Game program and game system
Patent Information
- Application Number
- JP2023175441
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-10-10
- Publication Date
- 2025-03-06
- Estimated Expiration
- 2041-10-01
Smart Images

Figure 0007640895000001 
Figure 0007640895000002 
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Abstract
Description
[Technical field]
[0001] The present disclosure relates to a game program and a game system. [Background technology]
[0002] Conventionally, games have been known in which a player character operated by a user and a player character or a non-player character (NPC) operated by another user participate in cooperative play (see, for example, Patent Document 1). In such games, it is common for users to communicate with each other using means such as text chat or voice chat in order to understand the actions of the other characters. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-122678 Summary of the Invention [Problem to be solved by the invention]
[0004] However, it can be difficult for a user to recognize the state and actions of other characters.
[0005] In view of the above circumstances, the present disclosure provides a game program and a game system that can easily enable a user to recognize the states and actions of other characters. [Means for solving the problem]
[0006] According to one aspect of the present disclosure, a game program is provided. The game program causes a computer to execute the following steps. In the game control step, progress of a game played by a plurality of characters is controlled. In the game, when first information and second information following the first information are identified, a specific character, which is at least one of the characters, is caused to perform a specific action. In the first notification step, when a notification condition is satisfied, a first user who is not operating the specific character is notified. Here, the notification condition includes that the first information has been identified.
[0007] According to the present disclosure, it is possible to make it easier for a user to recognize the state and actions of other characters. [Brief description of the drawings]
[0008] [Figure 1] 1 is a block diagram showing a hardware configuration of a game system 1 according to the present embodiment. [Diagram 2] 2 is a block diagram showing a functional configuration of an information processing device 2 according to the present embodiment. FIG. [Diagram 3] 1 is a flowchart showing the flow of information processing executed by the game system 1. [Figure 4] FIG. 5 is an image diagram showing an example of an item selection screen 500. [Diagram 5] FIG. 13 is an image diagram showing an example of a setting screen 600 visually recognized by a player (second user). [Figure 6] FIG. 7 is an image diagram showing a quest progress screen 700 as viewed by a player (second user). [Figure 7] FIG. 7 is an image diagram showing a quest progress screen 700 as viewed by a player (second user). [Figure 8] FIG. 7 is an image diagram showing a quest progress screen 700 as viewed by a player (second user). [Figure 9] FIG. 7 is an image diagram showing a quest progress screen 700 as viewed by a player (second user). [Figure 10]FIG. 7 is an image diagram showing a quest progress screen 700 as viewed by another player (first user). [Figure 11] FIG. 7 is an image diagram showing a quest progress screen 700 as viewed by another player (first user). [Figure 12] FIG. 7 is an image diagram showing a quest progress screen 700 as viewed by another player (first user). [Figure 13] FIG. 7 is an image diagram showing a quest progress screen 700 as viewed by another player (first user). DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] [Embodiment] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. Various features shown in the following embodiments can be combined with each other.
[0010] Incidentally, the program for realizing the software appearing in this embodiment may be provided as a non-transitory computer-readable recording medium, or may be provided so as to be downloadable from an external server, or may be provided so that the program is started on an external computer and its functions are realized on a client terminal (so-called cloud computing).
[0011] In this embodiment, the term "unit" may include, for example, a combination of hardware resources implemented by a circuit in the broad sense and software information processing that can be specifically realized by these hardware resources. In addition, this embodiment handles various information, which may be represented by, for example, physical values of signal values representing voltage and current, high and low signal values as a binary bit set consisting of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculation may be performed on a circuit in the broad sense.
[0012] In addition, a circuit in the broad sense is a circuit realized by at least appropriately combining a circuit, circuitry, a processor, and a memory, etc. In other words, it includes an application specific integrated circuit (ASIC), a programmable logic device (e.g., a simple programmable logic device (SPLD), a complex programmable logic device (CPLD), and a field programmable gate array (FPGA)), etc.
[0013] 1. Game Description Fig. 1 is a block diagram showing a hardware configuration of a game system 1 according to this embodiment. In the game system 1 shown in Fig. 1, an information processing device 2 and a plurality of game devices 3 are communicably connected to each other via a communication network 11, and a game is executed on the game devices 3.
[0014] The game according to this embodiment is an online game executed by the game system 1. In this game, a user of the game device 3 causes one or more player characters to act in a virtual game space, and causes the player characters to fight against enemy characters that are non-player characters (NPCs). The characters are an example of objects.
[0015] The above-mentioned games are played using a game device 3, which is an electronic device such as a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), or a personal computer, smartphone, or tablet terminal.
[0016] 2. Overview of Game System 1 As shown in FIG. 1, the game system 1 is composed of an information processing device 2 and a plurality of game devices 3. The information processing device 2 stores game programs and game data, and manages the game data of the game devices 3 (for each account information described below). The information processing device 2 is composed of, for example, a server. Each of the plurality of game devices 3 has the same configuration. Note that in this embodiment, a system is composed of one or more devices or components. Therefore, for example, the information processing device 2 or game device 3 described below alone can be an example of the game system 1.
[0017] The game device 3 executes a predetermined game based on the user's operation. To this end, the game device 3 receives (specifically, downloads and installs) a game program and game data from the information processing device 2 via the communication network 11. Each user is assigned account information including identification information and a password in association with the game device 3. This account information is transmitted from the game device 3 to the information processing device 2 at the time of login, and is used for user authentication in the information processing device 2.
[0018] After user authentication, mutual communication between the information processing device 2 and the game device 3 becomes possible. After logging in, the game device 3 receives data required for game progress (data related to the game progress status) from the information processing device 2, and progresses the game while outputting game images and sounds to the display 4a and the speaker 4b based on the user's operation.
[0019] 2.1 Hardware Configuration Hereinafter, each hardware component of the game system 1 will be described with reference to FIG.
[0020] <Information processing device 2> 1, the information processing device 2 includes a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.
