Programs and delivery systems
Patent Information
- Application Number
- JP2023193542
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-11-14
- Publication Date
- 2025-02-26
- Estimated Expiration
- 2038-05-29
AI Technical Summary
【0008】 本開示の一態様によれば、興趣性を向上させる効果を奏する。
Smart Images

Figure 0007636505000001 
Figure 0007636505000002 
Figure 0007636505000003
Abstract
Description
[Technical field]
[0001] The present disclosure relates to a program and a distribution system. [Background technology]
[0002] Conventionally, games in which a story progresses so that the ending differs depending on the choice selected by the user are widely known. For example, Non-Patent Document 1 discloses a love simulation game whose main purpose is to virtually deepen a friendship with a female character. The user selects from the presented choices what he / she thinks is the most appropriate way to interact with the character, and the story progresses by repeating the character's response to the interaction. [Prior art documents] [Non-patent literature]
[0003] [Non-Patent Document 1] “Dengeki Online - Game, App, Manga, Anime Information Site”, [online], KADOKAWA CORPORATION, [Retrieved May 8, 2018], Internet (URL: http: / / dengekionline.com / elem / 000 / 000 / 279 / 279193 / index-2.html) Summary of the Invention [Problem to be solved by the invention]
[0004] In the game disclosed in Non-Patent Document 1, character response patterns are prepared in advance. Then, in response to the user's input operation, the character's response is determined from the response patterns and output, and the game progresses. Therefore, the variation of the character's actions does not extend beyond the contents of the data prepared in advance. Therefore, the user cannot feel the reality of the character's interaction with the character as if the character were in the real world, and there is a problem that the user will eventually get bored. In general, in games developed with the intention of having users play for a long time, it is important to deal with the problem of users getting bored with the game. Games are always required to provide attractive content that motivates users to play. In particular, in games in which users find interest in the interaction with the character, it is preferable that the character has a high level of realism that allows the user to immerse himself in the game world.
[0005] One aspect of the present disclosure aims to increase the sense of immersion and improve interest. [Means for solving the problem]
[0006] The program according to the present disclosure is A program executed by a distribution terminal capable of distributing action instruction data designating a character's action to a user terminal owned by a user, the program causing the distribution terminal to function as a generation means for generating action instruction data corresponding to the action of an actor playing the character, and a distribution means capable of distributing the action instruction data generated by the generation means and action instruction data corresponding to an operation on the distribution terminal, thereby enabling a process to be executed in the user terminal that receives the action instruction data for causing the character to act in a manner corresponding to the action instruction data. . Effect of the Invention
[0008] According to one aspect of the present disclosure, an effect of improving interest is achieved. [Brief description of the drawings]
[0009] [Figure 1] FIG. 2 is a diagram illustrating a hardware configuration of the game system. [Diagram 2] FIG. 2 is a block diagram showing functional configurations of a user terminal, a server, and an operation instruction device. [Diagram 3] 1 is a flowchart showing an example of a basic game progress of a game executed based on a game program according to the present embodiment. [Figure 4]FIG. 11 is a diagram illustrating an example of a data structure of operation instruction data. [Diagram 5] FIG. 4 is a diagram illustrating an example of a data structure of game information. [Figure 6] A figure showing an example of a quest presentation screen displayed on a display unit of a user terminal. [Figure 7] A figure showing an example of a quest solution screen displayed on a display unit of a user terminal. [Figure 8] A figure showing an example of a reward screen displayed on the display unit of a user terminal. [Figure 9] FIG. 13 is a diagram showing an example of a video playback screen displayed on a display unit of a user terminal. [Figure 10] 13 is a flowchart showing the flow of processing executed in the game system. [Figure 11] 13 is a flowchart showing a flow of a process of analyzing operation instruction data, which is executed by the user terminal. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] [Embodiment 1] The game system according to the present disclosure is a system for providing a game to multiple users. The game system will be described below with reference to the drawings. Note that the present invention is not limited to these examples, but is indicated by the claims, and it is intended that all modifications within the meaning and scope equivalent to the claims are included in the present invention. In the following description, the same elements in the description of the drawings are given the same reference numerals, and redundant descriptions will not be repeated.
[0011] <Hardware configuration of game system 1> 1 is a diagram showing a hardware configuration of a game system 1. As shown in the figure, the game system 1 includes a plurality of user terminals 100 and a server 200. Each user terminal 100 is connected to the server 200 via a network 2. The network 2 is composed of the Internet and various mobile communication systems constructed by wireless base stations (not shown). Examples of such mobile communication systems include so-called 3G and 4G mobile communication systems, LTE (Long Term Evolution), and wireless networks (e.g., Wi-Fi (registered trademark)) that can be connected to the Internet via a predetermined access point.
[0012] The server 200 (computer, information processing device) may be a general-purpose computer such as a workstation or a personal computer. The server 200 includes a processor 20, a memory 21, a storage 22, a communication IF 23, and an input / output IF 24. These components of the server 200 are electrically connected to each other by a communication bus.
[0013] The user terminal 100 (computer, information processing device) may be a mobile terminal such as a smartphone, a feature phone, a PDA (Personal Digital Assistant), or a tablet computer. The user terminal 100 may be a gaming device suitable for playing games. As shown in the figure, the user terminal 100 includes a processor 10, a memory 11, a storage 12, a communication interface (IF) 13, an input / output IF 14, a touch screen 15 (display unit), a camera 17, and a distance measurement sensor 18. These components of the user terminal 100 are electrically connected to each other by a communication bus. Note that the user terminal 100 may include an input / output IF 14 to which a display (display unit) configured separately from the user terminal 100 main body can be connected instead of or in addition to the touch screen 15.
[0014] 1, the user terminal 100 may be configured to be able to communicate with one or more controllers 1020. The controller 1020 establishes communication with the user terminal 100 in accordance with a communication standard such as Bluetooth (registered trademark). The controller 1020 may have one or more buttons, etc., and transmits output values based on user input operations on the buttons, etc., to the user terminal 100. The controller 1020 may also have various sensors, such as an acceleration sensor and an angular velocity sensor, and transmits output values of the various sensors to the user terminal 100.
[0015] Instead of or in addition to the user terminal 100 being equipped with the camera 17 and the distance measurement sensor 18, the controller 1020 may have the camera 17 and the distance measurement sensor 18.
[0016] For example, at the start of a game, the user terminal 100 desirably causes the user using the controller 1020 to input user identification information, such as the user's name or login ID, via the controller 1020. This enables the user terminal 100 to link the controller 1020 with the user, and to identify which user the output value belongs to based on the source (controller 1020) of the received output value.
[0017] When the user terminal 100 communicates with multiple controllers 1020, each user holds a controller 1020, and the single user terminal 100 can realize a multiplay without communicating with other devices such as the server 200 via the network 2. Also, the user terminals 100 can realize a multiplay locally by connecting to each other via a wireless standard such as a wireless LAN (Local Area Network) standard (connecting to communicate without going through the server 200). When the above-mentioned multiplay is realized locally by a single user terminal 100, the user terminal 100 may further include at least a part of various functions of the server 200, which will be described later. Also, when the above-mentioned multiplay is realized locally by multiple user terminals 100, the multiple user terminals 100 may include various functions of the server 200, which will be described later, in a distributed manner.
[0018] Even when the above-mentioned multiplay is realized locally, the user terminal 100 may communicate with the server 200. For example, information indicating a play result such as the score or win / loss in a certain game may be associated with user identification information and transmitted to the server 200.
[0019] Furthermore, the controller 1020 may be configured to be detachable from the user terminal 100. In this case, a coupling unit for the controller 1020 may be provided on at least one surface of the housing of the user terminal 100. When the user terminal 100 and the controller 1020 are coupled to each other via the coupling unit by a wire, the user terminal 100 and the controller 1020 transmit and receive signals via the wire.
[0020] 1, the user terminal 100 may accept the attachment of a storage medium 1030 such as an external memory card via the input / output IF 14. This allows the user terminal 100 to read programs and data recorded in the storage medium 1030. The program recorded in the storage medium 1030 is, for example, a game program.
[0021] The user terminal 100 may store in the memory 11 of the user terminal 100 a game program acquired by communicating with an external device such as the server 200, or may store in the memory 11 a game program acquired by reading it from the storage medium 1030.
[0022] As described above, the user terminal 100 includes the communication IF 13, the input / output IF 14, the touch screen 15, the camera 17, and the distance measurement sensor 18 as examples of mechanisms for inputting information to the user terminal 100. Each of the above-mentioned units as input mechanisms can be considered as an operation unit configured to receive an input operation by the user.
[0023] For example, when the operation unit is composed of at least one of the camera 17 and the distance measuring sensor 18, the operation unit detects an object 1010 in the vicinity of the user terminal 100 and identifies an input operation from the detection result of the object. As an example, a user's hand, a marker of a predetermined shape, or the like is detected as the object 1010, and the input operation is identified based on the color, shape, movement, or type of the object 1010 obtained as the detection result. More specifically, when the user's hand is detected from an image captured by the camera 17, the user terminal 100 identifies a gesture (a series of movements of the user's hand) detected based on the captured image as the user's input operation and accepts it. Note that the captured image may be a still image or a video.
[0024] Alternatively, when the operation unit is configured with the touch screen 15, the user terminal 100 identifies and accepts a user operation performed on the input unit 151 of the touch screen 15 as the user's input operation. Alternatively, when the operation unit is configured with the communication IF 13, the user terminal 100 identifies and accepts a signal (e.g., an output value) transmitted from the controller 1020 as the user's input operation. Alternatively, when the operation unit is configured with the input / output IF 14, the user terminal 100 identifies and accepts a signal output from an input device (not shown) connected to the input / output IF 14 and different from the controller 1020 as the user's input operation.
[0025] In this embodiment, the game system 1 further includes a motion instruction device 300. The motion instruction device 300 is connected to each of the server 200 and the user terminal 100 via the network 2. At least one motion instruction device 300 is provided in the game system 1. A plurality of motion instruction devices 300 may be provided according to the number of user terminals 100 that use the service provided by the server 200. One motion instruction device 300 may be provided for one user terminal 100. One motion instruction device 300 may be provided for a plurality of user terminals 100.
[0026] The action instruction device 300 (NPC control device, character control device) may be a computer such as a server, a desktop computer, a notebook computer, or a tablet, or a group of computers that combine these. As shown in the figure, the action instruction device 300 includes a processor 30, a memory 31, a storage 32, a communication IF 33, an input / output IF 34, and a touch screen 35 (display unit). These components of the action instruction device 300 are electrically connected to each other by a communication bus. Note that the action instruction device 300 may include an input / output IF 34 to which a display (display unit) configured separately from the action instruction device 300 main body can be connected instead of or in addition to the touch screen 35.
[0027] 1, the action instruction device 300 may be configured to be able to communicate wirelessly or via wires with peripheral devices such as one or more microphones 3010, one or more motion capture devices 3020, and one or more controllers 3030. The wirelessly connected peripheral devices establish communication with the action instruction device 300 according to a communication standard such as Bluetooth (registered trademark).
