Game program and game system
Patent Information
- Application Number
- JP2022140189
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-09-02
- Publication Date
- 2025-03-12
- Estimated Expiration
- 2042-09-02
AI Technical Summary
【0015】 本発明によれば、ゲームに登場する仮想話者のセリフを出力するゲームの興趣性を向上させることができるゲームプログラムおよびゲームシステムを提供することができる。
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a game program and a game system. [Background technology]
[0002] 2. Description of the Related Art Conventionally, games are known in which speech uttered by a virtual speaker, such as a character appearing in the game, is output in accordance with the progress of the game being played (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 3962079 Summary of the Invention [Problem to be solved by the invention]
[0004] If the lines spoken by the virtual speaker in the game seem monotonous or lacking in excitement, this can ruin the interest of the game.
[0005] SUMMARY OF THE PRESENT EMBODIMENTS The present invention has an object to provide a game program and a game system that can increase the entertainment value of a game in which lines of a virtual speaker appearing in the game are output. [Means for solving the problem]
[0006] In order to solve the above problems, a game program according to one embodiment of the present invention is a game program executed by the computer in a game system including an output unit, a memory unit in which a plurality of line data indicating lines of a virtual speaker appearing in the game is stored, and a computer, wherein the plurality of line data includes a plurality of cheering line data indicating cheering lines related to cheering for a player playing the game, and a cheering output condition is set for each of the plurality of cheering line data, and causes the computer to function as a setting means for setting whether to enable a cheering mode, which is a game mode in which the virtual speaker cheers for the player while the game is progressing, a condition determination means for determining whether any of the cheering output conditions corresponding to the plurality of cheering line data has been met, and a line determination means for determining, when the cheering mode is enabled and it is determined that the cheering output condition has been met, the cheering line corresponding to the met cheering output condition as the line of the virtual speaker to be output by the output unit.
[0007] According to the game program described above, when the cheering mode is enabled and it is determined that the cheering output condition is satisfied, the lines of the virtual speaker to be output are lines related to the cheering of the player playing the game, which can increase the interest of the game in which lines of the virtual speaker appearing in the game are output.
[0008] The plurality of lines of dialogue data may include a plurality of normal dialogue data indicating normal lines that are different from the cheering lines, and a normal output condition may be set for each of the plurality of normal dialogue data, and the condition determination means may determine whether or not any of the cheering output conditions corresponding to the plurality of cheering line data is satisfied, in addition to determining whether or not any of the normal output conditions corresponding to the plurality of normal dialogue data is satisfied, and when it is determined that the normal output condition is satisfied, the line determination means may determine the normal line corresponding to the satisfied normal output condition as the line of the virtual speaker to be output. In this way, when it is determined that the normal output condition is satisfied, a normal line that is different from the cheering line is determined as the line of the virtual speaker to be output. This makes it possible to diversify the lines of the virtual speaker.
[0009] When it is determined that the cheering mode is enabled and both the cheering output condition and the normal output condition are satisfied, the line determination means may prioritize the cheering line corresponding to the satisfied cheering output condition as the line of the virtual speaker to be output, compared with the normal line corresponding to the satisfied normal output condition. This makes it possible to diversify the lines of the virtual speaker while preferentially outputting cheering lines that are likely to excite users playing or watching the game.
[0010] The game program further causes the computer to function as an already-spoken determination means for determining, when it is determined that the cheering mode is enabled and both the cheering output condition and the normal output condition are satisfied, whether at least one of the cheering line corresponding to the satisfied cheering output condition and the normal line corresponding to the satisfied normal output condition, or a line related to the at least one of the lines, has already been spoken, and the line determination means may determine, when it is determined that the cheering mode is enabled and both the cheering output condition and the normal output condition are satisfied, a line of the virtual speaker to be output from among the cheering line corresponding to the satisfied cheering output condition and the normal line corresponding to the satisfied normal output condition, based on the already-spoken state determined. This makes it possible to make it difficult to output, for example, a line that has already been spoken or a line related to a line that has already been spoken, so that the user is less likely to feel that the game is monotonous.
[0011] The game may be a competitive game in which a plurality of players compete against each other, and the game program may cause the computer to function as a target selection means for selecting one of the plurality of players as a support target before or during the match. This allows the output mode of lines to change depending on the selection of the support target even in the same game scene, thereby diversifying the output mode of lines of the virtual speaker.
[0012] The cheering output condition may include a condition that is satisfied when a parameter corresponding to the cheering target reaches a predetermined value. This makes it possible to change the cheering output condition corresponding to the cheering line data in accordance with the selection of the cheering target.
[0013] A game system according to one aspect of the present invention includes a program storage unit that stores the above-mentioned game program, and a computer that executes the program stored in the program storage unit.
[0014] The program storage unit storing the game program is a readable / writable or readable storage device or storage medium that is built into or external to a device included in the game system, and may be, for example, a hard disk, a flash memory, an optical disk, etc. The program stored in the program storage unit may be executed in a device to which the program storage unit is directly connected, or may be downloaded and executed in a device connected to the program storage unit via a network (for example, the Internet). Effect of the Invention
[0015] According to the present invention, it is possible to provide a game program and a game system that can increase the interest of a game in which lines of a virtual speaker appearing in the game are output. [Brief description of the drawings]
[0016] [Figure 1] FIG. 1 is a block diagram showing a hardware configuration of a game system according to an embodiment. [Diagram 2] FIG. 2 is an external view illustrating an example of a controller of the game device. [Diagram 3] FIG. 13 is a diagram showing an example of a game play screen. [Figure 4] FIG. 2 is a block diagram showing the functional configuration of the game system. [Diagram 5] FIG. 13 illustrates an example of a game setting screen. [Figure 6] 11 is a table showing an example of a correspondence relationship between lines, line types, and output conditions. [Figure 7] 13 is a flowchart showing the flow of a dialogue output process. [Figure 8] 13 is a flowchart showing the flow of a normal line output process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0017] <Embodiment> Hereinafter, a game system and a game program according to an embodiment of the present invention will be described with reference to the drawings.
[0018] [Hardware configuration] First, a configuration of a game system 1 according to an embodiment of the present invention will be described. Fig. 1 is a block diagram showing a hardware configuration of the game system 1. As shown in Fig. 1, the game system 1 includes a plurality of game devices 2, and a server device 4 that can be communicatively connected to each of the plurality of game devices 2 via a communication network NW.
[0019] The game device 2 includes a game device main body 20, one or more controllers 31 (corresponding to an operation unit) connected to the game device main body 20 by wire or wirelessly, a display 32 (corresponding to a display unit, an output unit), and a speaker 33 (corresponding to an audio output unit, an output unit).
