Game system, computer program used therein, and control method

The game system addresses the lack of performer-centric evaluation in existing systems by incorporating an instruction evaluation unit and result providing unit, allowing for more effective and immersive performance evaluation.

JP7659885B2Active Publication Date: 2025-04-10KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2021038638
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-03-10
Publication Date
2025-04-10
Estimated Expiration
2041-03-10

AI Technical Summary

Technical Problem

Existing game systems do not allow performances of multiple characters to be evaluated from the perspective of the performer, as they primarily rely on audience evaluation rather than performer feedback.

Method used

A game system connected to an input device and a display device that includes an instruction evaluation unit to evaluate the performance of other characters based on additional instruction acts performed by the user character, and a result providing unit to deliver the evaluation results to each user.

Benefits of technology

Enables the evaluation of performances from the perspective of the performer, allowing for more nuanced feedback and improving the gaming experience by incorporating performer-centric evaluation criteria.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game system which can evaluate the performance by a plurality of characters from the view point of a performer of the performance.SOLUTION: An HMD-type game machine 4 provides a music game including a playing performance executed by a plurality of character images 54 including a third character image 54C operated by a user. The HMD-type game machine 4, when a pressing operation or the like for executing thumb-up or the like as an evaluation action executed so as to be added to the playing performance to a second character image 54B from the third character image 54C is executed with a touch button TB or the like of an operation stick OS connected to the HMD-type game machine 4, evaluates the playing performance by the second character image 54B on the basis of the operation of the thumb-up or the like corresponding to the pressing operation or the like, and provides the evaluation result to each user.SELECTED DRAWING: Figure 6
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Description

[Technical field]

[0001] The present invention relates to a game system that is connected to an input device for inputting each user's playing actions and a display device that displays a game screen on which multiple characters, including at least one user character operated by each user through their playing actions, are displayed, and that provides a game including performances performed by the multiple characters through the game screen. [Background technology]

[0002] There is a game system that is connected to an input device for inputting play actions of each user and a display device that displays a game screen on which a plurality of characters including at least one user character operated by each user through play actions are displayed, and that provides a game including a performance performed by the plurality of characters through the game screen. A head-mounted device (HMD) type user terminal that provides a virtual space using a large number of avatars operated by each user as such a plurality of characters and performances, and one-shot performances performed by specific avatars, is known (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2019-36239 A Summary of the Invention [Problem to be solved by the invention]

[0004] In the virtual space of Patent Document 1, a performance by a specific avatar is viewed by multiple users (audiences watching the performance) via other avatars, and the number of audience members who laugh is calculated as an evaluation value of the performance. In other words, the performance by a specific avatar is evaluated by the audience, which are users other than the performer of the performance.

[0005] On the other hand, when a performance is performed by multiple characters, there are elements that can only be evaluated by the performer performing the performance. For example, elements such as whether there is affinity or synchronicity between the performance of the other characters and one's own performance may be important to the performer, but these can only be evaluated by the performer performing the performance together. However, the virtual space of Patent Document 1 is not configured so that performers performing the performance together evaluate the performance parts of the other performers in the performance. In the first place, it is not clear whether the configuration allows actions performed by performers for evaluation as actions separate from the performance. At least in the virtual space of Patent Document 1, there is no need to have such configuration.

[0006] SUMMARY OF THE PRESENT EMBODIMENTS Accordingly, an object of the present invention is to provide a game system etc. that can evaluate a performance by a plurality of characters from the viewpoint of the performer of that performance. [Means for solving the problem]

[0007] The game system of the present invention is connected to an input device for inputting each user's play actions and a display device for displaying a game screen on which a plurality of characters including at least one user character operated by each user through the play actions are displayed, and provides a game including a performance performed by the plurality of characters through the game screen, and is equipped with an instruction evaluation means for evaluating the performance by the other characters based on an additional instruction action when an additional instruction action is executed as the play action by the user character to cause the user character to perform an additional action that is executed from the user character to another character of the plurality of characters so as to be added to the performance, and a result providing means for providing each user with an evaluation result of the performance by the other character.

[0008] On the other hand, a computer program according to the present invention is configured to cause a computer connected to the input device and the display device to function as each of the means of the game system described above.