[0021] The communication unit 21 is a so-called network interface that is communicatively connected to each game device 3 via a communication network 11 such as the Internet and a LAN. Main information that the information processing device 2 receives via the communication unit 21 includes download request information for a game program, a request for a gacha lottery in response to a user's operation, a request for executing a quest, a request for executing / ending autoplay, account information, game data, etc. Main information that the information processing device 2 transmits via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information on the game media obtained by the gacha, etc.
[0022] The storage unit 22 is composed of a hard disk drive (HDD), a random access memory (RAM), a read only memory (ROM), a solid state drive (SSD), etc. The storage unit 22 stores various programs including a part of the game program according to this embodiment, various data related to the game, and the like.
[0023] Specifically, for example, the storage unit 22 stores a user DB, a lottery list, and the like. In the user DB, for each identification number of a user who plays a game, information such as a user name, a user rank, information on the status of a player character operated by the user, the amount of consumable media usable in the virtual game space, information on parameters, and the like are stored in association with each other. The lottery list is used for a lottery process generally called gacha, and includes a plurality of pieces of information on game media to be selected. In the lottery list, information on the game media (such as name, ability parameters, rarity, and level) is associated with a selection ratio by lottery. In addition, the ability parameters include, for example, fighting power, HP, attack power, defense power, intelligence, or speed when the game media is a player character.
[0024] The control unit 23 is composed of a microcomputer including a CPU and a semiconductor memory, and controls the operation of the information processing device 2, which is its own device. In particular, the control unit 23 realizes various functions related to the information processing device 2, which is its own device, by reading out a predetermined program stored in the storage unit 22. That is, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, so that each functional unit described below can be executed. Note that the control unit 23 is not limited to being single, and may be implemented with multiple control units 23 for each function. Also, a combination of these may be used.
[0025] Examples of information processing executed by the control unit 23 include a charge settlement process, a user account authentication process, and a gacha lottery selection process. The charge settlement process is executed, for example, based on a request for a charge required to restore a predetermined amount of parameters during the game. The user account authentication process is executed, for example, using the user's identification information received from the game device 3. The gacha lottery selection process is a process in which, in response to a gacha lottery request, one or more game media are selected by lottery from a lottery list based on the selection probability for each game medium. According to the gacha lottery selection process, information on the selected game media and the identification information of the user who performed the operation that is the source of the lottery request are associated in the user DB, and the user is thereby granted the game media that he or she won as a result of drawing the gacha.
[0026] Here, to further supplement the above, the "game medium" is electronic data representing elements related to the game, including the name of the character used as the player character, items (weapons, armor, tools) used by the player character in the virtual game space, etc. The user can obtain the game medium by a lottery method called gacha, in addition to direct purchase by charging or clearing a quest. The obtained game medium is stored and managed in the user DB in association with the identification information of the user who has come to own the game medium. Furthermore, "gacha" is a method in which an arbitrary game medium is selected by lottery from a lottery list based on a predetermined selection ratio in the information processing device 2. The arbitrary selected game medium is provided to the game device 3 of the user. "Providing the game medium selected by gacha to the user / the user owns it" is synonymous with "associating / being associated with the game medium selected by the lottery process with the identification information indicating the user."
[0027] <Game device 3> A display 4a, a speaker 4b, and an input device 4c are externally connected or built into the game device 3. The game device 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphics processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, the storage unit 32, the graphics processing unit 34a, the audio processing unit 34b, and the operation unit 34c are electrically connected to the control unit 33 via a communication bus 30.
[0028] The communication unit 31 is a so-called network interface that is communicatively connected to the communication network 11 in order to transmit and receive various data between the game device 3 and the information processing device 2. Main information that the game device 3 receives via the communication unit 31 includes account information, download request information for new game data, a gacha execution request, a quest execution request, etc. Main information that the game device 3 transmits via the communication unit 31 includes new game data sent from the information processing device 2 in response to download request information, information on the game media selected by lottery processing, etc.
[0029] The storage unit 32 is composed of an HDD, SSD, RAM, ROM, etc. The storage unit 32 stores game data downloaded from the information processing device 2, various programs including a part of the game program, account information of the game device 3 which is the device itself, user information, etc. The user information is at least a part of the information in a user DB stored in the storage unit 22 of the information processing device 2. The user DB manages a master of the user information, and at least a part of the information in the master is distributed from the information processing device 2 and stored in the storage unit 32 of the game device 3.
[0030] The control unit 33 is composed of a microcomputer including a CPU and a semiconductor memory, and controls the operation of the game device 3, which is the device itself. In particular, the control unit 33 realizes various functions related to the game device 3, which is the device itself, by reading out a predetermined program stored in the storage unit 32. That is, information processing by the software stored in the storage unit 32 is specifically realized by the control unit 33, which is an example of hardware, so that each functional unit described below can be executed. Note that the control unit 33 is not limited to being single, and may be implemented with multiple control units 33 for each function. Also, a combination of these may be used.
[0031] In particular, the control unit 33 is configured to execute a game according to an input by a user of the game device 3 via the input device 4c. Specifically, the control unit 33 reads data such as virtual game space objects and textures included in the game data from the storage unit 32, or generates two-dimensional or three-dimensional game image information using data received from the information processing device 2. The game image information is processed by the graphics processing unit 34a, and the processed game images are sequentially displayed on the display 4a. In other words, the control unit 33 is configured to perform display control of the display 4a and audio output control of the speaker 4b in response to operations by the user of the game device 3, which is the own device, when executing a game.
[0032] The graphics processing unit 34a renders game images including characters and various objects related to the virtual game space in a moving image format according to game image information output from the control unit 33. The graphics processing unit 34a is connected to the display 4a, which is, for example, a liquid crystal type, and the game images rendered in a moving image format are displayed on the display 4a as a game screen. The audio processing unit 34b is connected to the speaker 4b, and reproduces and synthesizes game sounds according to instructions from the control unit 33, and outputs the sounds from the speaker 4b. The operation unit 34c is connected to the input device 4c, and transmits and receives data related to operation inputs to and from the input device 4c. The user inputs operation signals to the game device 3 via the input device 4c. The input device 4c is a general term for a touch panel integrated with the display 4a, an external game pad, a mouse, a keyboard, and the like.