[0020] The game device main body 20 includes a control unit 21, which is a computer that controls the operation of the game device main body 20. The control unit 21 includes a processor such as a CPU (Central Processing Unit). A media I / F unit 22, a storage unit 23, a network I / F unit 24 (communication unit), a wireless communication control unit 25, a graphics processing unit 26, and an audio processing unit 27 are each connected to the control unit 21 via a bus 21a.
[0021] The media I / F unit 22 is an interface into which game media 34 for executing a game can be loaded. The game media 34 is, for example, a disk-type recording medium such as a DVD-ROM, and a game program 34a and game data 34b necessary for executing the game are recorded therein. The game data 34b includes various data necessary for executing the game. The game data 34b includes dialogue data, which will be described later.
[0022] The storage unit 23 is composed of, for example, an HDD which is a large-capacity recording medium, a ROM which is a semiconductor memory such as a mask ROM or PROM, and a RAM which is a DRAM or SRAM. The storage unit 23 records the game program 34a and game data 34b read from the game media 34, as well as save data, etc. In this embodiment, not all game data 34b in the game media 34 is read at the start of the game, but only game data that is required as appropriate according to the progress of the game (for example, at the change of game scene, etc.).
[0023] The network I / F unit 24 is an interface that connects the game device 2 to a communication network NW such as the Internet or a LAN. The game device 2 is capable of communicating with other game devices 2 and the server device 4 via the communication network NW. For example, when the game device 2 progresses a game while communicating with the outside, it transmits and receives data between the other game devices 2 and / or the server device 4 via the communication network NW.
[0024] The wireless communication control unit 25 is wirelessly connected to a controller 31 attached to the game device main body 20, and is capable of transmitting and receiving data to and from the controller 31. The controller 31 is an operation device that accepts operations by a user. When the controller 31 is operated by a user, input information corresponding to the operation is sent from the controller 31 to the control unit 21 of the game device 2 via the wireless communication control unit 25. The control unit 21 progresses the game based on the input information from the controller 31.
[0025] FIG. 2 is an external view showing the controller 31 shown in FIG. 1. The controller 31 is substantially U-shaped, and the user operates it by holding the handles 201L, 201R on both wings with both hands. The controller 31 has a plurality of operators. For example, operation button groups 210, 220 and analog sticks 212, 222 are provided on the left and right upper surfaces of the controller 31, a right shoulder button 211 is provided on the right front surface of the controller 31, and a left shoulder button 221 is provided on the left front surface of the controller 31. The operation button group 210 and the analog stick 212 are operated by the thumb of the user's right hand, and the operation button group 220 and the analog stick 222 are operated by the thumb of the user's left hand. The right shoulder button 211 and the left shoulder button 221 are operated by the index finger of the user's right hand and the index finger of the left hand, respectively.
[0026] Furthermore, the controller 31 includes a touchpad 230 between the operation button group 210 and the operation button group 220. The touchpad 230 has a horizontally long rectangular shape, and as is well known, when a user touches or brings a fingertip or the like close to the surface of the touchpad 230, position information (coordinates) of the contact or close point (input point) is output to the control unit 21 in FIG. 1. Furthermore, the touchpad 230 also functions as an operation button when the entire touchpad 230 is pressed. In this specification, a series of operations by the user on the controller 31 may be referred to as a "command."
[0027] Returning to Fig. 1, the graphics processing unit 26 draws game images in a moving image format in accordance with instructions from the control unit 21. The game images drawn by the graphics processing unit 26 are displayed as a game screen on the display 32. The display 32 is a display device that displays the game images. The display 32 is, for example, a liquid crystal display.
[0028] The audio processing unit 27 reproduces and synthesizes digital game sounds according to instructions from the control unit 21. The audio processing unit 27 is also connected to an external speaker 33. The game sounds reproduced and synthesized by the audio processing unit 27 are output to the outside from the speaker 33, which serves as an audio output unit. For example, the speaker 33 may be a stationary speaker or a wearable speaker such as headphones.
[0029] The server device 4 includes a control unit 41, which is a computer that controls the operation of the server device 4. The control unit 41 includes a processor such as a CPU (Central Processing Unit). A storage unit 42 and a network I / F unit 43 are connected to the control unit 41 via a bus 41a. The server device 4 may include an input device such as a keyboard and an output device such as a liquid crystal display, as necessary.
[0030] The storage unit 42 is composed of, for example, an HDD which is a large-capacity recording medium, a ROM which is a semiconductor memory such as a mask ROM or a PROM, and a RAM which is a DRAM or an SRAM. A game program 42a and game data 42b are stored in the storage unit 42. The network I / F unit 43 is an interface which connects the server device 4 to a communication network NW such as the Internet or a LAN. The server device 4 is capable of communicating with the multiple game devices 2 via the communication network NW.
[0031] [Game Overview] Next, a description will be given of an example of a game realized by the game system 1 in this embodiment. The game described below is a fighting game in which a user controls one character and causes the character to fight one-on-one with another character in a virtual game space.
[0032] FIG. 3 shows a battle screen D1 as an example of a game play screen. The battle screen D1 includes an image of a three-dimensional game space S captured by a virtual camera. Two characters P1 and P2 are placed in the virtual game space S. For example, in a certain game mode, the movement of one of the two characters P1 and P2 is controlled according to a user's operation, and the movement of the other character is controlled according to another user's operation. The virtual camera moves or zooms in the game space S according to the positions of the two characters P1 and P2 so as to include, for example, the two characters P1 and P2 in the captured image.
[0033] The battle screen D1 includes various icons. For example, two vitality gauges G1, G2 are arranged at an interval in the left-right direction at the top of the battle screen D1. The two vitality gauges G1, G2 indicate the vitality values of the two characters PA, PB, respectively. When an attack of one of the two characters P1, P2 hits the other character, the remaining vitality of the other character decreases. In addition, a time display area G3 is arranged between the two vitality gauges G1, G2 in the battle screen D1. In addition, two skill gauges G4, G5 are arranged at an interval in the left-right direction at the bottom of the battle screen D1. The two skill gauges G4, G5 indicate the skill points consumed when a specific skill (e.g., a special move) specific to the two characters PA, PB is activated.
[0034] In the game described in this embodiment, one match (contest) includes up to three rounds. That is, in this game, the first player to win two rounds wins the match, which is a so-called two-round first-to-win system. A time limit is set for each round. In this example, the remaining time of the round is displayed in the time display area G3 so as to count down from the set time limit. In each round, the player whose vitality value becomes zero within the time limit, or the player with the least vitality value when the time limit reaches zero, becomes the loser of that round, and the other player becomes the winner of that round.