[0009] In addition, the control method of the present invention has a computer incorporated in a game system that is connected to an input device for inputting play actions of each user and a display device for displaying a game screen on which a plurality of characters including at least one user character operated by each user through the play actions are displayed, and that provides a game including a performance performed by the plurality of characters through the game screen, and when an additional instruction action is executed as the play action by the user character to cause the user character to perform an additional action that is executed from the user character to another character of the plurality of characters so as to be added to the performance, the computer executes an instruction evaluation procedure for evaluating the performance by the other character based on the additional instruction action, and a result providing procedure for providing each user with an evaluation result of the performance by the other character. [Brief description of the drawings]

[0010] [Figure 1] 1 is a diagram showing a schematic configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a functional block diagram showing the main parts of a control system of the game system. [Diagram 3] FIG. 4 is a diagram illustrating an example of a game screen. [Figure 4] FIG. 4 is an explanatory diagram for explaining the positional relationship of each character in a virtual three-dimensional space. [Diagram 5] 5 is a diagram showing an example of a game screen when the field of view range is moved to the right inclination range in the example of FIG. 4. [Figure 6] FIG. 1 is an explanatory diagram for explaining a flow of evaluation of a musical performance. [Figure 7] FIG. 11 is an explanatory diagram for explaining an example of a cooperative action. [Figure 8] FIG. 11 is an explanatory diagram for explaining an example of a response action. [Figure 9] FIG. 11 is an explanatory diagram for explaining an example of an evaluation result of a musical performance based on an evaluation action. [Figure 10] FIG. 11 is an explanatory diagram for explaining another example of the evaluation result of the musical performance based on the evaluation action. [Figure 11] FIG. 4 is a diagram showing an example of the configuration of performance data. [Figure 12] 11 is a flowchart showing an example of a procedure for a performance selection process. [Figure 13] 11 is a flowchart showing an example of a procedure of a link response process. [Figure 14] 11 is a flowchart showing an example of a procedure for a performance evaluation process. [Figure 15] 11 is a flowchart showing an example of a procedure for a performance data generating process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] An example of a game system according to an embodiment of the present invention will be described below. First, the overall configuration of the game system according to an embodiment of the present invention will be described with reference to FIG. 1. The game system 1 includes a center server 2 as a server device. The center server 2 may be configured as a single logical server device by combining server units as a plurality of computer devices. Alternatively, the center server 2 may be configured logically by utilizing cloud computing.

[0012] One or an appropriate number of game devices are connected to the center server 2 as client devices connectable via a network 3. The game devices may include various game machines such as arcade game machines (commercial game machines installed in facilities such as amusement stores, which allow users to play games within a range corresponding to a play fee in exchange for payment of a predetermined fee), as appropriate, but the example in Fig. 1 shows a user terminal device 4. Specifically, a plurality of user terminal devices 4 are connected to the center server 2 via the network 3 as an example of a game device.

[0013] The user terminal device 4 is a computer device that can be connected to a network and is provided for personal use by a user. The user terminal device 4 can allow the user to enjoy various services provided by the center server 2 by implementing various computer software. Such computer software (applications) includes game applications for providing games that are either paid or free. The user terminal device 4 functions as a game machine through the execution of such game applications. Such user terminal devices 4 include, for example, stationary or notebook type personal computers, stationary type home game machines, or various mobile terminal devices such as portable tablet terminal devices and mobile phones (including smartphones). These may be used as appropriate as the user terminal device 4, but in the example of FIG. 1, an HMD (head mounted display or head mounted device) type game machine is used.

[0014] An HMD type game machine is a well-known game machine that is worn on the head so that the display surface of the display occupies most of the user's field of vision. HMD type game machines include, for example, a dedicated HMD type game machine, a game machine configured by combining an appropriate mobile terminal device such as a mobile phone with a case that houses it so that the user's field of vision is directed to the display surface, and a glasses-type projector (so-called smart glasses) that projects an image so that it is focused on the back of the eyeball. In addition, the dedicated HMD type game machine also includes a linked type game machine that is connected to a tablet terminal device or a smartphone or the like and functions as a game machine through an application of the tablet terminal device. Any of these various HMD type game machines may be used as the user terminal device 4. Hereinafter, the HMD type game machine that functions as the user terminal device 4 may be referred to as the HMD type game machine 4 by assigning the same reference numeral as the user terminal device 4.

[0015] The HMD type game machine 4 is appropriately provided with various input devices for inputting the user's play actions. For example, the HMD type game machine 4 may have a built-in sensor that detects the movement of the head as a play action, and the sensor may function as an input device. Alternatively, a device other than the HMD type game machine 4 may be connected to the HMD type game machine 4 in an appropriate manner, and the other device may function as an input device. In this way, the HMD type game machine 4 may be appropriately provided with various input devices, and in the example of FIG. 1, an operation stick OS is provided as such an input device. The operation stick OS is a well-known input device that is connected to the HMD type game machine 4 through a predetermined wireless communication standard. The operation stick OS may be used to input various operations (play actions), and accordingly, an appropriate number of operation sticks OS may be connected to each HMD type game machine 4, but as an example, two operation sticks OS (only one of them is shown in FIG. 1) are connected to each HMD type game machine 4 so that they can be operated by the left and right hands, respectively. The HMD type game machine 4 provides a game that progresses through play actions input via such an operation stick OS.