[0028] The microphone 3010 picks up surrounding sounds and converts them into electrical signals. The electrical signals are transmitted to the motion instruction device 300 as audio data and are received by the motion instruction device 300 via the communication IF 33.
[0029] The motion capture device 3020 tracks the motion (including facial expressions, mouth movements, etc.) of a tracking target (for example, a person) and transmits output values as tracking results to the motion instruction device 300. The motion data, which is the output value, is accepted by the motion instruction device 300 via the communication IF 33. The motion capture method of the motion capture device 3020 is not particularly limited. Depending on the method adopted, the motion capture device 3020 selectively includes any mechanism for capturing motion, such as a camera, various sensors, markers, a suit worn by a model (person), a signal transmitter, etc.
[0030] The controller 3030 may have one or more physical input mechanisms such as buttons, levers, sticks, and wheels. The controller 3030 transmits to the motion instruction device 300 an output value based on an input operation input to the input mechanism by an operator of the motion instruction device 300. The controller 3030 may also have various sensors such as an acceleration sensor and an angular velocity sensor, and may transmit the output values of the various sensors to the motion instruction device 300. The above-mentioned output value is received by the motion instruction device 300 via the communication IF 33. In the following, a person who performs some input operation on the motion instruction device 300 using an operation unit provided in the motion instruction device 300 or various input mechanisms communicably connected to the motion instruction device 300 is referred to as an operator. The operator includes a person who operates the motion instruction device 300 using the input unit 351, the controller 3030, etc., a voice actor who inputs voice via the microphone 3010, and a model who inputs movement via the motion capture device 3020.
[0031] The motion instruction device 300 may include a camera and a distance measuring sensor (not shown). Instead of or in addition to the motion instruction device 300, the motion capture device 3020 and the controller 3030 may each include a camera and a distance measuring sensor.
[0032] As described above, the operation instruction device 300 includes the communication IF 33, the input / output IF 34, and the touch screen 35 as an example of a mechanism for inputting information to the operation instruction device 300. If necessary, the operation instruction device 300 may further include a camera and a distance measuring sensor. Each of the above-mentioned units as an input mechanism can be considered as an operation unit configured to receive an input operation by a user.
[0033] The operation unit may be configured with a touch screen 35. In this case, the operation instruction device 300 identifies and accepts a user operation performed on an input unit 351 of the touch screen 35 as a user input operation. Alternatively, when the operation unit is configured with a communication IF 33, the operation instruction device 300 identifies and accepts a signal (e.g., an output value) transmitted from the controller 3030 as a user input operation. Alternatively, when the operation unit is configured with an input / output IF 34, the operation instruction device 300 identifies and accepts a signal output from an input device (not shown) connected to the input / output IF 34 and different from the controller 3030 as a user input operation.
[0034] <Game Overview> The game executed by the game system 1 according to the first embodiment (hereinafter, this game) is, as an example, a game in which one or more characters appear and at least one of the characters is operated based on action instruction data. The characters appearing in the game may be player characters (hereinafter, PCs) or non-player characters (hereinafter, NPCs). A PC is a character that can be directly operated by a user. An NPC is a character that operates according to a game program and action instruction data, that is, a character that cannot be directly operated by a user. In the following, when there is no need to particularly distinguish between the two, the term "character" is used as a general term.
[0035] As an example, the game is a training simulation game. Specifically, the purpose of the training simulation game is for the protagonist, who is the user, to deepen the relationship with the character and work with it to make the character a famous video distributor, thereby realizing the character's dream. Furthermore, the training simulation game may include elements of a love simulation game in which the protagonist aims to increase the intimacy with the character through the relationship.
[0036] Furthermore, as an example, the game preferably includes at least a live distribution part. In the game system 1, action instruction data is supplied to the user terminal 100 that is executing the game from a device other than the user terminal 100 at any timing. The user terminal 100 analyzes (renders) the action instruction data when triggered by receiving the action instruction data. The live distribution part is a part in which the user terminal 100 presents the user with a character that acts according to the analyzed action instruction data in real time. This allows the user to feel a sense of reality as if the character really exists, and allows the user to enjoy the game by being further immersed in the game world.
[0037] In this embodiment, the game may be composed of multiple play parts. In this case, the nature of the character may differ for each part, such as one character being a PC in one part and an NPC in another part.
[0038] The genre of the game is not limited to a specific genre. The game system 1 can execute games of any genre. For example, the games may be games based on sports such as tennis, table tennis, dodgeball, baseball, soccer, and hockey, puzzle games, quiz games, role-playing games (RPGs), adventure games, shooting games, simulation games, training games, and action games.
[0039] Furthermore, the play style of the game executed in the game system 1 is not limited to a specific play style. The game system 1 can execute games of any play style. For example, the game may be a single-play game by a single user, a multi-play game by multiple users, a competitive game in which multiple users compete against each other, or a cooperative game in which multiple users cooperate with each other.
[0040] <Hardware components of each device> The processor 10 controls the overall operation of the user terminal 100. The processor 20 controls the overall operation of the server 200. The processor 30 controls the overall operation of the action instruction device 300. The processors 10, 20, and 30 each include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), and a GPU (Graphics Processing Unit).
[0041] Processor 10 reads a program from storage 12, which will be described later, and expands it in memory 11, which will be described later. Processor 20 reads a program from storage 22, which will be described later, and expands it in memory 21, which will be described later. Processor 30 reads a program from storage 32, which will be described later, and expands it in memory 31, which will be described later. Processor 10, processor 20, and processor 30 execute the expanded programs.
[0042] The memories 11, 21, and 31 are main storage devices. The memories 11, 21, and 31 are configured with storage devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 11 provides a working area for the processor 10 by temporarily storing a program and various data read by the processor 10 from a storage 12 described later. The memory 11 also temporarily stores various data generated while the processor 10 is operating according to the program. The memory 21 provides a working area for the processor 20 by temporarily storing various programs and data read by the processor 20 from a storage 22 described later. The memory 21 also temporarily stores various data generated while the processor 20 is operating according to the program. The memory 31 provides a working area for the processor 30 by temporarily storing various programs and data read by the processor 30 from a storage 32 described later. The memory 31 also temporarily stores various data generated while the processor 30 is operating according to the program.
[0043] In this embodiment, the program may be a game program for realizing the game by the user terminal 100. Alternatively, the program may be a game program for realizing the game by cooperation between the user terminal 100 and the server 200. Alternatively, the program may be a game program for realizing the game by cooperation between the user terminal 100, the server 200, and the motion instruction device 300. Note that the game realized by cooperation between the user terminal 100 and the server 200 and the game realized by cooperation between the user terminal 100, the server 200, and the motion instruction device 300 may be, for example, a game executed on a browser started in the user terminal 100. Alternatively, the program may be a game program for realizing the game by cooperation between a plurality of user terminals 100. In addition, the various data include data related to the game, such as user information and game information, as well as instructions or notifications transmitted and received between the devices of the game system 1.
[0044] The storages 12, 22, and 32 are auxiliary storage devices. The storages 12, 22, and 32 are configured with storage devices such as flash memory or HDDs (Hard Disk Drives). The storages 12, 22, and 32 store various data related to the game.
[0045] The communication IF 13 controls transmission and reception of various data in the user terminal 100. The communication IF 23 controls transmission and reception of various data in the server 200. The communication IF 33 controls transmission and reception of various data in the operation instruction device 300. The communication IFs 13, 23, and 33 control, for example, communication via a wireless LAN (Local Area Network), Internet communication via a wired LAN, a wireless LAN, or a mobile phone network, and communication using short-range wireless communication, etc.
[0046] The input / output IF14 is an interface through which the user terminal 100 accepts input of data, and is also an interface through which the user terminal 100 outputs data. The input / output IF14 may input and output data via a USB (Universal Serial Bus) or the like. The input / output IF14 may include, for example, a physical button, a camera, a microphone, or a speaker of the user terminal 100. The input / output IF24 of the server 200 is an interface through which the server 200 accepts input of data, and is also an interface through which the server 200 outputs data. The input / output IF24 may include, for example, an input unit that is an information input device such as a mouse or a keyboard, and a display unit that is a device that displays and outputs an image. The input / output IF34 of the operation instruction device 300 is an interface through which the operation instruction device 300 accepts input of data, and is also an interface through which the operation instruction device 300 outputs data. The input / output IF34 may include, for example, information input devices such as a mouse, keyboard, stick, lever, etc., devices that display and output images such as an LCD display, and connections for transmitting and receiving data between peripheral devices (microphone 3010, motion capture device 3020, and controller 3030).
[0047] The touch screen 15 of the user terminal 100 is an electronic component that combines an input unit 151 and a display unit 152. The touch screen 35 of the operation instruction device 300 is an electronic component that combines an input unit 351 and a display unit 352. The input units 151, 351 are, for example, touch-sensitive devices, and are configured, for example, by a touchpad. The display units 152, 352 are, for example, a liquid crystal display, an organic EL (Electro-Luminescence) display, or the like.
[0048] The input units 151 and 351 have a function of detecting a position where a user operation (mainly a physical contact operation such as a touch operation, a slide operation, a swipe operation, or a tap operation) is input on the input surface, and transmitting information indicating the position as an input signal. The input units 151 and 351 may be provided with a touch sensing unit (not shown). The touch sensing unit may be of any type, such as a capacitive type or a resistive film type.
[0049] Although not shown, the user terminal 100 may include one or more sensors for identifying the holding posture of the user terminal 100. The sensor may be, for example, an acceleration sensor or an angular velocity sensor. When the user terminal 100 includes a sensor, the processor 10 may identify the holding posture of the user terminal 100 from the output of the sensor and perform processing according to the holding posture. For example, when the user terminal 100 is held vertically, the processor 10 may perform a portrait screen display in which a vertically long image is displayed on the display unit 152. On the other hand, when the user terminal 100 is held horizontally, the processor 10 may perform a landscape screen display in which a horizontally long image is displayed on the display unit. In this way, the processor 10 may be capable of switching between portrait screen display and landscape screen display according to the holding posture of the user terminal 100.
[0050] The camera 17 includes an image sensor and the like, and generates a captured image by converting incident light entering through a lens into an electrical signal.
[0051] The distance measuring sensor 18 is a sensor that measures the distance to a measurement object. The distance measuring sensor 18 includes, for example, a light source that emits pulse-converted light and a light receiving element that receives the light. The distance measuring sensor 18 measures the distance to the measurement object based on the timing of light emission from the light source and the timing of light reception of reflected light that occurs when the light emitted from the light source hits the measurement object and is reflected. The distance measuring sensor 18 may include a light source that emits directional light.