[0035] In addition, in this game, a virtual commentator (hereinafter, also referred to as a "virtual speaker") who gives commentary on the match appears. Specifically, the game sound output from the speaker 33 during the game includes the lines (words) of the virtual commentator who gives commentary on the match. For example, immediately after the match (first round) starts, the speaker 33 outputs a line such as "Now, the match has started," and when one of the characters P1 and P2 activates a special move, the speaker 33 outputs a line such as "You've activated your special move!".
[0036] [Functional configuration] 4 is a block diagram showing a functional configuration of the control unit 21 of the game device 2. The control unit 21 of the game device 2 executes the game program 34a to function as a setting means 51, a target selection means 52, a game space generation means 53, a character control means 54, a condition determination means 55, a line determination means 56, and a previously spoken determination means 57.
[0037] The setting means 51 selects one game mode from among a plurality of game modes in response to a user's operation on the controller 31. The plurality of game modes provided in this game include an online battle mode, a CPU battle mode, an offline battle mode, and a spectator mode.
[0038] The online battle mode is a game mode in which a user plays against other users online. In the online battle mode, users who access the server device 4 from their game devices 2 via the communication network NW play against each other. When a user selects the online battle mode as the game mode, the game device 2 is synchronized with the game devices 2 of other users by a well-known matching process, and a character operated by the user and a character operated by the other users fight against each other.
[0039] The CPU battle mode is a game mode in which the user plays against the computer. In the CPU battle mode, the user can select one of several predetermined difficulty levels. When the user selects the CPU battle mode as the game mode and then selects a difficulty level, the character operated by the user and a non-player character automatically controlled by the computer fight each other. The actions of the non-player character are controlled based on a predetermined game program that corresponds to the difficulty level selected by the user.
[0040] The offline battle mode is a game mode in which two users battle each other offline, not via the Internet. Two controllers 31 are connected to one game device main body 20, and the two controllers 31 are operated and input by the two battle users, respectively. When one of the two users selects the offline battle mode as the game mode, two characters operated by the two users respectively battle each other.
[0041] The spectator mode is a game mode in which the user does not play a match but instead watches other users' matches. In the spectator mode, the match that the user watches is, for example, a match between two other users in an online match.
[0042] That is, in the online battle mode, CPU battle mode, and offline battle mode, the user operates one of the two characters P1 and P2 in the battle screen D1, but in the spectator mode, the user does not operate either of the two characters P1 and P2 in the battle screen D1. In the following description, the users who are competing may be referred to as "players," and the users who are watching the players' battle may be referred to as "spectators."
[0043] Furthermore, the setting means 51 executes various game settings in response to a user's operation on the controller 31. Fig. 5 is a diagram showing an example of a game setting screen D2. The game setting screen D2 in Fig. 5 is a setting screen for making settings related to the lines of a virtual speaker output from the speaker 33 during the progress of the game. The game setting screen D2 includes input elements such as a plurality of setting switching areas B1, B2, B3, etc.
[0044] In this game, when a user plays a match as a player in various match modes, such as online match mode, CPU match mode, and offline match mode, the lines of a virtual speaker are output from the speaker 33 during the game. Before the match, the user can make various settings related to the lines of the virtual speaker on the game setting screen D2.
[0045] For example, multiple virtual commentators appear in this game. On the game setting screen D2, the user can select a preferred commentator from the multiple virtual commentators. That is, the setting means 51 sets one virtual speaker from the multiple virtual speakers as the virtual speaker who will output lines during the game in response to the user's operation of the controller 31.
[0046] 5, the setting means 51 sets a virtual speaker who will output lines during the game from among three options, for example, "commentator A," "commentator B," and "commentator C," based on an operation input by a user to the setting switching area B1. Note that the setting means 51 may be set so that the virtual speaker who will output lines during the game is randomly selected from a plurality of virtual speakers in response to a user's operation on the controller 31.
[0047] Furthermore, on the game setting screen D2, the user can set whether or not to output lines from the virtual speaker that cheer on the player playing the game. Specifically, the setting means 51 sets whether or not to enable the cheering mode based on an operation input by the user to the setting switching area B2. The cheering mode is a game mode that allows the virtual speaker to cheer on the player during the progress of the game.
[0048] In the game setting screen D2, the user can enable the cheering mode and set which of two players competing in the offline battle mode is to be cheered for. Specifically, the setting means 51 sets the player operating one of the two controllers 31 connected to the game device main body 20 as the cheering target during the battle in the offline battle mode in response to the user's operation on the controller 31. For example, when "player 1" is selected by the user's operation input to the setting switching area B3, the setting means 51 sets the user operating the first controller 31 of the two controllers 31 connected to the game device main body 20 as the cheering target, and when "player 2" is selected, the setting means 51 sets the user operating the second controller 31 of the two controllers 31 as the cheering target.
[0049] The support mode will be described with reference to FIG.
[0050] 6 is a table showing an example of the correspondence between lines, line types, and output conditions. The storage unit 23 stores a plurality of line data indicating lines of virtual speakers appearing in the game. The line data is game audio data indicating game audio as lines spoken by a virtual live commentator. As described above, since a plurality of virtual speakers are prepared in this game, a plurality of line data corresponding to each virtual speaker, such as a plurality of line data for "commentator A," is stored in the storage unit 23.
[0051] Dialogue data is associated with dialogue type information. Dialogue type information is information that indicates what type of dialogue the dialogue (data) is. In this game, one of the dialogue types is the cheering type, which indicates that the dialogue is related to cheering on the player playing the game. For example, the dialogue "You can still make a comeback from here!" shown in FIG. 6 is a dialogue that supports the character with the lesser remaining vitality of the two characters P1 and P2, or the player operating that character. Such a dialogue is a cheering type dialogue.
[0052] In this specification, lines whose type is a cheering line, i.e. lines related to cheering for a player playing a game, are referred to as "cheering lines," and line data indicating cheering lines are referred to as "cheering line data." Furthermore, lines whose type is a normal type that is not a cheering line, i.e. lines other than cheering lines, are referred to as "normal lines," and line data indicating normal lines, i.e. line data among the multiple line data other than cheering line data, are referred to as "normal line data."
[0053] 6, an output condition is set for each of the multiple line data. In other words, each line data is stored in the storage unit 23 in association with output condition information. Whether or not the output condition is established is determined by the condition determination means 55. The output condition will be described in detail later.
[0054] The target selection means 52 selects one of the multiple competing players as a target to be supported before the start of or during the match.