[0016] Each operation stick OS may be provided with various operation units for performing operations as a type of play action, and in the example of Fig. 1, a touch button TB is provided. The touch button TB is an operation unit for performing a user's pressing operation or a touch operation of touching (contacting) a finger. In other words, a pressing operation or a touch operation is performed via the touch button TB as a type of play action.

[0017] The HMD type game machine 4 may provide various games as appropriate, for example, action games, simulation games, role-playing games, etc., and provides a music game as an example. The music game is a kind of timing game. The timing game is a type of game that evaluates the appropriate time to perform a play action. In the case of a music game, the execution time for performing the appropriate play action is provided together with a song. In addition, in the music game, the time that matches the rhythm of the song is used as the execution time. In other words, the music game is a type of game that guides the user to the time to perform the appropriate play action in accordance with the rhythm of the song, and evaluates the time when the play action is actually performed. In addition, for example, a plurality of songs are prepared for playing in the music game, and a song selected from them is used in the actual play. Such a music game may be provided as appropriate via various output devices, and as an example, it is provided through a game screen displayed on the display of the HMD type game machine 4.

[0018] Furthermore, the game provided by the HMD type game machine 4 includes a plurality of characters (including various objects such as cars or animals) and performances performed by the plurality of characters. The plurality of characters may appropriately perform various performances depending on the type of action game, etc., but in the case of a music game, as an example, they perform a performance of playing a musical instrument (hereinafter, a performance performance). For this reason, the game screen may include a plurality of characters performing such a performance. Details of such a game screen will be described later.

[0019] The network 3 may be configured appropriately as long as the HMD type game machine 4 can be connected to the center server 2. As an example, the network 3 is configured to realize network communication using the TCP / IP protocol. Typically, the network 3 is configured by combining the Internet as a WAN and an intranet as a LAN. In the example of FIG. 1, the center server 2 is connected to the network 3 via a router 3a, and the HMD type game machine 4 is connected to the network 3 via an access point 3b. Note that the network 3 is not limited to a form that uses the TCP / IP protocol. As the network 3, various forms that use a wired line for communication or a wireless line (including infrared communication, short-distance wireless communication, etc.) may be used.

[0020] The center server 2 provides various Web services to users of the HMD type game machines 4 via the network 3. The Web services include a distribution service that distributes various data or software (including updates of data, etc.) to each HMD type game machine 4. Note that the Web services may appropriately include various services such as a matching service that matches users (opponents or cooperators) of other HMD type game machines 4 via the network 3 when the music game is played as a competitive or cooperative game, and a service that assigns a user ID for identifying each user.

[0021] Next, the main parts of the control system of the game system 1 will be described with reference to Fig. 2. First, the center server 2 is provided with a control unit 21 and a storage unit 22 as a storage means. The control unit 21 is configured as a computer that combines a CPU, which is an example of a processor that executes various arithmetic processes and operation controls according to a predetermined computer program, with an internal memory and other peripheral devices required for the operation.

[0022] The storage unit 22 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk array. The storage unit 22 may be configured to hold all data on one storage unit, or may be configured to distribute and store data on multiple storage units. The storage unit 22 records a program PG1 as an example of a computer program that causes the control unit 21 to execute various processes necessary to provide various services to the user. The storage unit 22 also stores server data necessary for providing various services. Such server data includes various data for services, and in the example of FIG. 2, music data MD, sequence data QD, play data PD, and performance data OD are shown as types of such various data.

[0023] The music data MD is data for playing each music piece. The music data MD is used to play each music piece in, for example, a music game. The sequence data QD is data describing each execution time when appropriate play actions should be performed in a music game. The sequence data QD is used to inform the user of each such execution time. When a play action is actually performed by the user, the play action is evaluated based on the execution time of the sequence data QD. That is, the sequence data QD is used to inform the user of each execution time and to evaluate the same. For this reason, the sequence data QD describes each execution time and information on appropriate play actions to be performed at that execution time so that they are associated with each other. In addition, in a music game, when multiple music pieces or multiple difficulty levels are prepared, the sequence data QD is prepared for each music piece or each difficulty level. Furthermore, when multiple characters are included in the play target, each execution time or appropriate play action may differ depending on the selected character (or a musical instrument that differs for each character, as described later). In such a case, the sequence data QD is also prepared for each such character (or musical instrument). The play data PD is data describing information on each user's past play performance. The play data PD is used to carry over the previous play results (past achievements) to the next time or to carry over the settings specific to each user. The performance data OD is data for realizing a performance. The performance data OD will be described in detail later.

[0024] The server data may also include various other data for implementing various services. For example, such data may include image data, ID management data, and the like. The image data is data for displaying various images such as game screens on a display device. The ID management data is data for managing various IDs such as user IDs. However, illustration of these is omitted.