[0033] 2.2 Functional Configuration Next, the functional configuration of the information processing device 2 of the game system 1 will be described with reference to FIG.
[0034] Fig. 2 is a block diagram showing a functional configuration of the information processing device 2 according to this embodiment. As shown in Fig. 2, the control unit 23 executes various programs stored in the storage unit 22 to function as a reception unit 231, a game control unit 232, a specific determination unit 233, a notification unit 234, a storage control unit 235, and an information output unit 236. That is, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and can be executed as each functional unit included in the control unit 23.
[0035] The receiving unit 231 is configured to receive various data. For example, the receiving unit 231 receives user account information, game data, input from the user, and the like from the storage unit 22 of the information processing device 2 or the game device 3.
[0036] The game control unit 232 is configured to control the progress of the game. As an example, the game control unit 232 controls the progress of an action game in which the user operates a player character in a virtual space. That is, the game control unit 232 controls the progress of a game played by a plurality of characters (game control step). One aspect of the game here may be a quest with a time limit and specific achievement conditions. The achievement conditions are, for example, that the player character collects a specified item in a field that is a virtual space having a certain range, reaches a destination, defeats a specified monster, and the like. The user can select which quest to accept from among a plurality of quests.
[0037] The identification determination unit 233 is configured to identify various pieces of information on the game whose progress is controlled by the game control unit 232, determine various states on the game, and the like. As an example, the identification determination unit 233 may identify first information IF1, second information IF2, and the like, which are examples of various pieces of information on the game. Details will be described later.
[0038] The notification unit 234 is configured to execute various notifications to the user. For example, the notification unit 234 can execute a first notification step and a second notification step. In the first notification step, the notification may be continuously performed for some users, or may be canceled midway. Details will be described later.
[0039] The storage control unit 235 is configured to store various information in the storage unit 22 based on an input by a user. Details will be described later.
[0040] The information output unit 236 outputs game data, display information, etc. The outputted various information is transmitted to the game device 3 via the communication unit 21 and the network. Note that the display information is a concept including not only information itself generated in a form that can be viewed by the user, such as a screen, an image (e.g., a still image or a video), an icon, text, etc., but also rendering information for displaying the information.
[0041] 3. Operational flow of game system 1 This section describes the flow of operations of the above-mentioned game system 1. As an example of a preferred embodiment, the following describes a scene in which a plurality of users progress through a quest in multiplayer mode.
[0042] In this multiplayer game, the main player for the purpose of explanation will be referred to simply as the player (an example of the second user), and the other players will be referred to as other players (an example of the first user). Both the player and the other players will operate player characters in the game, and the player characters operated by the player will be referred to as "specific characters". In other words, the characters include specific characters and player characters other than the specific characters. The specific characters are operated based on operation instructions by the player, and the player characters other than the specific characters are operated based on operation instructions by other players different from the player operating the specific characters.
[0043] 3.1 Overview of Information Processing 3 is a flowchart showing the flow of information processing executed by the game system 1. Below, the flow of information processing will be outlined with reference to this flowchart.
[0044] First, the player performs various settings before the start of the quest by inputting via the input device 4c. In particular, the player selects the type of specific action to be notified to other players (step S101). Note that a specific action is a specific action that a character performs in the game field, and the following description will be given by taking as an example a case where the player selects "use of a trap item" as the specific action to be notified to other players.
[0045] Next, the player sets a shortcut for "use of trap item" (step S102). In other words, the memory control unit 235 stores a predetermined input by the player and a specific action in a memory area in association with each other as a storage step. Specifically, the memory control unit 235 stores in the memory unit 22 a predetermined input by the player accepted by the accepting unit 231 in association with the use of a trap item.
[0046] According to this embodiment, the procedure for performing a specific action is simplified, and the specific action can be more easily initiated. This makes it possible to realize a state in which the specific action can be performed without delay at the timing that the player desires. In other words, it is possible to realize a game that allows the user to operate more comfortably.
[0047] Next, the player decides which quest to accept. The game control unit 232 starts the quest based on the input by the player via the input device 4c (step S103). As an example, the condition for accomplishing the started quest is to "defeat a specified monster within a time limit." When the quest starts, the reception unit 231 receives, as a reception step, operation instructions for the player character from each of a plurality of users including the player and other players, and the game control unit 232 controls the progress of the game based on these operation instructions. Specifically, the operation instructions may be input of a command using the input device 4c.
[0048] Next, the player sets the monster to be defeated as the target of attention by inputting through the input device 4c (step S104). Specifically, for example, the player locks on the virtual camera to the monster to be defeated. In other words, the monster to be the target of attention here is the monster set by the game control unit 232 to be the focus point of the virtual camera.
[0049] According to this aspect, in a game in which the virtual space is displayed on the game screen as if it were captured by a virtual camera, the position of the virtual camera can be moved according to the movement of a specific character, making it appear as if the specific character is always looking at the target of attention. This allows the target of attention to be constantly displayed on the game screen, realizing a state in which the user can easily visually confirm how the specific character is performing a specific action.
[0050] Next, the player selects a trap item by inputting a specific command to the input device 4c (step S105). While keeping the specific command input, the player waits for an opportunity to set the trap item on the field while waiting for an opportunity to exploit the monster's weakness.
[0051] Next, the identification determination unit 233 determines whether the input in step S105 has continued for a certain period of time (step S106). In other words, the identification determination unit 233 identifies information (an example of the first information IF1) that the input in step S105 has continued for a certain period of time. In other words, the first information IF1 is identified by the identification determination unit 233 when the receiving unit 231 receives the input of the player.
[0052] If it is determined that the input has continued for a certain period of time, i.e., if the first information IF1 has been specified, the notification unit 234 notifies the other players participating in the same quest that the player has begun preparations to use a trap item against the monster to be defeated (step S107). If it is determined that the input has not continued for a certain period of time, i.e., if the first information IF1 has not been specified, the standby state continues until another determination is made. Note that the notification unit 234 always notifies the other players when the first information IF1 has been specified.