[0055] In this embodiment, when users compete as players in the online battle mode, the target selection means 52 selects the player himself as the target to be cheered on. For example, assume that a first player who performs operational input to a certain game device 2 and a second player who performs operational input to another game device 2 compete online. In this case, in the game device 2 of the first player who has enabled the cheering mode, the target selection means 52 selects the first player as the target to be cheered on, and cheering lines for cheering on the first player are output from the speaker 33 of the game device 2 of the first player. On the other hand, in the game device 2 of the second player who has enabled the cheering mode, the target selection means 52 selects the second player as the target to be cheered on, and cheering lines for cheering on the second player are output from the speaker 33 of the game device 2 of the second player.
[0056] In this embodiment, when the user plays a game as a player in the CPU battle mode, the target selection means 52 selects the player of the game device 2 as the target to be cheered for. That is, in the game device 2 on which the user performs operation input, cheering lines for cheering on the player operating the player character are output from the speaker 33.
[0057] Also, in this embodiment, when two users compete against each other in offline battle mode, the target selection means 52 selects, as the target to support, the player operating one of the two controllers 31 connected to the game device main body 20, which is set by the setting means 51.
[0058] The game space generating means 53 generates a two-dimensional or three-dimensional virtual game space S. In the game space S, characters P1 and P2 who will fight each other are placed.
[0059] The character control means 54 controls the actions of the characters placed in the virtual space S within the game, based on the user's operation of the controller 31. For example, during a battle in one of the various battle modes, the user can operate the controller 31 to move the character within the game space S or attack the opponent's character.
[0060] In the online battle mode, spectator mode, etc., the characters corresponding to other users are controlled by the character control means 54 based on operation information received from the game devices 2 of the other users. In the CPU battle mode, etc., the non-player characters are controlled by the character control means 54 based on a predetermined game program.
[0061] The condition determination means 55 determines whether any of the output conditions corresponding to the multiple dialogue data have been established. For example, when "commentator A" is set as the virtual speaker by the setting means 51, the condition determination means 55 determines whether any of the output conditions corresponding to the dialogue data of "commentator A" have been established while the game is in progress. An output condition is a condition that must be satisfied in order for the dialogue of the corresponding dialogue data to be output. In other words, an output condition is a condition for determining whether the situation of the game in progress has become suitable for outputting the corresponding dialogue.
[0062] For example, a cheering output condition is set as an output condition for each of the plurality of cheering line data, and a normal output condition is set as an output condition for each of the plurality of normal line data. When the cheering mode is enabled, the condition determination means 55 determines whether or not any of the cheering output conditions corresponding to the plurality of cheering line data is satisfied during the progress of the game. Moreover, regardless of whether the cheering mode is enabled, the condition determination means 55 determines whether or not any of the normal output conditions corresponding to the plurality of normal line data is satisfied during the progress of the game.
[0063] The output conditions vary depending on the lines. For example, the output conditions may be conditions related to various parameters of the character. Examples of the various parameters of the character include the values of the character's vitality gauges G1 and G2 (vital value) and the values of the skill gauges G4 and G5 (skill points). The output conditions may also be conditions related to the elapsed time of a round or the remaining time of a round.
[0064] The output conditions may also be conditions related to the type of action that character P1 or character P2 has performed or is currently performing (type of attack, type of defense, jump, whether or not there is movement, direction of movement, speed of movement, posture, type of technique being performed or performed, etc.), the relative position of one of characters P1, P2 with respect to the other (distance between the characters, etc.), the absolute position of character P1 or character P2 (position of character P1 or character P2 in game space S), etc. The output conditions may also be conditions related to not only the instantaneous values of various parameters but also changes in various parameters within a predetermined time range (for example, from the current time to a time going back a predetermined time).
[0065] The cheering output condition may be satisfied when, for example, a parameter corresponding to a cheering target reaches a predetermined value. A cheering line for which such a cheering output condition is set may be output in a different game scene depending on which cheering target the player is. In addition, the game situation in which the cheering line is output may be different between the game devices 2 of the first player and the second player who play online against each other.
[0066] For example, suppose that a first player who inputs operations to a certain game device 2 and a second player who inputs operations to another game device 2 play an online game, and the stamina of the character operated by the first player is 50% or less, and the stamina of the character operated by the second player is 50% or more. In this case, since the first player's game device 2 is the cheering target for the first player, the cheering output condition for the cheering line "You can still make a comeback from here!" shown in Fig. 6 is met, for example, "the remaining stamina of the character operated by the cheering player (hereinafter referred to as the "cheering target character") is 50% or less, and the remaining stamina of the character the cheering target character is fighting (hereinafter referred to as the "opponent character") is 50% or more", and the cheering line "You can still make a comeback from here!" is output from the speaker 33 of the game device 2 of the first player. On the other hand, since the second player is the target of support on the game device 2 of the second player, the cheering output condition for the cheering line "You can still make a comeback from here!" is not met, and the cheering line "You can still make a comeback from here!" is not output from the speaker 33 of the game device 2 of the second player.
[0067] In this embodiment, the cheering lines are set to be output when the user plays a match as a player in various match modes. On the other hand, the cheering lines are set not to be output when watching a match. In other words, the judgment of the condition judgment means 55 is executed when the user plays a match as a player in various match modes, but is not executed in the watching mode.
[0068] The line determination means 56 determines the lines of the virtual speaker to be output. For example, when it is determined that the normal output condition is satisfied, the line determination means 56 determines the normal lines corresponding to the satisfied normal output condition as the lines of the virtual speaker to be output. For example, when it is determined that the cheering mode is enabled and the cheering output condition is satisfied, the line determination means 56 determines the cheering lines corresponding to the satisfied cheering output condition as the lines of the virtual speaker to be output.
[0069] When it is determined that the cheering mode is enabled and both the cheering output condition and the normal output condition are satisfied, the line determination means 56 basically prioritizes the cheering line corresponding to the satisfied cheering output condition as the line of the virtual speaker to be output, compared with the normal line corresponding to the satisfied normal output condition.
[0070] However, if the same or similar cheering lines are output continuously, the user may feel that it is monotonous. For this reason, the already output determination means 57 determines whether the cheering line corresponding to the established cheering output condition has already been output, and if it is determined that the cheering line has already been output, the output of the cheering line corresponding to the established cheering output condition is suppressed.