[0052] Here, an example will be further described in which the user terminal 100 receives a detection result of an object 1010 in the vicinity of the user terminal 100 using the camera 17 and the distance measurement sensor 18 as an input operation from the user. The camera 17 and the distance measurement sensor 18 may be provided, for example, on a side surface of the housing of the user terminal 100. The distance measurement sensor 18 may be provided near the camera 17. For example, an infrared camera may be used as the camera 17. In this case, a lighting device that irradiates infrared rays and a filter that blocks visible light may be provided in the camera 17. This can further improve the accuracy of object detection based on an image captured by the camera 17, regardless of whether the location is outdoors or indoors.
[0053] The processor 10 may perform, for example, one or more of the following processes (1) to (5) on the captured image of the camera 17. (1) The processor 10 performs an image recognition process on the captured image of the camera 17 to determine whether or not the captured image includes a user's hand. The processor 10 may use, for example, a pattern matching technique as an analysis technique employed in the above-mentioned image recognition process. (2) The processor 10 also detects a gesture of the user from the shape of the user's hand. For example, the processor 10 determines the number of fingers of the user (the number of extended fingers) from the shape of the user's hand detected from the captured image. The processor 10 further determines the gesture made by the user from the determined number of fingers. For example, when the number of fingers is five, the processor 10 determines that the user has made a "paper" gesture. When the number of fingers is zero (no fingers are detected), the processor 10 determines that the user has made a "rock" gesture. Furthermore, when the number of fingers is two, the processor 10 determines that the user has made a "scissors" gesture. (3) The processor 10 detects whether the user's fingers are in a state where only the index finger is raised or whether the user's fingers are flicking by performing an image recognition process on the image captured by the camera 17. (4) The processor 10 detects the distance between the object 1010 (such as the user's hand) near the user terminal 100 and the user terminal 100 based on at least one of the image recognition result of the image captured by the camera 17 and the output value of the distance measuring sensor 18. For example, the processor 10 detects whether the user's hand is near the user terminal 100 (e.g., a distance less than a predetermined value) or far away (e.g., a distance equal to or greater than a predetermined value) based on the size of the shape of the user's hand identified from the image captured by the camera 17. Note that when the captured image is a video, the processor 10 may detect whether the user's hand is approaching or moving away from the user terminal 100. (5) When the user's hand is detected based on the image recognition results of the image captured by camera 17, and it is determined that the distance between user terminal 100 and the user's hand is changing, processor 10 recognizes that the user is waving his / her hand in the direction of the camera 17.When the distance measuring sensor 18, which has a stronger directivity than the imaging range of the camera 17, detects an object in some cases but not in other cases, the processor 10 recognizes that the user is waving his / her hand in a direction perpendicular to the imaging direction of the camera.
[0054] In this way, the processor 10 detects whether the user has clenched his / her hand (whether it is a "rock" gesture or another gesture (e.g., "paper")) by image recognition of the image captured by the camera 17. The processor 10 also detects how the user is moving the hand along with the shape of the user's hand. The processor 10 also detects whether the user is moving the hand closer to or farther away from the user terminal 100. Such an operation can correspond to an operation using a pointing device such as a mouse or a touch panel. For example, the user terminal 100 moves a pointer on the touch screen 15 in response to the movement of the user's hand and detects the user's gesture of "rock". In this case, the user terminal 100 recognizes that the user is continuing the selection operation. The continuation of the selection operation corresponds, for example, to the mouse being clicked and kept pressed, or to the touch panel being kept touched after a touchdown operation. Furthermore, when the user moves his / her hand further while the user terminal 100 has detected the user gesture "rock", the user terminal 100 can recognize such a series of gestures as an operation corresponding to a swipe operation (or a drag operation). Furthermore, when the user terminal 100 detects a gesture of the user flicking fingers based on the detection result of the user's hand from the image captured by the camera 17, the user terminal 100 may recognize the gesture as an operation corresponding to a mouse click or a tap operation on a touch panel.
[0055] <Functional configuration of game system 1> 2 is a block diagram showing functional configurations of the user terminal 100, the server 200, and the action instruction device 300 included in the game system 1. Each of the user terminal 100, the server 200, and the action instruction device 300 may include a functional configuration required to function as a general computer (not shown), and a functional configuration required to realize well-known functions in a game.
[0056] The user terminal 100 has a function as an input device that accepts input operations by the user and a function as an output device that outputs images and sounds of the game. The user terminal 100 functions as a control unit 110 and a storage unit 120 through cooperation of the processor 10, memory 11, storage 12, communication IF 13, input / output IF 14, etc.
[0057] The server 200 has a function of communicating with each user terminal 100 and supporting the user terminal 100 in progressing through the game. For example, when the user terminal 100 downloads an application related to this game for the first time, data to be stored in the user terminal 100 at the start of the first game is provided to the user terminal 100. For example, the server 200 transmits to the user terminal 100 motion instruction data for moving a character. The motion instruction data may include motion capture data that captures the motion of an actor such as a model in advance, may include audio data that records the voice of an actor such as a voice actor, may include operation history data that indicates the history of input operations for moving a character, or may include a group of motion commands in which commands associated with the above-mentioned series of input operations are arranged in chronological order. When this game is a multiplayer game, the server 200 may have a function of communicating with each user terminal 100 participating in the game, and a function of mediating interactions between the user terminals 100 and a synchronization control function. The server 200 also has a function of mediating between the user terminals 100 and the motion instruction device 300. This enables the action instruction device 300 to timely supply action instruction data to the user terminal 100 or a group of multiple user terminals 100 without sending the data to an incorrect destination. The server 200 functions as a control unit 210 and a storage unit 220 through cooperation of the processor 20, memory 21, storage 22, communication IF 23, input / output IF 24, etc.
[0058] The action instruction device 300 has a function of generating action instruction data for instructing the action of a character in the user terminal 100 and supplying it to the user terminal 100. The action instruction device 300 functions as a control unit 310 and a storage unit 320 through cooperation of the processor 30, memory 31, storage 32, communication IF 33, input / output IF 34, etc.
[0059] The storage units 120, 220, and 320 store a game program 131, game information 132, and user information 133. The game program 131 is a game program executed by the user terminal 100, the server 200, and the action instruction device 300. The game information 132 is data that the control units 110, 210, and 310 refer to when executing the game program 131. The user information 133 is data related to the user's account. In the storage units 220 and 320, the game information 132 and the user information 133 are stored for each user terminal 100. The storage unit 320 further stores a character control program 134. The character control program 134 is a program executed by the action instruction device 300, and is a program for controlling the actions of a character appearing in a game based on the above-mentioned game program 131.
[0060] (Functional configuration of server 200) The control unit 210 executes the game program 131 stored in the storage unit 220 to comprehensively control the server 200. For example, the control unit 210 transmits various data, programs, and the like to the user terminal 100. The control unit 210 receives part or all of the game information or user information from the user terminal 100. If the game is a multiplayer game, the control unit 210 may receive a request for multiplayer synchronization from the user terminal 100 and transmit data for synchronization to the user terminal 100. Furthermore, the control unit 210 communicates with the user terminal 100 and the action instruction device 300 as necessary to transmit and receive information.
[0061] The control unit 210 functions as a progress support unit 211 and a sharing support unit 212 in accordance with the description of the game program 131. The control unit 210 can also function as other functional blocks (not shown) to support the progress of the game in the user terminal 100 in accordance with the nature of the game to be executed.
[0062] The progress support unit 211 communicates with the user terminal 100 and supports the user terminal 100 in progressing through various parts included in the game. For example, when the user terminal 100 progresses through the game, the progress support unit 211 provides the user terminal 100 with information necessary for progressing through the game.
[0063] The sharing support unit 212 communicates with a plurality of user terminals 100, and supports a plurality of users in sharing each other's decks on each of the user terminals 100. The sharing support unit 212 may also have a function of matching online user terminals 100 with the action instruction device 300. This allows smooth transmission and reception of information between the user terminals 100 and the action instruction device 300.
[0064] (Functional configuration of the user terminal 100) The control unit 110 executes the game program 131 stored in the storage unit 120 to comprehensively control the user terminal 100. For example, the control unit 110 progresses the game in accordance with the game program 131 and the user's operations. Furthermore, while the game is progressing, the control unit 110 communicates with the server 200 and the action instruction device 300 as necessary to transmit and receive information.
[0065] The control unit 110 functions as an operation reception unit 111, a display control unit 112, a user interface (hereinafter, UI) control unit 113, an animation generation unit 114, a game progression unit 115, an analysis unit 116, and a progress information generation unit 117 in accordance with the description of the game program 131. The control unit 110 can also function as other functional blocks (not shown) in order to progress the game in accordance with the nature of the game to be executed.
[0066] The operation reception unit 111 detects and receives an input operation by the user to the input unit 151. The operation reception unit 111 determines what kind of input operation has been performed from the action performed by the user on the touch screen 15 and the console via the other input / output IF 14, and outputs the result to each element of the control unit 110.
[0067] For example, the operation reception unit 111 receives an input operation on the input unit 151, detects the coordinates of the input position of the input operation, and identifies the type of the input operation. The operation reception unit 111 identifies, for example, a touch operation, a slide operation, a swipe operation, a tap operation, etc., as the type of the input operation. Furthermore, when a continuously detected input is interrupted, the operation reception unit 111 detects that the touch input from the touch screen 15 has been released.
[0068] The UI control unit 113 controls UI objects to be displayed on the display unit 152 in order to construct a UI. The UI objects are tools that allow the user to input necessary for the progress of the game to the user terminal 100, or tools that allow the user to obtain information output during the progress of the game from the user terminal 100. The UI objects are, but are not limited to, for example, icons, buttons, lists, menu screens, and the like.
[0069] The animation generation unit 114 generates animations showing the motions of various objects based on the control modes of the various objects. For example, the animation generation unit 114 may generate animations that express the appearance of a character moving as if it were actually there, moving its mouth, or changing its facial expression.
[0070] The display control unit 112 outputs a game screen reflecting the results of the processing executed by each of the above-mentioned elements to the display unit 152 of the touch screen 15. The display control unit 112 may display a game screen including an animation generated by the animation generation unit 114 on the display unit 152. The display control unit 112 may also draw the above-mentioned UI objects controlled by the UI control unit 113 so as to be superimposed on the game screen.
[0071] The game progression unit 115 progresses the game. In this embodiment, the game progression unit 115 progresses the game in accordance with an input operation by the user input via the operation reception unit 111. The game progression unit 115 makes one or more characters appear and causes the characters to act while the game is progressing. The game progression unit 115 may cause the characters to act in accordance with a game program 131 downloaded in advance, may cause the characters to act in accordance with an input operation by the user, or may cause the characters to act in accordance with action instruction data supplied from the action instruction device 300.
[0072] If the game is divided into multiple parts, such as a first part, a second part, etc., the game progression unit 115 progresses the game in accordance with the specifications of each part.