[0053] Here, the process of performing the notification described in step S107 is referred to as a first notification step. In this first notification step, the notification unit 234 continues the notification until the cancellation condition is satisfied or the execution of the specific action is confirmed. In other words, the notification unit 234 continues the notification in step S107 until the cancellation condition described below is satisfied or until the specific character places a trap item on the field.
[0054] According to this embodiment, it is possible to make other players aware that the preparation state for the execution of the specific action continues. Also, even if the player operating the specific character is simply taking time to confirm the execution of the specific action, it is possible to prevent other players from mistakenly thinking that the specific action has been canceled.
[0055] In other words, the processes of steps S106 and S107 are performed by the notification unit 234 in a first notification step, where the notification condition is satisfied, the notification unit 234 notifies other players who are not operating the specific character. Here, the notification condition includes that the first information IF1 is identified.
[0056] Here, the notification condition further includes that the specific character has designated an attention target, and the notification includes information for recognizing the designated attention target. According to this aspect, it is possible to make other players aware that the specific character is about to execute a specific action on the attention target before the execution of the specific action is confirmed. This allows other players to determine what operation to perform next after having recognized the situation and behavioral intention of the specific character in more detail. In other words, it is possible to realize a state in which the user can enjoy the game more strategically.
[0057] Here, in the first notification step, the notification unit 234 notifies other players when the state in which the notification condition is satisfied is maintained for a predetermined time. According to this embodiment, it is possible to prevent the amount of notifications from becoming excessive, and to prevent stress from being caused to the user during the game. Also, even if a player with low skill operates a specific character and unintentionally satisfies the notification condition, it is possible to prevent erroneous notification. In other words, a more comfortable gaming environment for the user is realized.
[0058] Next, the identification determination unit 233 determines whether the input in step S105 has been released (step S108). In other words, the identification determination unit 233 identifies information (an example of the second information IF2) that the input in step S105 has been released. In further other words, the second information IF2 is identified by the reception unit 231 receiving the release of the input. If it is determined that the input has been released, that is, if the second information IF2 has been identified, specifically, if the placement of the trap item has been confirmed by the specific character, the process proceeds to step S109. If it is determined that the input has not been released, that is, if the second information IF2 has not been identified, specifically, if the placement of the trap item has not been confirmed by the specific character, the process proceeds to step S112. Hereinafter, the process of step S109 will be described first.
[0059] When the placement of the trap item by the specific character is confirmed, the notification unit 234 cancels the notification to the other players that has been continued since step S107 (step S109). Next, the notification unit 234 notifies the other players that the placement of the trap item on the field by the player has been confirmed (step S110).
[0060] On the other hand, if the placement of the trap item by the specific character has not been confirmed, the specific determination unit 233 determines whether or not the notification cancellation condition has been met (step S112). If it is determined that the notification cancellation condition has been met, the process proceeds to step S113. If it is determined that the notification cancellation condition has not been met, the process returns to step S108. Examples of notification cancellation conditions will be described in detail later.
[0061] If it is determined that the notification cancellation condition is satisfied, the specific determination unit 233 further determines whether or not the state in which the cancellation condition is satisfied has been maintained for a certain period of time (step S113). If it is determined that such a state has been maintained for a certain period of time, the notification to other players that has been continued since step S107 is cancelled (step S114). If it is determined that such a state has not been maintained for a certain period of time, the process returns to step S108.
[0062] Next, the notification unit 234 notifies the other players that the player's preparation for using the trap item has been canceled (step S115).
[0063] Here, the process of making the notification described in step S115 is referred to as the second notification step. In other words, the flow from step S112 to step S115, in this second notification step, the notification unit 234 notifies other players when the cancellation condition is satisfied. In other words, the notification in step S114 includes the fact that it has been determined that the specific action will not be executed after the notification condition is satisfied.
[0064] Here, the notification unit 234 notifies the user when the state in which the release condition is satisfied is maintained for a predetermined time as the second notification step. According to this embodiment, it is possible to prevent the amount of notifications from becoming excessive, and to prevent the user from feeling stressed during the game. In addition, even if a player with low skill operates a specific character and unintentionally satisfies the release condition, it is possible to prevent the notification from being issued erroneously. In other words, a more comfortable gaming environment for the user is realized.
[0065] Finally, the player and the other players defeat the monster, and the game control unit 232 ends the quest (step S111).
[0066] In summary, the game system 1 according to this embodiment includes the following components. The game control unit 232 controls the progress of a game played by a plurality of characters. When first information IF1 and second information IF2 following the first information IF1 are identified in the game, the game control unit 232 causes at least one specific character among the characters to perform a specific action. When a notification condition is satisfied, the notification unit 234 notifies the first user who is not operating the specific character as a first notification step. Here, the notification condition includes that the first information IF1 has been identified.
[0067] According to such an embodiment, in a game in which a plurality of characters play out, it is possible for a user (first user) to recognize in more detail the status of a character that the user is not controlling.
[0068] In particular, in the case of a multiplayer game as described above, a player can notify other players that the player is about to perform a specific action without the need for inputting text or voice. This makes it easy for players to cooperate with other players even if the player is a user with low skill or a user who is reluctant to communicate with his or her own voice. Furthermore, even if users use different languages, the game can progress while smoothly communicating with each other. Furthermore, other players can receive the notification without delay before the player performs the specific action. Therefore, the other players can develop a strategy according to the player's actions, and smooth cooperative play can be realized.
[0069] 3.2 Details of data processing Next, the details of the information processing outlined above will be described.
[0070] <Item> Items are tools and recovery potions that the character can use in the field, or materials that can be collected. The user can have the player character carry multiple items to progress through the quest with an advantage. Items to be carried are selected by transferring them from the item box, which is a storage container, to the item pouch.