[0071] Specifically, when it is determined that the cheering mode is enabled and both the cheering output condition and the normal output condition are satisfied, the already-spoken determination means 57 determines whether the cheering line corresponding to the satisfied cheering output condition has already been spoken. Then, when it is determined that the cheering mode is enabled and both the cheering output condition and the normal output condition are satisfied, the line determination means 56 determines the lines of the virtual speaker to be output from among the cheering lines corresponding to the satisfied cheering output condition and the normal lines corresponding to the satisfied normal output condition based on the determined already-spokenness.
[0072] The previously-out status of a line is a judgment index indicating whether or not a line for which an output condition is satisfied or a line related to the line for which an output condition is satisfied has been previously output. For example, the previously-out status of a line indicates whether or not the line or a line related to the line has been output between the present time and a certain time in the past. For example, the certain time in the past may be a predetermined time such as the start of a round, or may be a time going back a predetermined time (for example, 10 seconds) from the present time.
[0073] For example, when the already-spoken determination means 57 determines that the cheering line corresponding to the established cheering output condition has already been spoken, the line determination means 56 determines the normal line corresponding to the established normal output condition as the line of the virtual speaker to be output. For example, when the already-spoken determination means 57 determines that the cheering line corresponding to the established cheering output condition has not already been spoken, the line determination means 56 determines the cheering line corresponding to the established cheering output condition as the line of the virtual speaker to be output.
[0074] [Dialogue output processing] Next, a line output process for determining and outputting lines of a virtual live commentator will be described with reference to Fig. 7. The line output process shown in Fig. 7 is executed at a preset frame rate at least from the start to the end of a match. For example, the line output process is started when a match mode is selected from among an online match mode, a CPU match mode, and an offline match mode by a user's operation on the controller 31. The start timing of the line output process is not particularly limited, and may be started, for example, at the start of the first round.
[0075] In the line output process, first, the control unit 21 determines whether or not the support mode set by the setting means 51 is valid (step S1).
[0076] If it is determined that the cheering mode is enabled (step S1: Yes), the target selection means 52 selects a target to cheer for (step S2). As described above, for example, when the online battle mode or the CPU battle mode is selected as the battle mode, the target selection means 52 selects the player of the game device 2 as the target to cheer for. Also, for example, when the offline battle mode is selected as the battle mode, the target selection means 52 selects the player operating the controller 31 set by the setting means 51 as the target to cheer for.
[0077] When a cheering target is selected, the condition determination means 55 determines whether or not any of the cheering output conditions corresponding to the plurality of cheering line data is satisfied during the progress of the game (step S3). Furthermore, the condition determination means 55 also determines whether or not any of the normal output conditions corresponding to the plurality of normal line data is satisfied during the progress of the game, regardless of whether or not the cheering output condition is satisfied (steps S4 and S5).
[0078] If the condition determination means 55 determines that the cheering output condition is satisfied (step S3: Yes) and that the normal output condition is satisfied (step S4: Yes), the already-spoken determination means 57 determines whether the cheering line corresponding to the satisfied cheering output condition and the normal line corresponding to the satisfied normal output condition have already been spoken. Then, the line determination means 56 determines the lines of the virtual speaker to be output from among the cheering line corresponding to the satisfied cheering output condition and the normal line corresponding to the satisfied normal output condition based on the already-spoken state, and outputs the lines from the speaker 33 (step S6).
[0079] In step S6, for example, when the determined "already spoken" indicates that neither the cheering line corresponding to the established cheering output condition nor the normal line corresponding to the established normal output condition has been spoken, the line determination means 56 determines the cheering line corresponding to the established cheering output condition as the line of the virtual speaker to be output. In other words, the normal line is not output, and output of the cheering line is prioritized.
[0080] If the condition determination means 55 determines that the cheering output condition is met (step S3: Yes) and also determines that the normal output condition is not met (step S4: No), the line determination means 56 determines the cheering line corresponding to the met cheering output condition as the line of the virtual speaker to be output, and outputs it from the speaker 33 (step S7).
[0081] If the condition determination means 55 determines that the support output condition is not met (step S3: No) and determines that the normal output condition is met (step S5: Yes), the line determination means 57 determines the normal line corresponding to the met normal output condition as the line of the virtual speaker to be output, and outputs it from the speaker 33 (step S8).
[0082] If the condition determination means 55 determines that the support output condition is not satisfied (step S3: No) and that the normal output condition is not satisfied (step S5: No), the line determination means 56 does not determine any line as the line of the virtual speaker to be output. In other words, no line is output from the speaker 33.
[0083] During execution of the line output process, the control unit 21 determines whether or not a predetermined line output end condition is satisfied (step S9). The line output end condition is, for example, a condition indicating the end of a match, for example, a condition indicating that one of the players has won two rounds first and the winner of the match has been determined. If the line output end condition is satisfied (step S9: Yes), the line output process ends. While the line output end condition is not satisfied (step S9: No), the determination and line output of steps S3 to S8 are repeated.
[0084] If it is determined in step S1 that the cheering mode is disabled (step S1: No), a normal line output process is executed. FIG. 8 is a flowchart showing the flow of the normal line output process. In the normal line output process, the condition determination means 55 does not determine whether the cheering output condition is met. As shown in FIG. 8, the normal line output process executes the same processes as steps S5, S8, and S9 described above.
[0085] That is, in the normal line output process, if the condition determination means 55 determines that the normal output condition is met (step T1: Yes), the line determination means 56 determines the normal line corresponding to the met normal output condition as the line of the virtual speaker to be output, and outputs it from the speaker 33 (step T2). If the condition determination means 55 determines that the normal output condition is not met (step T1: No), the line determination means 56 does not determine any line as the line of the virtual speaker to be output.
[0086] During execution of the normal line output process, the control unit 21 determines whether a predetermined line output end condition is satisfied (step T3). If the line output end condition is satisfied (step T3: Yes), the line output process ends. While the line output end condition is not satisfied (step T3: No), the determination and line output of steps T1 to T3 are repeated.
[0087] (Action and effect) To summarize the above, the game program 34a of this embodiment is a game program 34a executed by the control unit 21 in a game system 1 including a speaker 33 (output unit), a memory unit 23 in which a plurality of line data indicating lines to be output from the speaker 33 is stored, and a control unit 21 (computer), wherein the plurality of line data includes a plurality of cheering line data indicating cheering lines which are lines related to cheering for the player playing the game, and a cheering output condition is set for each of the plurality of cheering line data, and causes the control unit 21 to function as a setting means 51 for setting whether to enable a cheering mode, which is a game mode in which the virtual speaker cheers for the player while the game is progressing, a condition determination means 55 for determining whether any of the cheering output conditions corresponding to the plurality of cheering line data has been established, and a line determination means 56 for determining, when the cheering mode is enabled and it is determined that the cheering output condition has been established, the cheering line corresponding to the established cheering output condition as the line of the virtual speaker to be output by the speaker 33, which is the output unit, as the line of the virtual speaker to be output by the speaker 33, which is the output unit.