[0073] To explain this in detail with an example, the first part is a story part in which the story in the game progresses by interacting with a character. In this case, the game progression unit 115 progresses the story part as follows. Specifically, the game progression unit 115 moves the character according to the game program 131 downloaded in advance or action instruction data (first action instruction data) also downloaded in advance. Based on the user's input operation accepted by the operation acceptance unit 111, the game progression unit 115 identifies an option selected by the user and makes the character perform an action associated with the option. The second part is a live distribution part in which the character is caused to move based on the action instruction data supplied from the action instruction device 300. In this case, the game progression unit 115 moves the character based on the action instruction data from the action instruction device 300 to progress the live distribution part.
[0074] The analysis unit 116 analyzes (renders) the action instruction data and instructs the game progression unit 115 to move the character based on the analysis result. In this embodiment, the analysis unit 116 starts rendering the action instruction data supplied by the action instruction device 300, triggered by the receipt of the action instruction data via communication IF 33. The action instruction device 300 transmits the analysis result to the game progression unit 115, and immediately instructs the game progression unit 115 to move the character based on the action instruction data. In other words, the game progression unit 115 is triggered by the receipt of the action instruction data, triggering the game progression unit 115 to move the character based on the action instruction data. This makes it possible to show the character moving in real time to the user.
[0075] The progress information generation unit 117 generates progress information indicating the progress of the game being executed by the game progression unit 115, and transmits it to the server 200 or the action instruction device 300 as appropriate. The progress information may include, for example, information specifying the currently displayed game screen, or may include a progress log indicating the progress of the game in chronological order using characters, symbols, etc. In an embodiment of the game system 1 in which the server 200 and the action instruction device 300 do not require progress information, the progress information generation unit 117 may be omitted.
[0076] (Functional configuration of the operation instruction device 300) The control unit 310 executes the character control program 134 stored in the storage unit 320 to comprehensively control the action instruction device 300. For example, the control unit 310 generates action instruction data in accordance with the character control program 134 and an operator's operation, and supplies the data to the user terminal 100. The control unit 310 may further execute the game program 131 as necessary. The control unit 310 also communicates with the server 200 and the user terminal 100 that is executing the game, to transmit and receive information.
[0077] Control unit 310 functions as an operation receiving unit 311, a display control unit 312, a UI control unit 313, an animation generating unit 314, a progress simulation unit 315, and a character control unit 316 in accordance with the description of character control program 134. Control unit 310 can also function as other functional blocks (not shown) in order to control characters appearing in a game in accordance with the nature of the game executed in game system 1.
[0078] The operation reception unit 311 detects and receives an input operation by the operator to the input unit 351. The operation reception unit 311 determines what kind of input operation has been performed from the action performed by the operator on the touch screen 35 and the console via the other input / output IF 34, and outputs the result to each element of the control unit 310. The detailed functions of the operation reception unit 311 are almost the same as those of the operation reception unit 111 in the user terminal 100.
[0079] The UI control unit 313 controls the UI objects to be displayed on the display unit 352 .
[0080] The animation generation unit 314 generates animations showing the motions of various objects based on the control modes of the various objects. For example, the animation generation unit 314 may generate animations that reproduce a game screen that is actually displayed on the user terminal 100 that is the communication partner.
[0081] The display control unit 312 outputs a game screen reflecting the results of the processing executed by each of the above-mentioned elements to the display unit 352 of the touch screen 35. The details of the function of the display control unit 312 are almost similar to those of the display control unit 112 in the user terminal 100.
[0082] The progress simulation unit 315 grasps the progress of the game in the user terminal 100 based on progress information indicating the progress of the game received from the user terminal 100. Then, the progress simulation unit 315 presents the progress of the user terminal 100 to the operator by simulating and reproducing the behavior of the user terminal 100 in the action instruction device 300.
[0083] For example, the progress simulation unit 315 may display a reproduction of the game screen displayed on the user terminal 100 on the display unit 352 of the user terminal 100. Furthermore, the progress simulation unit 315 may display the progress of the game on the display unit 352 of the user terminal 100 as the above-mentioned progress log.
[0084] Furthermore, some of the functions of the progress simulation unit 315 may be realized by the control unit 310 executing the game program 131. For example, the progress simulation unit 315 first grasps the progress of the game on the user terminal 100 based on the progress information. Then, the progress simulation unit 315 may reproduce, completely or in a simplified form, the game screen currently being displayed on the user terminal 100 based on the game program 131 on the display unit 352 of the own device. Alternatively, the progress simulation unit 315 may grasp the progress of the game at the current time, predict the progress of the game from the current time onwards based on the game program 131, and output the prediction result to the display unit 352.
[0085] The character control unit 316 controls the behavior of the character displayed on the user terminal 100. Specifically, the character control unit 316 generates action instruction data for moving the character and supplies the action instruction data to the user terminal 100. For example, the character control unit 316 generates action instruction data instructing the controlled character to speak based on voice data input by an operator (such as a voice actor) via the microphone 3010. The action instruction data generated in this way includes at least the above-mentioned voice data. Also, for example, the operator (such as a model) generates action instruction data instructing the controlled character to perform a movement based on the motion capture data input via the motion capture device 3020. The action instruction data generated in this way includes at least the above-mentioned motion capture data. Also, for example, the operator generates action instruction data instructing the controlled character to move based on the history of input operations input via an input mechanism such as the controller 3030 or an operation unit such as the input unit 351, that is, operation history data. The action instruction data generated in this way includes at least the above-mentioned operation history data. The operation history data is, for example, information in which an operation log showing which button of the controller 3030 was pressed by the operator at what timing when which screen was displayed on the display unit is arranged in chronological order. The display unit here is a display unit linked to the controller 3030, and may be the display unit 352 of the touch screen 35, or may be another display unit connected via the input / output IF 34. Alternatively, the character control unit 316 identifies a command for instructing the character's action, which is associated with an input operation input by the operator via the above-mentioned input mechanism or operation unit. Then, the character control unit 316 may generate a motion command group indicating a series of actions of the character by arranging the commands in the order in which they were input, and generate action instruction data for instructing the character to move according to the motion command group. The action instruction data generated in this manner includes at least the above-mentioned motion command group.
[0086] The reaction processor 317 receives feedback on the user's reaction from the user terminal 100 and outputs this to the operator of the action instruction device 300. In this embodiment, for example, the user can create a comment addressed to the character while the user terminal 100 is moving the character according to the above-mentioned action instruction data. The reaction processor 317 receives comment data of the comment and outputs it. The reaction processor 317 may display text data corresponding to the user's comment on the display unit 352, or may output audio data corresponding to the user's comment from a speaker (not shown).
[0087] 2 are merely examples. Each of the user terminal 100, the server 200, and the action instruction device 300 may have at least a part of the functions of the other devices. Furthermore, a device other than the user terminal 100, the server 200, and the action instruction device 300 may be a component of the game system 1, and the other device may execute a part of the processing in the game system 1. That is, the computer that executes the game program in this embodiment may be any of the user terminal 100, the server 200, the action instruction device 300, and other devices, or may be realized by a combination of these multiple devices.
[0088] In this embodiment, the progress simulation unit 315 may be omitted. Also, in this embodiment, the control unit 310 can function as a reaction processing unit 317 in accordance with the description of the character control program 134.
[0089] <Game Configuration> FIG. 3 is a flow chart showing an example of the basic game progress of the present game. The present game is divided into, for example, two game play parts. As an example, the first part is a story part, and the second part is a live distribution part. The present game may also include an acquisition part in which the user acquires game media, which is digital data that can be used in the game, in exchange for valuable data owned by the user. In this embodiment, the order in which each part is played is not particularly limited. FIG. 3 shows a case in which the user terminal 100 executes the game in the order of the story part, the acquisition part, and the live distribution part.
[0090] In step S1, the game progression unit 115 executes a story part. The story part includes, for example, a scene in which the protagonist operated by the user and the character have a conversation. In the present embodiment, as an example, a "scenario" collected as digital data corresponds to one episode of a story related to a character, is supplied from the server 200, and is temporarily stored in the storage unit 120. In the story part, the game progression unit 115 reads out one scenario stored in the storage unit 120, and progresses the scenario according to the input operation of the user until the scenario reaches a conclusion. The scenario includes options to be selected by the user, response patterns of the character corresponding to the options, and the like, and different endings may be obtained even within one scenario depending on which option the user selects. Specifically, the game progression unit 115 presents a plurality of options corresponding to actions from the protagonist to the character selectable by the user, and progresses the scenario according to the option selected by the user.
[0091] In step S2, when the user plays the scenario to the end, the game progression unit 115 may allow the user to acquire a reward according to the ending. The reward is provided to the user as, for example, game media, which are digital data that can be used in the game. The game media may be, for example, items such as clothing that can be worn by a character. Here, "allowing the user to acquire a reward" may, for example, transition the status of the game media as a reward managed in association with the user from unusable to usable. Alternatively, the game media may be associated with user identification information or a user terminal ID, and stored in at least one of the memories (memory 11, memory 21, memory 31) included in the game system 1.
[0092] In step S3, the game progression unit 115 executes the acquisition part. In the acquisition part, the game media that the user acquires may be a new scenario that is different from the scenario provided to the user terminal 100 at the time of the initial download. Hereinafter, the former scenario will be referred to as the fixed scenario, and the latter scenario as the acquired scenario. When there is no need to distinguish between the two, they will simply be referred to as scenarios.
[0093] In the acquisition part, for example, the game progression unit 115 allows the user to acquire an acquisition scenario different from the fixed scenario already owned by the user in exchange for consuming the user's valuable data. The scenario to be acquired by the user may be determined by the game progression unit 115 or the progress support unit 211 of the server 200 according to predetermined rules. More specifically, the game progression unit 115 or the progress support unit 211 may execute a lottery to randomly determine the scenario to be acquired by the user from among a plurality of acquisition scenarios. The acquisition part may be executed at any timing before or after the story part and the live distribution part.
[0094] In step S4, the game progression unit 115 determines whether or not action instruction data has been received from an external device via the network. If action instruction data has not been received from the external device, the game progression unit 115 may return to step S1, for example, from NO in step S4, and execute the story part. Alternatively, the game progression unit 115 may execute the acquisition part of step S3. On the other hand, if action instruction data has been received from an external device, the game progression unit 115 proceeds from YES in step S4 to step S5.
[0095] In step S5, the game progression unit 115 executes the live distribution part (second part). Specifically, the game progression unit 115 progresses the live distribution part by making the character move in accordance with the action instruction data received in step S4. In step S1, the user only interacts with the character, which shows a preset reaction, via the UI in the scenario. However, in the live distribution part, the user can freely and interactively interact with the character, which moves in real time based on the action instruction data transmitted from an external device. More specifically, the analysis unit 116 receives action instruction data including voice data and motion data generated according to the contents of the user's input operation from the action instruction device 300. Then, the game progression unit 115 makes the character speak based on the voice data included in the received action instruction data, and moves the character based on the above-mentioned motion data. This makes it possible to present the character's reaction to the above-mentioned user's input operation to the user.
