combination. Alternatively, these may be used appropriately. For example, as one aspect of the game system of the present invention, a mode may be adopted in which the game system includes a bonus granting means (33) that grants a bonus to the game when a combined relationship parameter (e.g., a total value) obtained by adding up the first relationship parameter and the second relationship parameter satisfies a bonus condition.
[0102] On the other hand, the computer program (PG2) of the present invention is configured to cause the input device and a computer (31) connected to the display device to function as each of the means of the game system described above.
[0103] The control method of the present invention is incorporated in a game system (1) that provides a game that is connected to an input device (36) for inputting user instructions and a display device (37) that displays a game screen (50F) including a first character (53C) and a second character (53A) that execute actions according to predetermined rules set in response to the user instructions, and that, when the predetermined rules are set so that actions of each character change according to parameters that define each character, uses relationship parameters that indicate the degree of relationship between the first character and the second character as the parameters, and causes each character to execute actions according to the predetermined rules according to the relationship parameters. The method causes a computer (31) including the game program to execute a parameter change procedure for applying different changes to the first relationship parameter and the second relationship parameter based on a predetermined application condition according to a play situation of the game, using a first relationship parameter indicating the relationship between the first character and the second character as seen from the first character and a second relationship parameter indicating the relationship between the first character and the second character as seen from the second character as the relationship parameters, and a behavior control procedure for controlling the behavior of the first character with respect to the second character according to the first relationship parameter and the behavior of the second character with respect to the first character according to the second relationship parameter, respectively. By executing the computer program or the control method of the present invention, the game system of the present invention can be realized. [Explanation of symbols]
[0104] 1. Game System 3. Gaming consoles 31 Control unit (computer) 33 Image control unit (behavior control means, privilege granting means) 34 Parameter management unit (parameter change means) 36 Input Devices 37 Monitor (display device) 53A 1st character icon (2nd character) 53C 3rd character icon (1st character) PG2 Program (Computer Program)
Claims
1. A game system for providing a game in which each action of a first character and a second character, which perform an action in response to an instruction from a user, changes according to a relationship parameter indicating a degree of a relationship between the first character and the second character, a parameter modification means for using, as the relationship parameters, a first relationship parameter indicating the degree of relationship between the first character and the second character as seen from the first character, a second relationship parameter indicating the degree of relationship between the first character and the second character as seen from the second character, and a combined relationship parameter obtained by combining the first relationship parameter and the second relationship parameter, and for applying different modifications to the first relationship parameter and the second relationship parameter based on predetermined conditions for applying the modifications in accordance with a play situation of the game; a behavior control means for controlling behavior of each character based on one or more of the relationship parameters including at least the summed relationship parameter when the one or more relationship parameters satisfy a predetermined condition; A game system comprising:
2. A game system for providing a game in which each action of a first character and a second character, which perform an action in response to an instruction from a user, changes according to a relationship parameter indicating a degree of a relationship between the first character and the second character, a parameter modification means for using, as the relationship parameters, a first relationship parameter indicating the degree of relationship between the first character and the second character as seen from the first character, a second relationship parameter indicating the degree of relationship between the first character and the second character as seen from the second character, and a combined relationship parameter obtained by combining the first relationship parameter and the second relationship parameter, and for applying different modifications to the first relationship parameter and the second relationship parameter based on predetermined conditions for applying the modifications in accordance with a play situation of the game; a bonus awarding means for awarding a bonus to the game based on one or more of the relationship parameters including at least the summed relationship parameter when the one or more relationship parameters satisfy a predetermined condition; A game system comprising:
3. A computer program configured to cause a computer to function as each of the means of the game system described in claim 1 or 2.
4. A computer incorporated in a game system for providing a game in which each action of a first character and a second character, which perform an action in response to an instruction from a user, changes according to a relationship parameter indicating a degree of a relationship between the first character and the second character, a parameter change step of using, as the relationship parameters, a first relationship parameter indicating the degree of relationship between the first character and the second character as seen from the first character, a second relationship parameter indicating the degree of relationship between the first character and the second character as seen from the second character, and a combined relationship parameter obtained by combining the first relationship parameter and the second relationship parameter, and applying different changes to the first relationship parameter and the second relationship parameter based on predetermined application conditions in accordance with a play situation of the game; a behavior control step of controlling behavior of each character based on one or more of the relationship parameters including at least the summed relationship parameter when the one or more relationship parameters satisfy a predetermined condition; A control method for executing the above.
5. A computer incorporated in a game system for providing a game in which each action of a first character and a second character, which perform an action in response to an instruction from a user, changes according to a relationship parameter indicating a degree of a relationship between the first character and the second character, a parameter change step of using, as the relationship parameters, a first relationship parameter indicating the degree of relationship between the first character and the second character as seen from the first character, a second relationship parameter indicating the degree of relationship between the first character and the second character as seen from the second character, and a combined relationship parameter obtained by combining the first relationship parameter and the second relationship parameter, and applying different changes to the first relationship parameter and the second relationship parameter based on predetermined application conditions in accordance with a play situation of the game; a bonus awarding step of awarding a bonus to the game based on one or more of the relationship parameters including at least the summed relationship parameter when the one or more relationship parameters satisfy a predetermined condition; A control method for executing the above.