[0088] According to this game program 34a, when the cheering mode is enabled and it is determined that the cheering output condition is satisfied, the lines of the virtual speaker to be output are determined to be lines related to the cheering of the player playing the game. This makes it possible to increase the interest of the game in which the lines of the virtual speaker appearing in the game are output.
[0089] In addition, in this embodiment, when it is determined that the normal output condition is satisfied, the normal speech, which is different from the cheering speech, is determined as the speech of the virtual speaker to be output, thereby making it possible to diversify the speech of the virtual speaker.
[0090] In addition, in this embodiment, the line determination means 56 prioritizes the cheering lines corresponding to the established cheering output conditions as lines of the virtual speaker to be output, compared to the normal lines corresponding to the established normal output conditions. In other words, the priority of the cheering lines is higher than the priority of the normal lines. This makes it possible to diversify the lines of the virtual speaker, while preferentially outputting cheering lines that are likely to excite users playing or watching the game.
[0091] Furthermore, in this embodiment, when it is determined that both the cheering output condition and the normal output condition are satisfied, the line determination means 56 determines the lines of the virtual speaker to be output from among the cheering lines corresponding to the satisfied cheering output condition and the normal lines corresponding to the satisfied normal output condition, based on the already-spoken state determined by the already-spoken determination means 57. This makes it possible to make it difficult to output lines that have already been spoken or lines related to lines that have already been spoken, thereby making it difficult for the user to feel that the game is monotonous.
[0092] Furthermore, in this embodiment, the target selection means 52 selects one of a plurality of players as the target to support, so that even in the same game scene, the output manner of the lines changes depending on the selection of the target to support, thereby making it possible to diversify the output manner of the lines of the virtual speaker.
[0093] In this embodiment, the cheer output condition includes a condition that is satisfied when a parameter corresponding to the cheer target reaches a predetermined value. Therefore, the cheer output condition corresponding to the cheer line data can be changed depending on the selection of the cheer target. For example, if the cheer output condition for a certain line includes the condition "the cheer target's vitality value is 30% or less," the cheer output condition can be "player 1's vitality value is 30% or less" or "player 2's vitality value is 30% or less" depending on whether the cheer target is player 1 or player 2.
[0094] <Other embodiments> The present invention is not limited to the above-described embodiment, and various modifications are possible without departing from the gist of the present invention.
[0095] For example, the game program 34a does not have to be recorded on the game media 34, and may be downloaded to the game device 2 from an external source via a communication network NW. For example, the game device 2 included in the game system of the present invention may be a mobile information terminal such as a smartphone, and the operation unit and the display unit may be a touch screen or the like. Furthermore, the display device that displays the game screen may be a head-mounted display or the like.
[0096] In the above embodiment, the lines determined by the line determination means 56 are output as game audio, but the present invention is not limited to this. For example, the present invention is also applicable to a device that outputs the lines determined by the line determination means 56 as characters on a display device. That is, the "output unit" in the present invention may be an audio output device configured to be able to output lines as game audio, such as a stationary speaker, headphones, or earphones, or may be a display device such as a display unit, a touch screen, or a head-mounted display. When the output unit is a display device, the line data is not game audio data indicating game audio as lines, but character data indicating characters as lines. In addition, the present invention may output the lines determined by the line determination means 56 as both characters and game audio.
[0097] In the above embodiment, the game system 1 includes the game device 2 and the server device 4, but the game system of the present invention may not include the server device 4. The present invention is applicable not only to online games but also to offline games. For example, the present invention is applicable to a CPU battle game in which a user operates a user character to battle against an opponent character as a non-player character whose action is controlled by a CPU.
[0098] A battle game in which multiple players compete against each other is not limited to a one-on-one battle game, but may be a team-vs-team game in which one team is made up of multiple players. The battle game may be a game in which three or more players participate and compete in a battle royale style, or a game in which three or more teams compete in a battle royale style. The present invention is applicable to games other than battle games. The present invention is applicable not only to fighting games, but also to action games, role-playing games, shooting games, sports games, racing games, puzzle games, and the like.
[0099] In the above embodiment, the control unit 21 of the game device 2 executes the game program 34a to function as the setting means 51, the target selection means 52, the game space generation means 53, the character control means 54, the condition determination means 55, the already-discussed determination means 57, and the line determination means 56, but some of these functional units 51 to 57 may not function. For example, the present invention is also applicable to games that do not generate a virtual space or games that do not control characters.
[0100] Also, in the above embodiment, the server control unit 41 of the server device 4 may function as some or all of the functional units 51 to 57 by executing a game program stored in the storage unit 42. In this case, the game program of the present invention may be stored in the server device 4, or may be stored in a distributed manner in the game device 2 and the server device 4, and the control unit 21 and the server control unit 41 that execute such a game program correspond to a "computer" that executes the game program of the present invention.
[0101] For example, in a case where one match is divided into a plurality of phases, the dialogue output process may be executed in addition to each match phase. A phase may be, for example, a round in a fighting game, a quarter in a basketball game, or a game stage or a quest in an action game. For example, in the above embodiment, the dialogue output process may be executed while a character selection screen for a user to select a character to use in a match is displayed on the display unit before the start of the first round, or may be executed between the first and second rounds, or while the character selection screen is displayed on the display unit.
[0102] Furthermore, the line data does not have to be stored in the storage unit 23 of the game device 2, and may be stored in another storage device such as the storage unit 42 of the server device 4, for example.
[0103] In the above embodiment, the line determination means 56 determines the lines of a virtual commentator who provides commentary on the match, but the lines determined by the line determination means 56 are not limited to this. For example, the line determination means 56 may determine the lines of a virtual speaker other than the virtual commentator, such as a character placed in a virtual space.
[0104] In the above embodiment, the normal line output process is executed when the support mode is disabled, but the normal line output process does not have to be executed when the support mode is disabled.
[0105] In the above embodiment, when the support mode is enabled, the condition determination means 55 determines not only whether the support output condition is satisfied but also whether the normal output condition is satisfied, but the condition determination means 55 may only determine whether the support output condition is satisfied when the support mode is enabled. In this case, the condition determination means 55 may determine whether the normal output condition is satisfied only when the support mode is disabled.