[0096] <Processing Overview> In this embodiment, the user terminal 100 is configured to execute the following steps to improve the interest of the game based on the game program 131. Specifically, the user terminal 100 executes the steps of: moving the NPC based on first action instruction data, which is action instruction data specifying the action of the NPC not operated by the user or another user and is stored in advance in the memory 11, and progressing the first part in response to the user's input operation input via the operation unit (the input / output IF 14, the touch screen 15, the camera 17, the distance measuring sensor 18); and progressing the second part by moving the NPC based on second action instruction data received from the NPC control device (the action instruction device 300).
[0097] According to the above-mentioned configuration, in the first part, the user terminal 100 operates the NPC based on the first action instruction data downloaded in advance. In addition, the user terminal 100 receives the second action instruction data from the action instruction device 300, and in the second part, operates the NPC based on the second action instruction data. Since the NPC can be operated based on the second action instruction data received from the action instruction device 300, the NPC's actions are not limited to a set format, and the expression is greatly expanded. Therefore, through the interaction with the NPC during gameplay, the user can feel a sense of reality as if the NPC were in the real world. As a result, the effect of increasing the immersion in the world of the game and improving the interest of the game is achieved.
[0098] <Data Structure> (Operation instruction data) 4 is a diagram showing an example of the data structure of the action instruction data processed by the game system 1 according to this embodiment. As an example, the action instruction data includes items of "destination" and "origin" which are meta information, and items of "character ID", "voice", and "movement" which are data contents.
[0099] The item "Destination" stores destination designation information. The destination designation information is information indicating to which device the action instruction data is sent. The destination designation information may be, for example, an address specific to the user terminal 100, or identification information of a group to which the user terminal 100 belongs. It may also be a symbol (such as "ALL") indicating that all user terminals 100 that satisfy a certain condition are the destinations.
[0100] The item "creator" stores creator information. The creator information is information indicating which device created the action instruction data. The creator information is information related to a user that can identify a specific user, such as a user ID, a user terminal ID, or a unique address of a user terminal (hereinafter, referred to as user-related information). The creator information may be an ID or address indicating the server 200 or the action instruction device 300, or if the creator is the server 200 or the action instruction device 300, the value of the item may be left blank, or the item itself may not be provided in the action instruction data.
[0101] The item "Character ID" stores a character ID for uniquely identifying a character appearing in the game. The character ID stored here indicates which character's action the action instruction data is intended to instruct.
[0102] The item "voice" stores voice data to be expressed by the character. The item "movement" stores motion data that specifies the movement of the character. The motion data may be, for example, motion capture data acquired by the motion instruction device 300 via the motion capture device 3020. The motion capture data may be data that tracks the movement of the actor's entire body, or data that tracks the facial expression and mouth movement of the actor, or both. As another example, the motion data may be a group of motion commands that instruct a series of movements of the character, specified by an operation input by the operator of the motion instruction device 300 via the controller 3030. For example, when the commands "raise right hand", "raise left hand", "walk", and "run" are assigned to the buttons A, B, C, and D of the controller 3030, respectively, the operator presses the buttons A, B, C, and D in order. In this case, a group of motion commands in which the commands "raise right hand", "raise left hand", "walk", and "run" are arranged in the above-mentioned order is stored in the item "movement" as motion data. In this embodiment, the voice data and the motion data are included in the action instruction data in a synchronized state.
[0103] By receiving such action instruction data, the game progression unit 115 can cause characters appearing in the game to act according to the intention of the creator of the action instruction data. Specifically, if the action instruction data includes voice data, the game progression unit 115 causes the character to speak based on the voice data. Also, if the action instruction data includes motion data, the game progression unit 115 moves the character based on the motion data, i.e., generates animation of the character so that the character moves based on the motion data.
[0104] (Game Info) 5 is a diagram showing an example of the data structure of game information 132 processed by the game system 1 according to this embodiment. The items provided in the game information 132 are determined appropriately according to the genre, nature, content, etc. of the game, and the exemplified items do not limit the scope of the present invention. As an example, the game information 132 is configured to include the items of "play history," "item," "intimacy," "famousness," and "distribution history." Each of these items is referred to as appropriate when the game progression unit 115 progresses the game.
[0105] The "play history" item stores the user's play history. The play history is information indicating whether the user has completed play for each scenario stored in the storage unit 120. For example, the play history includes a list of fixed scenarios downloaded the first time play is started, and a list of acquired scenarios acquired later in the acquisition part. In each list, a status such as "played", "not played", "playable", or "not playable" is associated with each scenario.
[0106] The item "item" stores a list of items as game media owned by the user. In this game, an item is, for example, clothing that the character wears. The user can customize the character's appearance by equipping the character with items obtained by playing a scenario.
[0107] The item "Intimacy" stores the intimacy, which is one of the character statuses. The intimacy is a parameter indicating the degree of intimacy between the "protagonist", who is the user's alter ego, and the character. For example, the higher the intimacy, the more advantageous the game progresses for the user. For example, the game progression unit 115 may increase or decrease the intimacy depending on the outcome of the scenario. As an example, the game progression unit 115 increases the intimacy by a larger amount the better the user's choice of options and the better the ending of the scenario. Conversely, the game progression unit 115 may decrease the intimacy when the user reaches a bad end in the scenario.
[0108] The item "Famousness" stores the popularity, which is one of the statuses of the character. Popularity is a parameter indicating the popularity and recognition of the character as a video distributor. One of the objectives of the game is to support the video distribution activities of the character, increase the popularity of the character, and realize the dream of the character. As an example, a special scenario may be provided as a reward to users who have achieved a certain level of popularity.
[0109] The item "Distribution History" stores a list of videos that have been live-distributed from the character in the past during the live distribution part, that is, so-called back issues. During the live distribution part, videos that are push-distributed in real time can only be viewed at that time. On the other hand, videos that have been distributed in the past are recorded in the server 200 or the action instruction device 300, and can be pull-distributed in response to a request from the user terminal 100. In this embodiment, as an example, back issues may be made available for download by the user for a fee.
[0110] <Story part screen example> 6 is a diagram showing an example of a quest presentation screen 400 displayed on display unit 152 of the user terminal 100. While a scenario is progressing in a story part, the game progression unit 115 presents a quest to the user in accordance with the game program 131. Specifically, the game progression unit 115 causes the character to make a request to the protagonist, which corresponds to a quest, during a dialogue between the protagonist and the character. At this time, for example, the game progression unit 115 may cause the quest presentation screen 400 shown in FIG. 6 to be displayed on display unit 152.
[0111] The method of presenting a character performing a series of actions of "having a character utter a request" is not particularly limited. For example, the game progression unit 115 may display a still image of a character uttering a request based on text data corresponding to the request that is stored in advance in the storage unit 120. Specifically, the game progression unit 115 causes the display unit 152 to display a quest presentation screen 400 including a character 401, a speech bubble 402 indicating that the request is being made by the character 401, and text data of the request placed in the speech bubble 402. Alternatively, the game progression unit 115 may display an animation of a character uttering a request based on action instruction data corresponding to a scene in which the request is uttered that is stored in advance in the storage unit 120. Specifically, the game progression unit 115 moves the character 401 in accordance with the motion capture data included in the action instruction data, while outputting the voice data included in the action instruction data as voice from a speaker (not shown) provided in the user terminal 100.
[0112] In the present embodiment, as an example, the game progression unit 115 may realize a quest by a location information game that uses location registration information of the user terminal 100. The game progression unit 115 acquires current location information of the user terminal 100 (e.g., address information, latitude and longitude information, etc.) from a location registration system (not shown) included in the user terminal 100. Then, based on the acquired current location information, a map 403 of the area around the location of the user terminal 100 is generated and placed on the quest presentation screen 400. Note that the map data that is the basis for generating the map 403 may be stored in advance in the storage unit 120 of the user terminal 100, or may be acquired via a network from another service providing device that provides map data.
[0113] Next, the game progression unit 115 determines a location (address, latitude, longitude, etc.) where an object that can solve the requested item (hereinafter, a target object) can be obtained, and displays a target icon 404 superimposed on a location on the map corresponding to the determined location. This allows the user to understand that if they carry the user terminal 100 and move to the location of the target icon 404 on the map 403, they will be able to obtain the target object and complete the quest. The location of the target object may be determined randomly by the game progression unit 115, or may be determined in advance according to the contents of the scenario, quest, and target object.
[0114] When the user brings the user terminal 100 to an actual position that corresponds to the position of the target icon 404, the game progression unit 115 determines that the main character has reached the target and allows the user to acquire the target. The game progression unit 115 then determines that the quest has been cleared.
[0115] In the present embodiment, when a quest is cleared, the game progression unit 115 may generate a quest solution screen 500 and display it on the display unit 152. FIG. 7 is a diagram showing an example of the quest solution screen 500 displayed on the display unit 152 of the user terminal 100. As an example, the quest solution screen 500 includes a character 401. For example, the game progression unit 115 causes the character 401 to perform an action of "thanking the protagonist for solving the requested item." The game progression unit 115 may cause the character 401 to perform this action based on action instruction data stored in advance. Alternatively, the game progression unit 115 may recreate a scene in which the character 401 is saying thanks by arranging a still image of the character 401 and text data 501 corresponding to the content of the statement on the quest solution screen 500.
[0116] In this embodiment, the game progression unit 115 may release one new fixed scenario related to the character 401 who requested the quest as a reward for clearing the quest, and transition the scenario to a state where it can be played by the user. Specifically, the game progression unit 115 reads the play history shown in Figure 5, and updates the status of a specific fixed scenario from "unplayable" to "playable".
[0117] Furthermore, the game progression unit 115 may increase the intimacy between the protagonist and the character based on the completion of the quest. The game progression unit 115 may be configured to increase the intimacy as the play content of the quest (time required, distance traveled, number of items acquired, degree of joy of the character, rarity of the acquired object, etc.) improves.
[0118] As the user completes one or more quests and selects options, the dialogue with the character progresses and the scenario progresses. When the scenario reaches a conclusion, the user has completed playing the scenario.
[0119] The game progression unit 115 may allow the user to acquire an item as a reward for the user playing a scenario. The item is, for example, clothing accessories to be worn by the character 401. The game progression unit 115 determines the item to be acquired by the user based on a predetermined rule. For example, the game progression unit 115 may grant the user an item that is pre-associated with the played scenario, or may grant an item determined according to the play content of the scenario (such as the time required to clear a quest, the intimacy level acquired, whether a good option was selected, etc.). Alternatively, the item to be granted to the user may be determined randomly from a plurality of candidates.
[0120] In this embodiment, the game progression unit 115 may generate a reward screen 600 for notifying the user of the items they have acquired, and display it on the display unit 152. FIG. 8 is a diagram showing an example of the reward screen 600 displayed on the display unit 152 of the user terminal 100. As an example, the reward screen 600 may include an icon 601 of the acquired item and a name 602 of the item. This allows the user to check the items they have acquired. In addition, the game progression unit 115 adds the above-mentioned acquired items to an item list stored in the item "item" shown in FIG. 5.