[0071] FIG. 4 is an image diagram showing an example of an item selection screen 500. The item selection screen 500 has an item pouch area 501 and an item box area 502. The user can store one item 504 in an item storage area 503 included in the item pouch area 501. That is, in the example of FIG. 5, the user can select ten items 504 in the item pouch. Selection of items 504 to carry is usually performed before the start of a quest. Use of items 504 during a quest will be described later.
[0072] <Notification settings> FIG. 5 is an image diagram showing an example of a setting screen 600 visually recognized by a player (second user). For example, the player can select the type of specific action to be notified to other players on the setting screen 600. In the example of FIG. 5, the notification content display area 603 displays the content to be notified to other players, and the notification timing display area 604 displays the action of the specific character that triggers the notification. The player can determine whether or not to notify each action by selecting a check box 602. The check boxes 602 01, 02, and 03 in FIG. 5 allow the user to select whether or not to notify the specific action "use of a trap item."
[0073] In the example of FIG. 5, when a specific character "prepares to use a trap item," "sets a trap item," and "is attacked by an enemy while preparing a trap item," other players are notified. Also, when a specific character "prepares to use a bomb item," other players are not notified. Similarly, other players can select the type of specific action for which they want to receive notifications. These notification settings are usually made before the start of a quest.
[0074] In other words, the type of specific action to be notified is preferably selected by the player or another player before a quest, which is an example of a game, is started.
[0075] According to this embodiment, the users themselves can determine the specific actions for which they want to receive or send notifications. This allows each user to send and receive notifications at the frequency of communication that they prefer, realizing a more comfortable environment for enjoying a multiplayer game.
[0076] <Quest progress screen> 6 is an image diagram showing a quest progress screen 700 viewed by a player (second user). The quest progress screen 700 is a game screen viewed by the player after the start of a quest. For example, the quest progress screen 700 has a field 701, a specific character 702, a player character 703 other than the specific character, a vitality gauge 704, and an item slider display area 710.
[0077] The specific character 702 is operated by the player through the input device 4c, and can freely move within the field 701. The vitality gauge 704 is a gauge that indicates the remaining vitality of the specific character 702. The vitality gauge 704 decreases when the specific character 702 is attacked by a monster 705 or the like, and increases when a recovery item is used or the like.
[0078] The item slider display area 710 includes an item slider 711 and an input guide 712. The item slider 711 is used to select an item 713 to be used by the player. In the example of FIG. 6, no item 713 is selected in the item slider 711. The input guide 712 is an image showing an input command of the input device 4c, and is displayed to visually assist the user's input. For example, the player can display options for the item 713 in the item slider display area 710 by pressing the L button of the input device 4c (see FIG. 7).
[0079] <Using items> A method of using the item 713 will be described in detail with reference to Fig. 7 and Fig. 8. Fig. 7 and Fig. 8 are image diagrams showing a quest progress screen 700 visually recognized by a player (second user). The following quest progress screen 700 shows a scene in which a player operating a specific character 702 and another player operating a player character 703 cooperate to fight a monster 705. There are two ways to use the item 713: a normal method and a method using a shortcut.
[0080] A normal method is to select an item 713 with the item slider 711. The player first selects the item 713 he / she wants to use, and then confirms the use of the item 713. Specifically, the player inputs a specific command to the input device 4c in the state of FIG. 6 to display options for the item 713 as shown in FIG. 7. Here, the item 713 displayed as an option is the item 504 that the user has put in the item pouch. The user inputs a specific command to the input device 4c to scroll the items 713 left and right, and selects the item 713 he / she wants to use so that it is placed in the item slider 711. Hereinafter, the item 713 selected in the item slider 711 is referred to as an item 714 prepared for use.
[0081] In the example of FIG. 8, a trap item called "pitfall" is selected as the ready-to-use item 714. Here, the input by the player to select the ready-to-use item 714 on the item slider 711 corresponds to "entering preparation to use an item." Here, information that an input to select the ready-to-use item 714 on the item slider 711 has been made may be an example of the first information IF1. Also, information that no other input has been made for a certain period of time after an input to select the ready-to-use item 714 has been made on the item slider 711 may be an example of the first information IF1.
[0082] Thereafter, when the "pitfall" is selected as the ready-to-use item 714, the player inputs a specific command to the input device 4c, thereby confirming the use of the "pitfall." In other words, the "pitfall" is placed on the field 701. Here, information that an input has been made to confirm the use of the "pitfall" may be an example of the second information IF2.
[0083] In the method of using a shortcut, the player selects an item 713 that the player wants to use from the shortcut display area 720 and confirms the use. Specifically, the player causes the shortcut display area 720 to be displayed by inputting a specific command to the input device 4c. After that, the player selects the item 713 by inputting a specific command to the input device 4c, for example, by tilting the R stick in the direction of the shortcut item 721. Here, information that an input to tilt the R stick in the direction of the shortcut item 721 has been made may be an example of the first information IF1. Also, information that an input to tilt the R stick in the direction of the shortcut item 721 has been continued for a certain period of time may be an example of the first information IF1.
[0084] Thereafter, the player confirms the use of the item 713 by canceling the specific command input to the input device 4c, for example by returning the tilted R stick to its original position. Here, information that the input of tilting the R stick has been released may be an example of the second information IF2.
[0085] In the example of Fig. 8, the player can confirm the use of the "trap" by tilting the R stick straight up and then returning the tilted R stick to its original position. The player can also freely select the item 713 to be assigned to the shortcut item 721. Usually, shortcuts are set before the start of a quest.
[0086] <Specify target of interest> Fig. 9 is an image diagram showing a quest progress screen 700 visually recognized by a player (second user). Fig. 9 shows a state in which a focus monster 706 is selected as a focus target by the player. A focus mark 707 is a mark indicating that the focus monster 706 is the one that is attracting the player's attention.
[0087] The virtual camera is locked on to the attention monster 706 selected by the player as the attention target. Specifically, display information for always showing the specific character 702 and the attention monster 706 through the virtual camera is generated, and the information output unit 236 outputs this display information to the game device 3, whereby the game device 3 displays a game screen in which the virtual camera always shows the specific character 702 and the attention monster 706. Here, the specific action may be an action taken against the attention monster 706, which is the attention target.