[0106] In the above embodiment, the priority of the cheering lines is higher than that of the normal lines, but the present invention is not limited to this. For example, a priority may be set for each line. For example, some cheering lines may have high priority and some low priority, and some normal lines may have high priority and some low priority. When it is determined that both the cheering output condition and the normal output condition are satisfied, the line determination means 56 may compare the priority of the cheering lines corresponding to the satisfied cheering output condition and the priority of the normal lines corresponding to the satisfied normal output condition, and determine the line with the higher priority as the line of the virtual speaker to be output.
[0107] In the above embodiment, the already-out determination means 57 may determine whether a line has already been output in cases other than when it is determined that both the cheering output condition and the normal output condition are satisfied. For example, when it is determined that both the normal output condition of a certain normal line and the normal output condition of another normal line are satisfied, the already-output determination means 57 may determine whether these normal lines have already been output. In this case, the line determination means 56 may determine the lines of the virtual speaker to be output based on the determined whether both normal lines have already been output. The same applies when it is determined that both the cheering output condition of a certain cheering line and the cheering output condition of another cheering line are satisfied.
[0108] When it is determined that the cheering mode is enabled and both the cheering output condition and the normal output condition are satisfied, the already spoken determination means 57 may determine not only whether the cheering line corresponding to the satisfied cheering output condition has already been spoken, but also whether the normal line corresponding to the satisfied normal output condition has already been spoken. When it is determined that either the cheering line or the normal line has already been spoken, the line determination means 56 may determine the line that has not been determined to have already been spoken as the line of the virtual speaker to be output. Furthermore, when it is determined that both the cheering line and the normal line have already been spoken or neither have already been spoken, the line determination means 56 may determine the cheering line having a higher priority than the normal line as the line of the virtual speaker to be output.
[0109] The degree of appearance of a line does not have to indicate whether or not the line or a line related to the line has been output between the present time and a certain time in the past, and may be, for example, a degree of appearance that is a degree to which the line is considered to have been output. The degree of appearance of a line may be a determination index that gradually decreases as time passes from the time when the line or a line related to the line was output.
[0110] When it is determined that the cheering mode is enabled and both the cheering output condition and the normal output condition are satisfied, the already-spoken determination means 57 may determine and compare the degree to which the cheering line corresponding to the satisfied cheering output condition has already been spoken and the degree to which the normal line corresponding to the satisfied normal output condition has already been spoken. For example, when the already-spoken determination means 57 determines that the cheering line corresponding to the satisfied cheering output condition has already been spoken, the line determination means 56 may determine that the cheering line or the normal line, whichever has the higher degree of already-spokenness, is the line of the virtual speaker to be output.
[0111] The previously outputted line of a line is a judgment index showing whether or not a line for which an output condition is satisfied or a line related to a line for which an output condition is satisfied has been output before, and the "line related to a line for which an output condition is satisfied" is, for example, a line with a similar content to the line for which an output condition is satisfied. For example, if an output condition for a cheering line such as "Nice!" similar to "Nice!" is satisfied immediately after a cheering line such as "Nice!" is output, the previously outputted judgment means 57 may judge that the cheering line such as "Nice!" has already been outputted, even when the cheering line such as "Nice!" has not been output. The "line related to a line for which an output condition is satisfied" may be, for example, a line with a common output condition or line type to the "line for which an output condition is satisfied". In this case, the line type may be information used for classification based on criteria other than the information for classifying whether the line is cheering or not (such as lines when a special move is activated, lines related to the remaining time, lines when surprised, etc.) The cheering lines may also be subdivided into multiple types, such as lines of praise and lines when the cheering target character activates a move.
[0112] In the above embodiment, the setting means 51 sets whether or not to enable the cheering mode, which is a game mode that allows the virtual speaker to cheer on the player during the progress of the game, in response to the user's operation of the controller 31, but the setting means may also set whether or not to enable the cheering mode independently of the user's operation (e.g. randomly).
[0113] The target selection means may select one of the multiple players as a target to support before the start of a match or during a match in response to a user's operation, or may select one of the multiple players as a target to support, for example randomly, without being dependent on a user's operation.
[0114] The target selection means may select one of the multiple players as a support target before the start of a match between the multiple players, or may select one of the multiple players as a support target during a match between the multiple players. For example, in an offline battle mode, during a match between a first player operating the first controller 31 and a second player operating the second controller 31, the match may be paused and the support target may be changed from the first player to the second player.
[0115] The setting means may set whether or not to enable the cheering mode in response to a user's operation on the operation unit before the start of a match, or may set whether or not to enable the cheering mode in response to a user's operation on the operation unit during a match.
[0116] In the above embodiment, cheering lines were not output during watching, but a line output process for outputting cheering lines may be executed during watching. For example, before or during watching a match, the setting means may set whether or not to enable the cheering mode during watching. In this case, the target selection means may be able to select which of a plurality of competing players is to be the cheering target, according to the operation of the spectator on the operation unit. As a result, lines supporting the player that the spectator wants to cheer for are output on the spectator's game device.
[0117] The effects of the present invention can be achieved even when these other embodiments are adopted. In addition, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate.
[0118] [Disclosure Summary] Each of the following sections discloses a preferred embodiment.
[0119] [Item 1] A game system including an output unit, a storage unit storing a plurality of pieces of dialogue data representing dialogue of a fictitious speaker appearing in a game, and a computer, comprising: a game program executed by the computer, the game program comprising: the plurality of lines data includes a plurality of cheering line data indicating cheering lines which are lines related to cheering for a player playing the game, A cheering output condition is set for each of the plurality of cheering line data, The computer, a setting means for setting whether or not to enable a cheering mode, which is a game mode that allows the virtual speaker to cheer on the player during the progress of the game; a condition determination means for determining whether any one of the cheering output conditions corresponding to the plurality of cheering line data is satisfied; and A game program that functions as a line determination means that, when it is determined that the cheering mode is enabled and the cheering output condition is satisfied, determines the cheering line corresponding to the satisfied cheering output condition as the line of the virtual speaker to be output by the output unit.
[0120] According to item 1, when the cheering mode is enabled and it is determined that the cheering output condition is satisfied, the lines of the virtual speaker to be output are determined to be lines related to the cheering of the player playing the game. This makes it possible to increase the interest of the game in which the lines of the virtual speaker appearing in the game are output.
[0121] [Item 2] the plurality of lines data includes a plurality of normal lines data indicating normal lines that are different from the cheering lines, A normal output condition is set for each of the plurality of normal dialogue data, the condition determination means determines whether any of the cheering output conditions corresponding to the plurality of cheering line data are satisfied, and in addition, determines whether any of the normal output conditions corresponding to the plurality of normal line data are satisfied; The game program described in item 1, wherein the line determination means, when it is determined that the normal output condition is met, determines the normal line corresponding to the met normal output condition as the line of the virtual speaker to be output.