[0121] <Screen example of live streaming part> When the game progression unit 115 receives action instruction data from an external device such as the action instruction device 300, it causes the character to act based on the action instruction data in the live distribution part. For example, it generates video playback screen 800 including the character acting based on the action instruction data in the live distribution part, and displays it on display unit 152.
[0122] 9 is a diagram showing an example of a video playback screen 800 displayed on the display unit 152 of the user terminal 100. As an example, the video playback screen 800 includes at least a character (character 802 in the illustrated example) who was a conversation partner in the story part.
[0123] In this embodiment, the game progression unit 115 reflects the movements indicated by the motion capture data included in the action instruction data supplied from an external device (hereinafter referred to as the action instruction device 300) in the movements of the character 802. The motion capture data is obtained by acquiring the movements of the model 702 via the motion capture device 3020 at the location where the action instruction device 300 is installed. Therefore, the movements of the model 702 are reflected as they are in the movements of the character 802 displayed on the display unit 152.
[0124] In this embodiment, the game progression unit 115 outputs voice data 801 included in the action instruction data supplied from the action instruction device 300 as a voice uttered by the character 802 in synchronization with the movement of the character 802. The voice data is obtained by acquiring the voice 700 of the voice actor 701 via the microphone 3010 at the location where the action instruction device 300 is installed. Therefore, the voice data 801 corresponding to the voice 700 uttered by the voice actor 701 is output as is from the speaker of the user terminal 100.
[0125] According to the above-mentioned configuration, the voice and movement of the real voice actor 701 and model 702 at the installation location of the action instruction device 300 are reflected as is in the voice and movement of the character 802. Seeing the character 802 performing such actions, the user can feel a sense of reality as if the character 802 exists in the real world, and can become immersed in the world of the game.
[0126] Furthermore, in this embodiment, the game progression unit 115 may determine a play result of the story part based on an input operation by the user in the story part (first part). Then, the game progression unit 115 may cause the character to act based on the action instruction data in the live distribution part (second part) on the display unit 152 in a display mode according to the play result.
[0127] As an example, if an item that can be worn by the character has been acquired in a story part that has been played so far, it is preferable for the game progression unit 115 to composite an object of that item into an object of the character 802. According to the above configuration, an item acquired by the user by playing a story part can be reflected in the clothing of the character 802 moving in the live distribution part. For example, as shown in FIG. 8, an item as clothing (e.g., a bunny ear band) has been acquired by playing a scenario in the story part. In this case, the game progression unit 115 reads out information about the clothing from the game information 132 shown in FIG. 5, and composites the object of the item (clothing 803 in the illustrated example) into the character 802.
[0128] This allows the user to feel more attached to the character 802 and enjoy the live distribution part even more. Furthermore, it is possible to foster the user's desire to upgrade the clothing accessories of the character 802, and as a result, it is possible to strengthen the motivation to play the story part.
[0129] Furthermore, in this embodiment, the game progression unit 115 may be able to input a comment addressed to the character 802 in response to the action of the character 802. As an example, the game progression unit 115 places a comment input button 804 on the video playback screen 800. The user touches the comment input button 804 to call up a UI for inputting a comment, and operates the UI to input a comment addressed to the character 802. The UI may be for the user to select a desired comment from among several comments prepared in advance. The UI may be for the user to edit characters and input a comment. The UI may be for the user to input a comment by voice.
[0130] <Processing flow> FIG. 10 is a flowchart showing the flow of processing executed by each device constituting the game system 1.
[0131] In step S101, when the game progression unit 115 of the user terminal 100 accepts an input operation to start a game from the user, it accesses the server 200 and requests login.
[0132] In step S102, the progress support section 211 of the server 200 confirms that the status of the user terminal 100 is online, and responds that the login has been accepted.
[0133] In step S103, the game progression unit 115 progresses the game in response to the user's input operation, while communicating with the server 200 as necessary. The game progression unit 115 may progress a story part, or may progress an acquisition part for acquiring a new scenario.
[0134] In step S104, the progress support unit 211 supports the progress of the game on the user terminal 100 by, for example, providing necessary information to the user terminal 100 as necessary.
[0135] When the live streaming time arrives in step S105, the sharing support unit 212 of the server 200 proceeds from YES in step S105 to step S106. The live streaming time is, for example, predetermined by the game master and managed by the server 200 and the action instruction device 300. The live streaming time may be notified to the user terminal 100 in advance, or may be kept secret until the actual live streaming time arrives. In the former case, a stable live streaming can be provided to the user, and in the latter case, a live streaming with special added value can be provided to the user as a surprise streaming.
[0136] In step S106, the sharing support unit 212 searches for one or more user terminals 100 that have the right to receive the live broadcast. The conditions for receiving the live broadcast may be set by the game master as appropriate, but may include at least the condition that the application of the game is installed and that the user terminal 100 is online at the time of the live broadcast. In this embodiment, as an example, the user terminal 100 that is online at the time of the live broadcast, i.e., that is running the application of the game, is searched for as a user terminal 100 that has the right to receive the live broadcast. Alternatively, the sharing support unit 212 may further add a condition that the user terminal 100 is owned by a user who has paid the fee for receiving the live broadcast. Alternatively, the sharing support unit 212 may search for a specific user terminal 100 that has made a reservation to receive the live broadcast at the above-mentioned live broadcast time in advance as a user terminal 100 that has the right to receive the live broadcast.
[0137] In step S107, the sharing support unit 212 notifies the action instruction device 300 of the one or more detected user terminals 100. For example, the sharing support unit 212 may notify the action instruction device 300 of the terminal ID of the user terminal 100, the user ID of the user who owns the user terminal 100, the address of the user terminal 100, etc.
[0138] On the other hand, in step S108, when the live distribution time arrives, the character control unit 316 of the action instruction device 300 proceeds from YES in step S108 to steps S109 to S110. It does not matter which of steps S109 to S110 is executed first.
[0139] In step S109, the character control unit 316 acquires the voice input by an actor such as a voice actor via the microphone 3010 as voice data.
[0140] In step S110, the character control unit 316 acquires the movements input by an actor such as a model via the motion capture device 3020 as motion capture data.
[0141] In step S111, the character control unit 316 generates the action instruction data (second action instruction data). Specifically, the character control unit 316 specifies the character whose video is to be distributed at the above-mentioned live distribution start time, and stores the character ID of the character in the "character ID" field of the action instruction data. The time and the video of which character are to be distributed may be scheduled in advance by the game master and registered in the action instruction device 300. Alternatively, the operator of the action instruction device 300 may specify in advance for the action instruction device 300 which character's action instruction data is to be created. The character control unit 316 stores the voice data acquired in step S109 in the "voice" field of the action instruction data. The character control unit 316 stores the motion capture data acquired in step S110 in the "movement" field of the action instruction data. The character control unit 316 links the voice data and the motion capture data so that the voice data and the motion capture data are synchronized. The character control unit 316 stores the group identification information of the group of user terminals 100 or the address of one of the user terminals 100 as destination designation information in the "destination" field of the action instruction data so that the one or more user terminals 100 notified by the server 200 in step S107 become the destination.
[0142] In step S112, the character control unit 316 transmits the action instruction data generated as described above to each of the user terminals 100 designated as destinations via the communication IF 33. It is desirable for the character control unit 316 to obtain voice data and motion capture data obtained when the actor speaks or moves, immediately render the data into action instruction data, and distribute the data to each of the user terminals 100 in real time.
[0143] In step S113, the analysis unit 116 of the user terminal 100 receives the above-mentioned action instruction data via the communication IF 13. For example, the analysis unit 116 may receive the action instruction data at a time when the action instruction device 300 or the server 200 has announced that the action instruction data will be live-delivered.
[0144] In step S114, analysis unit 116 analyzes the received operation instruction data, triggered by reception.
[0145] In step S115, if the game progression unit 115 is not executing the live distribution part when it receives the above-mentioned action instruction data, it starts the live distribution part. At this time, if the game progression unit 115 is executing another part, it suspends the progress of that part and then starts the live distribution part. Here, it is desirable for the game progression unit 115 to output to the display unit 152 a message indicating that the part being executed will be temporarily suspended because live distribution has started, and to store the progress of that part in the memory unit 120. Note that if the live distribution part is already being executed at the time when the above-mentioned action instruction data is received, the game progression unit 115 may omit step S115. In this case, the game progression unit 115 may output to the display unit 152 a message indicating that distribution of the action instruction data (i.e., a video of the body live-streamed by the character) has started.
[0146] In step S116, the game progression unit 115 progresses the live distribution part by moving the character based on the video instruction data analyzed by the analysis unit 116. Specifically, the game progression unit 115 displays a video playback screen 800 shown in FIG. 9 and the like on the display unit 152. Almost simultaneously with the actors such as the voice actor 701 and the model 702 making sounds and moving at the installation location of the motion instruction device 300, the game progression unit 115 reflects the voices and movements of the character 802 on the video playback screen 800 in real time. The analysis unit 116 and the game progression unit 115 continue rendering and playing the real time video while the motion instruction data is continuously received from the motion instruction device 300. Specifically, the game progression unit 115 does not accept any input operation from the user, and while the motion instruction data is being received, returns from NO in step S117 to step S113, and repeats the subsequent steps.
[0147] In step S117, if the operation receiving unit 111 receives an input operation from the user while the character is acting based on the action instruction data, the game progression unit 115 proceeds from YES in step S117 to step S118. For example, the operation receiving unit 111 receives an input operation on the comment input button 804 on the video playback screen 800.
[0148] In step S118, the game progression unit 115 transmits the comment data generated in response to the above-mentioned input operation to the action instruction device 300. Specifically, the game progression unit 115 may transmit the comment ID of the selected comment as comment data. Alternatively, the game progression unit 115 may transmit text data of a sentence input by the user as comment data. Alternatively, the game progression unit 115 may transmit audio data of a voice input by the user as comment data. Alternatively, the game progression unit 115 may recognize voice input by the user, convert it into text data, and transmit the text data as comment data.
[0149] In step S119 , the reaction processing unit 317 of the operation instruction device 300 receives the comment data transmitted from the user terminal 100 via the communication IF 33 .
[0150] In step S120, the reaction processing unit 317 outputs the received comment data to the action instruction device 300. For example, the reaction processing unit 317 displays text data included in the comment data on the display unit 352. This allows the operator to receive feedback indicating how the user responded to the character they moved. The operator can then determine further character movements in accordance with this feedback. That is, the action instruction device 300 returns to step S109, continues acquiring voice data and motion capture data, and continues to provide the action instruction data to the user terminal 100. After the content of the input operation in the user terminal is received by the action instruction device 300, the user terminal 100 receives the action instruction data transmitted from the action instruction device 300. Specifically, the user terminal 100 receives the action instruction data including voice data corresponding to the content of the character's remarks and motion capture data corresponding to the character's movements. The user terminal 100 then continuously moves the character based on the action instruction data. As a result, it becomes possible for the user to experience interactive exchange with the character in real time. Note that instead of the motion capture data, the user terminal 100 may receive a group of motion commands in which one or more commands instructing the character's movements are arranged in the order instructed by the operator of the motion instruction device 300.