[0088] <Notification (Preparation Notice 730)> The notification visible to other players will be described in detail with reference to Figs. 10 to 13. Figs. 10 to 13 are image diagrams showing a quest progress screen 700 visible to other players (first users). The quest progress screen 700 in Fig. 10 shows a scene in which a preparation notification 730 is displayed to other players when a player selects a trap item, a "pitfall". In the example of Fig. 10, since the player selects a "pitfall" without locking on the virtual camera to the monster 705, the text "Mr. A is preparing to use the pitfall!" is displayed as the preparation notification 730. Here, "A" is an example of a user name of the player.
[0089] The preparation notification 730 is notified so that only the other player, the first user, can recognize it, and is not notified to the player, the second user. Specifically, the preparation notification 730 is displayed on the quest progress screen 700 visible to the other players, but the preparation notification 730 is not displayed on the quest progress screen 700 visible to the player. The same may be true for the recommendation notification 731 and the release notification 732 described below. Furthermore, the preparation notification 730 is continuously displayed on the screens of the other players until the release condition of the notification is met.
[0090] According to this embodiment, since notifications are not displayed on the game screen viewed by the player, it is possible to prevent information of low importance to the player from being displayed, which makes the game screen difficult to see. In other words, it is possible to realize a state in which users can comfortably play a multiplayer game.
[0091] Note that the player who is the second user may be shown a notification indicating that the preparation notification 730 has been sent, rather than the preparation notification 730 itself. In this case, by making the display mode less conspicuous compared to the preparation notification 730, it is possible to prevent the game screen from becoming difficult to view.
[0092] 11 shows a scene in which the player selects "Pitfall" with the virtual camera locked on to the monster 705, and displays the text "Mr. A is preparing to use the pitfall against the dragon!" as a preparation notice 730. Here, "Dragon" is an example of the name of the monster 705.
[0093] Also, as the recommendation notification 731, text "We recommend that you prepare for the powerful move 'Fire Slash'!" is displayed to encourage the player character 703 to take the next action. In other words, the notification further includes information for recognizing an action that is recommended for other players to perform in relation to a specific action.
[0094] In the example of FIG. 11, it is assumed that the monster 705 can be immobilized by a "trap" set by the specific character 702. At this time, text is displayed as a recommendation notice 731 encouraging the player character 703 to prepare a time-consuming big move. Here, the name of the big move displayed may be a move corresponding to the characteristics of the player character 703. The action displayed as the recommendation notice 731 may be, for example, preparation of an attack item that takes time to use, an attack aimed at a specific part of the monster 705, etc.
[0095] According to such an embodiment, even if the other player is a beginner at the game, the player can recognize how to operate the player character 703 according to the action of the specific character 702. In other words, it is possible to encourage smooth cooperative play between users.
[0096] <Cancellation of Notification (Preparation Notification 730)> One of the conditions for canceling the preparation notification 730 is that a player who is preparing for a specific action starts preparing for another specific action in the middle of the preparation. In such a case, the specific action that was prepared earlier is overwritten by the preparation for the other specific action that was prepared later. In other words, the canceling condition includes that the first information IF1 for making the specific character 702 execute another specific action is specified. For example, in the example shown in FIG. 8, when the player selects "black bomb" in the item slider 711, the preparation notification 730 for "trap hole" that was displayed to other players is canceled.
[0097] According to such an embodiment, it is possible to make the other players aware that the specific character 702 is about to perform another specific action and the originally scheduled specific action will not be performed. This allows the other players to determine what operation to perform next after being made aware of the latest situation of the specific character 702. In other words, it is possible to realize a highly realistic game that can prompt the user to take an action according to the changing situation.
[0098] 12 shows a scene in which the player selects "black bomb" with the virtual camera locked on to a monster 705. As a result, the "pitfall" preparation notification 730 is cancelled, and the text "Pitfall preparation has been cancelled by player A!" is displayed as a cancellation notification 732. Note that the previously displayed "pitfall" preparation notification 730 may be cancelled if the player continues to select "black bomb" for a certain period of time.
[0099] 12, after the "pitfall" preparation notification 730 is cleared, the "black bomb" preparation notification 730 is displayed with the text "Person A is preparing to use the black bomb against the dragon!". The new "black bomb" preparation notification 730 is displayed continuously on the screens of the other players until the conditions for clearing the notification are met.
[0100] The release condition for the separate preparation notification 730 is not limited to the player's own operation, and may include the occurrence of some event that affects a specific character 702. For example, the release condition may be when the player who is preparing to place a trap item is attacked by the monster 705, when the player is unable to move due to an abnormal condition such as paralysis, when the player is away from the monster 705 by a certain distance or more, etc.
[0101] According to this embodiment, it is possible to make the other players aware that the execution of the specific action has been canceled due to an external factor, which motivates the other players to go and rescue the specific character 702, and promotes smoother cooperative play.
[0102] 13 shows a scene in which a specific character 702 is attacked by a monster 705 and a "trap" preparation notification 730 is cancelled. After the preparation notification 730 is cancelled, a cancellation notification 732 is displayed with the text "Player A has received damage, so preparation for use of the trap has been cancelled!". The preparation notification 730 may be cancelled if a state in which the player is unable to use the preparation item 714 continues for a certain period of time.
[0103] 11, the text "Let's help A recover!" is displayed as a recommendation notification 731 corresponding to the release notification 732. The action displayed in the recommendation notification 731 may be, for example, supporting a specific character 702, attacking to hold back a monster 705, or the like.
[0104] [others] The game system 1 according to the above-described embodiment may be modified as follows.
[0105] In this embodiment, the reception unit 231, the game control unit 232, the identification judgment unit 233, the notification unit 234, the memory control unit 235, and the information output unit 236 are described as functional units realized by the control unit 23 of the information processing device 2, but at least a part of these may be implemented as functional units realized by the control unit 33 of the game device 3.