[0122] According to item 2, when it is determined that the normal output condition is satisfied, the normal lines, which are different from the cheering lines, are determined as the lines of the virtual speaker to be output. This makes it possible to diversify the lines of the virtual speaker.
[0123] [Item 3] The game program described in item 2, wherein when it is determined that the cheering mode is enabled and both the cheering output condition and the normal output condition are met, the line determination means prioritizes the cheering line corresponding to the met cheering output condition as the line of the virtual speaker to be output, compared to the normal line corresponding to the met normal output condition.
[0124] According to item 3, it is possible to diversify the lines of the virtual speaker while preferentially outputting cheering lines that are likely to excite users playing or watching the game.
[0125] [Item 4] when it is determined that the cheering mode is enabled and both the cheering output condition and the normal output condition are satisfied, the computer is further caused to function as a previously-spoken determination means for determining whether at least one of the cheering line corresponding to the satisfied cheering output condition and the normal line corresponding to the satisfied normal output condition, or a line related to the at least one of the cheering line and the normal line, has already been spoken; The game program described in item 2, wherein the line determination means, when it is determined that the cheering mode is enabled and both the cheering output condition and the normal output condition are satisfied, determines the lines of the virtual speaker to be output from among the cheering lines corresponding to the satisfied cheering output condition and the normal lines corresponding to the satisfied normal output condition based on the determined already-seen state.
[0126] According to item 4, for example, it is possible to make it difficult to output lines that have already been spoken or lines related to lines that have already been spoken, thereby making it possible to prevent the user from feeling that the game is monotonous.
[0127] [Item 5] The game is a competitive game in which a plurality of players compete against each other, 5. A game program according to any one of items 1 to 4, which causes the computer to function as a target selection means for selecting one of the plurality of players as a support target before the start of the match or during the match.
[0128] According to item 5, even in the same game scene, the output mode of the lines changes depending on the selection of the support target, so that the output mode of the lines of the virtual speaker can be diversified.
[0129] [Item 6] 6. The game program according to item 5, wherein the cheer output condition includes a condition that is met when a parameter corresponding to the cheer target reaches a predetermined value.
[0130] According to item 6, the cheering output conditions corresponding to the cheering line data can be changed depending on the selection of the cheering target.
[0131] [Item 7] A program storage unit that stores the game program according to any one of items 1 to 6; A game system comprising: a computer that executes the program stored in the program storage unit. [Explanation of symbols]
[0132] 1: Game System 2: Game device 4: Server device 21: Control section 23: Storage section 31: Controller 32: Display 33: Speaker 41: Server control unit 42: Storage section 51: Setting method 52: Target selection means 53: Game space generation means 54: Character control means 55: Condition judgment means 56: Means of deciding lines 57: Previous appearance determination means
Claims
1. A game system including an output unit, a storage unit storing a plurality of lines of dialogue data representing lines of a fictitious speaker appearing in a game, and a computer, comprising: a game program executed by the computer, the plurality of line data include a plurality of cheering line data indicating cheering lines which are lines related to cheering for a player playing the game, and a plurality of normal line data indicating normal lines which are lines different from the cheering lines, A cheering output condition is set for each of the plurality of cheering line data, A normal output condition is set for each of the plurality of normal dialogue data, The computer, a setting means for setting whether or not to enable a cheering mode, which is a game mode that allows the virtual speaker to cheer on the player during the progress of the game; a condition determination means for determining whether any one of the cheering output conditions corresponding to the plurality of cheering line data is satisfied, and determining whether any one of the normal output conditions corresponding to the plurality of normal line data is satisfied; and when it is determined that the cheering mode is enabled and the cheering output condition is satisfied, the cheering line corresponding to the satisfied cheering output condition is determined as the line of the virtual speaker to be output by the output unit, and when it is determined that the normal output condition is satisfied, the normal line corresponding to the satisfied normal output condition is determined as the line of the virtual speaker to be output; The line determination means, when it is determined that the cheering mode is enabled and both the cheering output condition and the normal output condition are satisfied, prioritizes the cheering line corresponding to the satisfied cheering output condition as the line of the virtual speaker to be output, compared to the normal line corresponding to the satisfied normal output condition.
2. In a game system including an output unit, a memory unit storing a plurality of dialogue data representing dialogue of a fictitious speaker appearing in a game, and a computer, a game program executed on the computer, comprising: the plurality of line data include a plurality of cheering line data indicating cheering lines which are lines related to cheering for a player playing the game, and a plurality of normal line data indicating normal lines which are lines different from the cheering lines, A cheering output condition is set for each of the plurality of cheering line data, A normal output condition is set for each of the plurality of normal dialogue data, The computer, a setting means for setting whether or not to enable a cheering mode, which is a game mode that allows the virtual speaker to cheer on the player during the progress of the game; a condition determination means for determining whether any one of the cheering output conditions corresponding to the plurality of cheering line data is satisfied, and determining whether any one of the normal output conditions corresponding to the plurality of normal line data is satisfied; and when it is determined that the cheering mode is enabled and the cheering output condition is satisfied, the cheering line corresponding to the satisfied cheering output condition is determined as the line of the virtual speaker to be output by the output unit, and when it is determined that the normal output condition is satisfied, the normal line corresponding to the satisfied normal output condition is determined as the line of the virtual speaker to be output; when it is determined that the cheering mode is enabled and both the cheering output condition and the normal output condition are satisfied, the computer is further caused to function as a previously-spoken determination means for determining whether at least one of the cheering line corresponding to the satisfied cheering output condition and the normal line corresponding to the satisfied normal output condition, or a line related to the at least one of the cheering line and the normal line, has already been spoken; The line determination means, when it is determined that the cheering mode is enabled and both the cheering output condition and the normal output condition are satisfied, determines the lines of the virtual speaker to be output from among the cheering lines corresponding to the satisfied cheering output condition and the normal lines corresponding to the satisfied normal output condition based on the determined already-seenness, in a game program.
3. The game is a competitive game in which a plurality of players compete against each other, 3. The game program according to claim 1, further comprising: a program for causing the computer to function as a target selection means for selecting one of the plurality of players as a support target before the start of the match or during the match.
4. The game program according to claim 3 , wherein the cheer output condition includes a condition that is satisfied when a parameter corresponding to the cheer target reaches a predetermined value.
5. A program storage unit that stores the game program according to claim 1 or 2; A game system comprising: a computer that executes the program stored in the program storage unit.
Citation Information
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