[0151] <Modification> In a modification of the first embodiment, the character live-streaming a video in the live-streaming part may not be an NPC in other parts. That is, the present invention can be applied to a game in which a PC operating based on a user's operation in other parts live-streams a video as an NPC in the live-streaming part.
[0152] In this modified example, the user terminal 100 is configured to execute the following steps based on the game program 131 to improve the interest of the game. Specifically, the user terminal 100 executes a step of progressing the first part by moving the character according to the user's input operation input to the computer (user terminal 100) via the operation unit (input / output IF 14, touch screen 15, camera 17, distance measurement sensor 18), and a step of progressing the second part by moving the character based on action instruction data that specifies the character's action and that is received from the NPC control device (action instruction device 300). Here, the action instruction data includes at least one of voice data and motion capture data. In the step of progressing the second part, the user terminal 100 transmits the content of the user's input operation to the NPC control device, receives the action instruction data determined by the NPC control device based on the content of the input operation, and causes the character to move using the reception of the action instruction data as a trigger.
[0153] [Embodiment 2] <Game Overview> The game executed by the game system 1 according to the second embodiment (hereinafter, this game) is, as an example, a training simulation game including elements of a dating simulation game, as in the first embodiment. In this embodiment, this game includes at least a live distribution part. This game may be composed of a single live distribution part, or may be composed of multiple parts. In addition, in the live distribution part, a character whose action is controlled by the action instruction device 300 may be a PC or an NPC. For example, even if a character acts as an NPC in the live distribution part, in another part, the character may act as a PC according to a user's input operation. Alternatively, during a period when the action instruction data is not live distributed from the action instruction device 300, the character may act as a PC according to a user's input operation in the live distribution part. Then, when the live distribution starts, the character may be switched to an NPC and act according to the action instruction data supplied from the action instruction device 300.
[0154] <Processing Overview> In this embodiment, the user terminal 100 is configured to execute the following steps to improve the interest of the game based on the game program 131. Specifically, the user terminal 100 executes the steps of: moving a character in response to a user's input operation input to the user terminal 100 (computer) via an operation unit such as the input unit 151; receiving action instruction data designating the character's action transmitted by multicast from the server 200 or the action instruction device 300 (character control device); and moving the character based on the received action instruction data.
[0155] Furthermore, it is preferable that the step of moving the character is started when the action instruction data transmitted by multicast is received in the receiving step.
[0156] Alternatively, in this embodiment, the user terminal 100 may be configured to execute the following steps based on the game program 131 to improve the interest of the game. Specifically, the user terminal 100 executes the steps of: moving a character in response to a user's input operation input to the user terminal 100 via an operation unit; receiving action instruction data that is sent from the server 200 or the action instruction device 300 to the user terminal 100 and that specifies an action of the character, and that does not specify the user terminal 100 of another user as the creator of the action instruction data; and moving the character based on the received action instruction data. Note that the action instruction data being "sent to the user terminal 100" means, for example, that the action instruction data is sent by unicast. For example, when the destination designation information includes an address unique to the user terminal 100, the user terminal 100 can determine that the action instruction data is sent to the user terminal, i.e., by unicast.
[0157] Furthermore, it is preferable that the step of moving the character is initiated by being triggered by the reception in the receiving step of action instruction data transmitted by unicast, the action instruction data being not linked to identification information of the user or the user terminal.
[0158] <Functional configuration of game system 1> In the user terminal 100 according to the present embodiment, the analysis unit 116 further analyzes meta-information of the action instruction data. The meta-information is information that defines the nature of the action instruction data apart from the contents of the action instruction data. The meta-information is, for example, destination designation information and creator information. Specifically, the analysis unit 116 judges whether the action instruction data is transmitted by multicast transmission or unicast transmission based on the destination designation information of the transmitted action instruction data. Multicast transmission means that the server 200 or the action instruction device 300 transmits information of the same content to a predetermined group including the own terminal. For example, the action instruction data with "ALL" set as the destination designation information is transmitted simultaneously to all user terminals running the application of this game. Unicast transmission means that the server 200 or the action instruction device 300 transmits information to the own terminal. The destination designation information is stored, for example, in the item "destination" of the action instruction data shown in FIG. 4.
[0159] The action instruction data transmitted by multicast is considered to have been created by the game master, not by a specific user. Specifically, the above-mentioned action instruction data may be created by a device belonging to a provider (operating organization) that provides the service of this game in the game system 1. For example, the server 200 or the action instruction device 300 has information on all users and user terminals, and is therefore capable of creating action instruction data and transmitting it by multicast to user terminals running applications. Therefore, the user terminal 100 can determine that the action instruction data transmitted by multicast has been created by the game master.
[0160] In this embodiment, the analysis unit 116 may have the following functions, for example. Specifically, the analysis unit 116 renders the action instruction data transmitted via multicast. Then, the analysis unit 116 instructs the game progression unit 115 to move the character based on the rendering result. More preferably, the analysis unit 116 renders the action instruction data in real time, triggered by reception of the action instruction data transmitted via multicast. Then, the analysis unit 116 instructs the game progression unit 115 to move the character based on the rendering result.
[0161] In another embodiment, the analysis unit 116 may have the following functions instead of or in addition to the above-mentioned functions. Specifically, the analysis unit 116 renders the action instruction data that is transmitted by unicast and is not linked to information related to a specific user, such as a user ID or a user terminal ID. Then, the analysis unit 116 instructs the game progression unit 115 to move the character based on the rendering result. More preferably, when the analysis unit 116 determines that the action instruction data is transmitted by unicast, it determines whether the action instruction data is created by a specific user terminal based on the creation source information of the action instruction data. For example, the analysis unit 116 determines that the action instruction data is created by a specific user terminal for action instruction data that is linked to information related to a specific user as the creation source information. The analysis unit 116 determines that the action instruction data is not created by a specific user terminal for action instruction data whose value of the creation source information is null and for action instruction data to which creation source information is not linked in the first place. The action instruction data that is not created by a specific user terminal is considered to have been created by the game master.
[0162] The analysis unit 116 is triggered by receiving unicast-transmitted action instruction data that is not linked to the related information of a specific user as creation source information, and renders the action instruction data in real time. The analysis unit 116 then instructs the game progression unit 115 to move the character based on the rendering result.
[0163] This allows the user terminal 100 to move the character in real time according to the intention of the game master based on the action instruction data distributed from the game master, thus providing the character with a sense of reality as if the character really existed there.
[0164] <Processing flow> Fig. 11 is a flowchart showing the flow of the process of analyzing the action instruction data executed by the user terminal 100 according to this embodiment. In this embodiment, the process executed by each device of the game system 1 is almost the same as the process shown in Fig. 10. In step S114, the user terminal 100 analyzes the action instruction data as follows.
[0165] In step S201, the analysis unit 116 acquires destination designation information from the item "destination" of the action instruction data.
[0166] In step S202, the analysis unit 116 determines whether the action instruction data was transmitted by multicast based on the destination designation information. If the destination designation information indicates a group identifier (for example, "ALL"), the analysis unit 116 determines that the action instruction data was transmitted by multicast. Then, from YES in step S202, the analysis unit 116 proceeds to step S115 and subsequent steps shown in FIG. 10. That is, the game progression unit 115 causes the character to move in real time based on the action instruction data, triggered by the reception of the action instruction data transmitted by multicast at the own terminal. On the other hand, if the destination designation information indicates the address of the own terminal, the analysis unit 116 determines that the action instruction data was transmitted by unicast. In this embodiment, the analysis unit 116 may determine that the data transmitted by unicast does not need to be reproduced in real time, store the received action instruction data in the storage unit 120, and return to step S103 and subsequent steps shown in FIG. 10. In step S103, for example, the game progression unit 115 may progress a part in which a character moves in response to a user's input operation entered into the user terminal 100. In another embodiment, if action instruction data transmitted by unicast is received, the analysis unit 116 may proceed from NO in step S202 to step S203.
[0167] In step S203, the analysis unit 116 acquires creator information from the item "creator" of the operation instruction data.
[0168] In step S204, the analysis unit 116 judges whether the creation source information indicates user-related information related to a specific user. The user-related information is, for example, a user ID, a terminal ID of the user terminal 100, an address of the user terminal 100, etc. If the creation source information is not user-related information of a specific user, the analysis unit 116 judges that the action instruction data is not created by a specific user but created by a game master. Then, the analysis unit 116 proceeds from NO in step S204 to step S115 and subsequent steps shown in FIG. 10. That is, the game progression unit 115 causes the character to move in real time based on the action instruction data, triggered by the fact that the action instruction data not linked to the user-related information is received at its own terminal. On the other hand, if the creation source information is user-related information of a specific user, the analysis unit 116 judges that the action instruction data is created by a specific user. Therefore, the analysis unit 116 determines that the action instruction data is not supplied from the game master and does not need to be reproduced in real time, and proceeds from YES in step S204 to step S205.
[0169] In step S205, the analysis unit 116 stores the action instruction data created by the specific user in the storage unit 120, and the process returns to step S103 and subsequent steps shown in FIG.
[0170] According to the above-mentioned configuration and method, in addition to moving the character in response to the input operation of the user, the user terminal 100 can move the character based on the action instruction data received from the server 200 or the action instruction device 300. Therefore, the character's actions are not limited to a set format and the range of expression is greatly expanded. This allows the user to feel a sense of reality as if the character were in the real world by watching the character's actions. And, because the user feels more attached to the character through the experience of the realistic interaction with the character, the user can play the other part of the game in which the character is operated with even more interest. As a result, the effect of increasing the sense of immersion in the game world and improving the interest of the game is achieved.
[0171] <Modification> In a modified example of the second embodiment, the analysis unit 116 may omit the step of determining whether or not the action instruction data has been multicast based on the destination designation information, and may instead execute a step of determining whether or not the action instruction data is linked to user-related information of a specific user based on the creation source information.
[0172] [Software implementation example] The control blocks of the control unit 110 (particularly, the operation reception unit 111, the display control unit 112, the UI control unit 113, the animation generation unit 114, the game progression unit 115, the analysis unit 116, and the progress information generation unit 117), the control blocks of the control unit 210 (particularly, the progress support unit 211 and the sharing support unit 212), and the control blocks of the control unit 310 (particularly, the operation reception unit 311, the display control unit 312, the UI control unit 313, the animation generation unit 314, the progress simulation unit 315, the character control unit 316, and the reaction processing unit 317) may be realized by a logic circuit (hardware) formed in an integrated circuit (IC chip) or the like, or may be realized by software using a CPU (Central Processing Unit).