[0106] As one aspect of the game implemented in the game system 1, the game may be one in which other players (other first users) are allowed to join mid-game after the first information IF1 is specified. Specifically, the quest may be one in which other players are allowed to join mid-game after the player selects a trap item. Preferably, the notification is included in a screen for determining the game in which other players will join mid-game. That is, the notification within the quest may be displayed on a game screen for determining the quest in which other players outside the quest will join mid-game. The game screen for determining the quest in which to join mid-game may be, for example, a screen displaying a list of multiplayer quests in which other players can participate, and the list display screen may display an indication of the content of the notification in association with an indication of information about each quest.
[0107] According to this embodiment, other players outside the quest can be made aware that the specific character 702 is about to perform a specific action. This makes it easier for other players to find a quest in which a character that is compatible with them is participating. In addition, other players can guess the situation of users who are already participating in a quest, which can lower the psychological hurdle for other players to join in the middle of a quest.
[0108] In the above embodiment, the preparation notification 730 is described as being continuously displayed on the screen of the other players until the notification release condition is satisfied, but the notification may be released by an input from the other players via the input device 4c. In this manner, it is possible to prevent the field 701 from being difficult to see due to the notification being continuously displayed on the quest progress screen 700. In addition, the release condition of the notification may be, for example, a certain time has passed since the notification, the monster 705 has been defeated, or the like. The same may be true for the recommendation notification 731 and the release notification 732.
[0109] In the above embodiment, the case where the target of attention is the monster 705 has been described, but the target of attention may be selected from other than the monster 705. Specifically, for example, an NPC other than the monster 705 or an obstacle such as a rock may be selected as the target of attention. For example, when a player sets a rock as the target of attention and selects a "black bomb" with the item slider 711, a text "Mr. A is preparing to use the black bomb on the rock!" may be displayed as a preparation notification 730 on the quest progress screen 700 that is visible to other players. This aspect can prevent a player from accidentally damaging another player, and can promote smoother cooperative play between users.
[0110] In the above embodiment, the notification unit 234 has been described as always notifying other players when the first information IF1 is specified, but there may be cases where the notification unit 234 does not notify other players after the first information IF1 is specified. For example, the probability of notification may increase as the friendship between the player and the other players increases. Alternatively, the probability of notification may change depending on the attributes (e.g., personality, etc.) of the specific character 702. For example, the probability of notification may be low when the specific character 702 has a capricious personality, and notification may be made every time when the specific character 702 has a serious personality. With such an aspect, an element of chance is added to the game, and an aspect in which the user can enjoy the game more can be realized.
[0111] In the above embodiment, the other players are notified by displaying a game screen including the preparation notification 730 on the display 4a, but the other players may be notified by sound from the speaker 4b, vibration of the input device 4c, etc. These notification means may be used alone or in combination. This aspect makes it possible to prevent the other players from overlooking the notification.
[0112] In the above embodiment, the specific character 702 has been described as the player character 703 operated by the player (second user), but the specific character 702 may be an NPC. Even in this case, when the first information IF1 and the second information IF2 following the first information IF1 are specified, the specific character 702 executes a specific action, and when a notification condition is satisfied, a notification is sent to another player (first user) who is not operating the specific character 702. When the specific character 702 is an NPC, the first information IF1 and the second information IF2 may be, for example, information for controlling the NPC output by the information output unit 236. This aspect allows the user to recognize the situation of the NPC in more detail.
[0113] In the above embodiment, the game implemented in the game system 1 has been described as an action game, but it may also be a competitive sports game such as soccer, baseball, or tennis, or a party game such as a werewolf game or a board game.
[0114] For example, in a cooperative play of a baseball game, when a player who operates a pitcher is controlled to have the pitcher character pitch after designating the course and type of pitch, at the stage where the course and type of pitch are designated, at least one of the course and the type of pitch may be notified to other players who operate fielders. Specifically, after the pitcher player performs a touch operation on the touch panel to designate the type of pitch, the pitcher player moves the contact position to the course he or she wants to pitch without releasing the contact on the touch panel, thereby designating the type and course of the pitch. By releasing the contact on the touch panel in this state, the type and course of the pitch are confirmed, and the pitcher character executes a pitching action. Therefore, by displaying at least one of the course and the type of pitch on the game screen of the fielder player in response to the release of the contact on the touch panel of the pitcher player, the fielder player can adjust the defensive position of the fielder character between the start of the execution of the action of pitching the ball and the execution of the batting action of the opposing fielder character. This encourages cooperation in the cooperative play of the baseball game.
[0115] In addition, in doubles in a tennis game or cooperative play in a soccer game, the fact that a player is about to perform an operation to take a special shot or a shot may be notified to other players. In this manner, the other players can determine what operation to perform next after recognizing the next action of the player. In other words, a state in which users can enjoy the game more strategically can be realized.
[0116] Furthermore, it may be provided in the following aspects: In the game program, the computer is further caused to execute a reception step, in which operation instructions are received from each of a plurality of users including the first user and the second user, the characters include the specific character and a player character other than the specific character, and the player characters other than the specific character are operated based on the operation instructions from the first user, and the specific character is operated based on the operation instructions from the second user. In the game program, the notification is notified in a manner that is recognizable only to the first user, and is not notified to the second user. In the game program, the type of specific action to be notified is selected by the first user or the second user before the game is started. In the game program, the computer is further caused to execute a storage step, in which a predetermined input by the second user is associated with the specific action and stored in a memory area, the first information being identified by accepting the input, and the second information being identified by accepting the release of the input. In the game program, the specific action is an action taken against an object of attention, the notification condition further includes that the specific character has designated the object of attention, and the notification includes information for recognizing the designated object of attention. In the game program, the target object is an object set to be a focus point of a virtual camera. In the game program, in the first notification step, the notification is given when a state in which the notification condition is satisfied is maintained for a predetermined time period. In the game program, in the first notification step, the notification is continued until a release condition is satisfied or until the execution of the specific action is confirmed. In the game program, the notification further includes information for causing the first user to recognize an action that is recommended to be performed by the first user in association with the specific action. In the game program, the game allows other first users to join in mid-game after the first information has been identified, and the notification is included on a screen for determining which other first users will join in mid-game. In the game program, the computer is further caused to execute a second notification step, in which, when a release condition is satisfied, a notification is given to the first user, wherein the release condition includes that the first information for causing the specific character to execute another specific action has been identified, and the notification includes that it has been determined that the specific action will not be executed after the notification condition is satisfied. In the game program, the computer is further caused to execute a second notification step, in which, when a release condition is satisfied, a notification is given to the first user, wherein the release condition includes the occurrence of an event affecting the specific character, and the notification includes confirmation that the specific action will not be executed after the notification condition is satisfied. In the game program, the second notification step includes making the notification when the state in which the release condition is satisfied is maintained for a predetermined period of time. A game system comprising a control unit, the control unit being configured to execute each of the steps. Of course, this is not the case.