[0173] In the latter case, the information processing device including the control unit 110, the control unit 210, or the control unit 310, or a plurality of these, includes a CPU that executes instructions of a program, which is software that realizes each function, a ROM (Read Only Memory) or a storage device (these are referred to as "recording media") in which the program and various data are recorded so as to be readable by a computer (or a CPU), and a RAM (Random Access Memory) in which the program is expanded. The object of the present invention is achieved by the computer (or the CPU) reading and executing the program from the recording medium. As the recording medium, a "non-transient tangible medium", for example, a tape, a disk, a card, a semiconductor memory, a programmable logic circuit, etc., can be used. The program may be supplied to the computer via any transmission medium (such as a communication network or a broadcast wave) capable of transmitting the program. Note that one aspect of the present invention may also be realized in the form of a data signal embedded in a carrier wave in which the program is embodied by electronic transmission.
[0174] The present invention is not limited to the above-described embodiments, and various modifications are possible within the scope of the claims. Embodiments obtained by appropriately combining the technical means disclosed in different embodiments are also included in the technical scope of the present invention.
[0175] [Additional Notes] The contents related to one aspect of the present invention are as follows.
[0176] (Item 1) The game program (131) has been described. According to an aspect of the present disclosure, the game program is executed by a computer (user terminal 100) including a processor (10), a memory (11), and an operation unit (communication IF 13, input / output IF 14, touch screen 15, camera 17, distance measuring sensor 18, input unit 151, etc.). The game program causes the processor to execute a step (S103) of moving a non-player character (hereinafter, NPC) that is not operated by either the user or another user based on first action instruction data that is prestored in the memory and that specifies the action of the NPC, and progressing a first part (story part) in response to an input operation of the user inputted via the operation unit, and a step (S115) of progressing a second part (live distribution part) by moving the NPC based on second action instruction data received from a character control device (action instruction device 300) that controls the action of the NPC.
[0177] According to the above-mentioned configuration, in addition to moving the NPC based on the first action instruction data prepared in advance in the first part, the second action instruction data is received from the character control device, and in the second part, the NPC is moved based on the second action instruction data. Since the NPC can be moved based on the second action instruction data received from the character control device, the NPC's movements are not limited to a specific form and can be expressed in a wide range of ways. Therefore, through the interaction with the NPC, the user can feel a sense of reality as if the NPC were in the real world. As a result, the user is immersed in the world of the game, and the game is more interesting.
[0178] (Item 2) In (Item 1), the step of progressing the second part includes, if the second action instruction data includes voice data, making the NPC speak based on the voice data, and, if the second action instruction data includes motion data, moving the NPC based on the motion data. This allows the voice or motion created by an operator or the like in the character control device to be reflected in the voice or motion of the NPC displayed on the computer (user terminal 100). As a result, the expression of the NPC becomes very rich, and it becomes possible to enhance the realism of the NPC.
[0179] (Item 3) In (Item 1) or (Item 2), the step of progressing the second part includes, triggered by receiving second action instruction data from the character control device, moving the NPC based on the second action instruction data. This makes it possible to present to the user an NPC that moves in real time according to the control by the character control device.
[0180] (Item 4) In (Item 3), the step of progressing the second part includes receiving second action instruction data from the character control device or another device at a time designated in advance, so that the user does not miss the video of the NPC delivered in real time.
[0181] (Item 5) In any one of items 1 to 4, the game program causes the processor to execute a step (S118) of transmitting the contents of the user's input operation input to the computer via the operation unit during the progress of the second part to the character control device, and a step (S113 after S119) of receiving second action instruction data from the character control device after transmitting the contents of the input operation to the character control device. This allows the operator of the character control device to determine the action of the NPC based on the contents of the user's input operation. The operator can reflect the action (such as voice or movement) in the speech or movement of the NPC displayed on the computer (user terminal 100). Therefore, the user can enjoy the interaction with the NPC in the same way as an interaction with a real person, and the realism of the NPC is further enhanced.
[0182] (Item 6) In (Item 5), the receiving step may receive, as the second action instruction data, voice data corresponding to the speech of the NPC that is input to the character control device after the character control device receives the content of the input operation. This allows interactive exchange (e.g., conversation) with the NPC in real time.
[0183] (Item 7) In (Item 5) or (Item 6), the receiving step may receive, as the second action instruction data, motion capture data corresponding to the movement of the NPC input to the character control device after the character control device receives the content of the input operation. This allows real-time interactive exchange with the NPC and allows the movement of the NPC to be matched to the input.
[0184] (Item 8) In (Item 5) or (Item 6), the receiving step may include receiving, as the second action instruction data, a group of motion commands including one or more commands for instructing an action of the NPC, specified by the input operation input to the character control device after the content of the input operation is received by the character control device. This allows real-time interactive exchange with the NPC to be realized, and the NPC's action can be adjusted accordingly.
[0185] (Item 9) In any one of items 5 to 8, the receiving step may receive second action instruction data including voice data and motion data generated according to the contents of the user's input operation, and the proceeding step may include having the NPC speak based on the voice data included in the received second action instruction data and moving the NPC based on the motion data, thereby presenting the user with the NPC's reaction to the user's input operation. This makes it possible to realize interactive exchange with the NPC in real time.
[0186] (Item 10) In any one of items (Item 1) to (Item 9), the step of progressing the first part may include determining a play result of the first part based on a user's input operation (FIG. 8), and the step of progressing the second part may include displaying, on the display unit (152), an NPC to be operated based on the second action instruction data in a display mode corresponding to the play result of the first part (FIG. 9).
[0187] (Item 11) The game program (131) has been described. According to an aspect of the present disclosure, the game program is executed by a computer (user terminal 100) including a processor (10), a memory (11), and an operation unit (communication IF 13, input / output IF 14, touch screen 15, camera 17, distance measuring sensor 18, input unit 151, etc.). The game program causes the processor to execute a step (S103) of progressing the first part by moving the character in response to an input operation of a user input to the computer via the operation unit, and a step (S115) of progressing the second part by moving the character based on action instruction data that specifies the action of the character and that is received from a character control device (action instruction device 300) that controls the action of the character. The action instruction data includes at least one of voice data and motion capture data. In the step of progressing the second part, the contents of the user's input operation are transmitted to the character control device (S118), and after the contents of the input operation are received by the character control device (S119), the action instruction data transmitted from the character control device is received (S113), and the reception of the action instruction data is used as a trigger to cause the character to act (S116). The game program according to (Item 11) has the same effect as the game program according to (Item 1).
[0188] (Item 12) A game program (131) has been described. According to an aspect of the present disclosure, the game program is executed by a computer (user terminal 100). The computer is configured to be able to communicate with a character control device (motion instruction device 300) that generates motion instruction data indicating the motion content of a character according to an operation by an operator. The game program causes a processor (10) of the computer to execute a step (S113) of receiving motion instruction data indicating the motion content of a non-player character (hereinafter, NPC) that is not operated by either the user or another user, which is distributed from the character control device, and a step (S116) of moving the NPC according to the motion instruction data in response to receiving the motion instruction data. The game program according to (Item 12) has the same effect as the game program according to (Item 1).
[0189] (Item 13) A method for executing a game program has been described. According to an aspect of the present disclosure, the game program is executed by a computer having a processor, a memory, and an operation unit. The method is a method in which the processor executes each step described in (Item 1). The method according to (Item 13) has the same effect as the game program according to (Item 1).
[0190] (Item 14) An information processing device has been described. According to an aspect of the present disclosure, the information processing device includes a storage unit (120) that stores a game program according to (Item 1), an operation unit (e.g., a communication IF 13, an input / output IF 14, a touch screen 15, a camera 17, a distance measuring sensor 18, an input unit 151, etc.), and a control unit (110) that controls the operation of the information processing device (user terminal 100) by executing the game program. The information processing device according to (Item 14) achieves the same effects as the game program according to (Item 1). [Explanation of symbols]
[0191] 1 Game system, 2 Network, 10, 20, 30 Processor, 11, 21, 31 Memory, 12, 22, 32 Storage, 13, 23, 33 Communication IF (operation unit), 14, 24, 34 Input / output IF (operation unit), 15, 35 Touch screen (display unit, operation unit), 17 Camera (operation unit), 18 Distance measurement sensor (operation unit), 100 User terminal (computer, information processing device), 110, 113, 210, 310 Control unit, 111, 311 Operation reception unit, 112, 312 Display control unit, 113, 313 UI control unit, 114, 314 Animation generation unit, 115 Game progress unit, 116 Analysis unit, 117 Progress information generation unit, 120, 220, 320 Memory unit, 131 Game program, 132 Game information, 133 User information, 134 Character control program, 151, 351 input unit (operation unit), 152, 352 display unit, 200 server (computer), 211 progress support unit, 212 sharing support unit, 300 action instruction device (NPC control device, character control device), 315 progress simulation unit, 316 character control unit, 317 reaction processing unit, 1010 object, 1020, 3030 controller, 1030 storage medium, 3010 microphone, 3020 motion capture device
Claims
1. A program to be executed by a distribution terminal that can distribute action instruction data that specifies an action of a character to a user terminal owned by a user, Distribution terminal, A generating means for generating movement instruction data corresponding to the movements of an actor who plays a character; A program that functions as a distribution means that enables the distribution of action instruction data generated by the generation means and action instruction data corresponding to operations on the distribution terminal, thereby enabling a user terminal that receives the distributed action instruction data to execute processing for causing a character to move in a manner corresponding to the action instruction data.
2. 2. The program according to claim 1, wherein the action instruction data corresponding to the actor's action includes data corresponding to the actor's facial expressions and mouth movements, enabling control of the facial expressions and mouth movements of a character on a user terminal.
3. The distribution terminal includes an imaging means, 3. The program according to claim 1, wherein said generating means generates the movement instruction data by tracking the movements of the performer from the image of the performer captured by said imaging means.
4. the distribution terminal includes an operation receiving means for receiving a plurality of types of operations to the distribution terminal; 4. The program according to claim 1, wherein the distribution means is capable of distributing operation instruction data corresponding to an accepted operation out of the plurality of types of operations.
5. The program described in any one of claims 1 to 4, wherein the distribution means is capable of distributing action instruction data, thereby enabling processing to be executed for causing a character to move in a manner corresponding to the action instruction data received by the user terminal rather than in response to operations from a user on the user terminal.
6. The program according to any one of claims 1 to 5, wherein the action instruction data corresponding to the actor's action includes data corresponding to the actor's finger movement, making it possible to control the finger movement of a character on a user terminal.
7. A distribution system including a distribution terminal capable of distributing action instruction data for designating an action of a character to a user terminal owned by a user, A generating means for generating movement instruction data corresponding to the movements of an actor who plays a character; an operation receiving means for receiving an operation to the distribution terminal; A distribution system comprising: a distribution means for distributing the action instruction data generated by the generation means and the action instruction data corresponding to the operation accepted by the operation accepting means, thereby enabling a user terminal receiving the distributed action instruction data to execute processing for causing a character to move in a manner corresponding to the action instruction data.
Citation Information
Patent Citations
Program and electronic apparatus
JP2018007828A
Video distribution system and video distribution method
JP2018011138A