[0117] Finally, various embodiments according to the present disclosure have been described, but these are presented as examples and are not intended to limit the scope of the disclosure. The novel embodiment can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the gist of the disclosure. The embodiments and their modifications are included in the scope and gist of the disclosure, and are included in the disclosure and its equivalents described in the claims. [Explanation of symbols]
[0118] 1: Game System 11: Communication Networks 2: Information processing equipment 20: Communication bus 21: Communications Department 22: Storage section 23: Control section 231: Reception 232: Game control unit 233:Specific judgment section 234: Notification Department 235: Memory control unit 236: Information output section 3: Game device 30: Communication bus 31: Communications Department 32: Storage section 33: Control section 34a: Graphics processing unit 34b: Audio processing section 34c: Operation section 4a: Display 4b: Speaker 4c: Input device 500: Item selection screen 501: Item pouch area 502: Item Box Area 503: Item storage area 504: Item 600: Setting screen 602: Checkbox 603: Notification content display area 604: Notification timing display area 700: Quest progress screen 701: Field 702: Specific characters 703: Player character 704: Health Gauge 705: Monster 706: Featured Monster 707: Attention mark 710: Item slider display area 711: Item Slider 712: Input Guide 713: Item 714: Items in preparation for use 720: Shortcut display area 721: Shortcut item 730: Preparation notification 731 : Recommendation notice 732: Cancellation notice IF1: First information IF2: Second information
Claims
1. A game program, Have the computer perform the following steps: In the reception step, operation instructions from a plurality of users are received, the operation instruction includes a first operation instruction by a first user and a second operation instruction by a second user different from the first user; the first operation instruction is an operation instruction for operating a player character, The second operation instruction is the operation instruction is for operating a specific character different from the player character, inputting a first command and canceling the input of the first command; In the game control step, when a release of the input of the first command is accepted following the input of the first command, the specific character is caused to perform a specific action in a game field; In the first notification step, when the first command is input, a first notification is given to the first user to inform the first user that the specific character is preparing to perform the specific action.
2. A game program, Have the computer perform the following steps: In the reception step, operation instructions from a plurality of users are received, the operation instruction includes a first operation instruction by a first user and a second operation instruction by a second user different from the first user; the first operation instruction is an operation instruction for operating a player character, The second operation instruction is the operation instruction is for operating a specific character different from the player character, inputting a first command, canceling the input of the first command, inputting a second command, and inputting a third command different from the input of the second command, In the first notification step, when the first command is input, a first notification is given to the first user to inform the first user that the specific character is preparing for a specific action; In the game control step, when input of the second command is received following input of the first command, causing the specific character to execute the specific action in a game field; A game program which cancels preparation for the specific action without executing the specific action when input of the third command is received after input of the first command is received and before input of the second command is received, or when the game situation corresponds to a predetermined situation.
3. 3. The game program according to claim 2, A game program, wherein the second operation instruction accepted as input for the first command and the second operation instruction accepted as input for the second command are the second operation instruction by a same operation.
4. 4. The game program according to claim 2, The predetermined situation is the occurrence of an event that affects the specific character.
5. In the game program according to any one of claims 1 to 4, the game allows another first user to join midway through the game from after the specific character starts preparing for the specific action until the specific action is executed or before the preparation for the specific action is canceled, A game program, wherein the first notification is included in a screen for determining which of the other first users will join the game in progress.
6. In the game program according to any one of claims 1 to 5, causing the computer to further execute a second notification step; In the second notification step, when the execution of the specific action is confirmed or the preparation for the specific action is canceled, a second notification is given to the first user, The second notification is a notification notifying that it has been determined that the specific character will perform the specific action or a notification notifying that it has been determined that the specific character will not perform the specific action.
7. 7. The game program according to claim 6, A game program, wherein the first notification and the second notification are notified to a first user in a manner that can be recognized only by the first user, and are not notified to the second user.
8. 8. The game program according to claim 6 or 7, A game program, wherein the type of specific action that is the subject of the first notification and the second notification is selected by the first user or the second user before the game is started.
9. In the game program according to any one of claims 1 to 8, the specific action is an action taken against a target of attention, the target of attention being an object other than the specific character that is located in the same field of the game as the specific character; The first notification further includes notifying the specific character of designation of the target of attention.
10. 10. The game program according to claim 9, A game program, wherein the target of attention is an object set to be a focus point of a virtual camera.
11. In the game program according to any one of claims 1 to 10, The first notification step is for giving the first notification when the input of the first command is maintained for a predetermined time.
12. In the game program according to any one of claims 1 to 11, In the first notification step, the first notification is continued until it is determined that the specific action will not be performed or until it is determined that the specific action will be performed.
13. In the game program according to any one of claims 1 to 12, The first notification further includes informing the first user of an action that is recommended to be performed by the first user in association with the specific action.
14. In the game program according to any one of claims 6 to 8, A game program in which, in the second notification step, the second notification is given when a state in which it has been determined that the specific character will perform the specific action or a state in which it has been determined that the specific character will not perform the specific action is maintained for a predetermined period of time.
15. A game system comprising: A control unit is provided, The control unit is configured to execute each step recited in any one of claims 1 to 14.
Citation Information
Patent Citations
Game program, game control method, and information processor
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