[0025] The control unit 21 is provided with a Web service management unit 24 as a logical device realized by a combination of the hardware resources of the control unit 21 and a program PG1 as a software resource. The Web service management unit 24 executes various processes for providing the above-mentioned Web services to the HMD type game machine 4.

[0026] On the other hand, the HMD type game machine 4 is provided with a control unit 41 and a storage unit 42 as a storage means. It is configured as a computer combining a CPU as an example of a processor that executes various arithmetic processing and operation control according to a predetermined computer program, and an internal memory and other peripheral devices required for the operation.

[0027] The storage unit 42 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk or a semiconductor storage device. The storage unit 42 records a program PG2 as an example of a computer program that causes the control unit 41 to execute various processes necessary to provide various services to the user. The storage unit 42 also records game data necessary to provide a music game. Such game data includes various data for the music game, and the example in FIG. 2 shows music data MD, sequence data QD, play data PD, and performance data OD as examples.

[0028] The music data MD, sequence data QD, play data PD, and performance data OD may be provided to the storage unit 42 by various methods, such as initial installation or provision through various storage media, but as an example, they are provided from the center server 2 through a distribution service. The game data may include various data for the game, such as audio data for playing various sounds other than the music when such sounds exist. Such data may include image data provided through a distribution service, such as the music data MD, or ID management data, as appropriate. However, illustration of these is omitted.

[0029] In the control unit 41, various logical devices are configured by combining the hardware resources of the control unit 41 and the program PG2 as a software resource. Various processes required for providing the music game (including processes required for enjoying the Web services provided by the Web service management unit 24 of the center server 2) are executed through these logical devices, and in the example of Fig. 2, a progress control unit 43 and a data management unit 44 are shown as logical devices related to the music game.

[0030] The progress control unit 43 is a logical device that performs various processes necessary for the progress of the game. Such processes include, for example, a process of performing various preparations for playing, a process of informing the user of the timing of each play action, and a process of evaluating the play action performed by the user. Preparation for playing includes appropriate elements such as various settings, and includes, for example, providing a selection opportunity and determining the start time of playing. Specifically, the progress control unit 43 performs a performance selection process, a cooperation response process, and a performance evaluation process as examples of such various processes. On the other hand, the data management unit 44 is a logical device that performs various processes related to the management of game data recorded in the storage unit 42. For example, the data management unit 44 performs a process of acquiring game data provided from the center server 2 and storing it in the storage unit 42. For example, the data management unit 44 performs a performance data generation process as an example of such various processes. The procedures of the performance selection process, the cooperation response process, the performance evaluation process, and the performance data generation process will be described in detail later.

[0031] The HMD type game machine 4 may be provided with various output devices and input devices as appropriate, but in the example of FIG. 2, a display 47 and a speaker SP are provided as examples of output devices, and a sensor SMA is provided as an example of an input device. The display 47 is a well-known display device for displaying a game screen, etc. The speaker SP is a well-known audio playback device for playing various sounds including music. The sensor SMA is a well-known detection device (detection means) for detecting various states of the HMD type game machine 4. The sensor SMA may include various detection devices according to the state of the detection target, for example, an eye tracking sensor that tracks the user's gaze, etc., and in the example of FIG. 2, an acceleration sensor SM1, a gyro sensor SM2, and a position detection sensor SM3 are shown as examples of such various sensors.

[0032] The acceleration sensor SM1 is a well-known detection device for detecting acceleration (e.g., acceleration in three-axis directions) occurring in the HMD type game machine 4. The acceleration sensor SM1 may be appropriately utilized through such acceleration detection, and as an example, is used to detect states such as the horizontal state, tilt, or orientation of the HMD type game machine 4. Similarly, the gyro sensor SM2 is a well-known detection device for detecting changes in angle with respect to a reference axis (three axes, for example). The gyro sensor SM2 may be appropriately utilized through such angle detection, and as an example, is used to detect states such as the rotation, tilt, or orientation of the HMD type game machine 4. Furthermore, the detection results of the acceleration sensor SM1 and the gyro sensor SM2 may be used alone (when used alone, either one may be omitted), but as an example, are used in combination to detect various states such as the orientation of the HMD type game machine 4.

[0033] The position detection sensor SM3 is a detection device for detecting the position of the operation stick OS and its changes. As long as it can detect the position of the operation stick OS, various sensors may be used as the position detection sensor SM3, and a camera is used as one example. The position detection sensor SM3 (camera) may detect the position of the operation stick OS by various methods, and as one example, it detects the position of a tracker (not shown) built into or attached to the operation stick OS and uses that position as the position of the operation stick OS.

[0034] Various other output devices or input devices may be appropriately connected to the HMD type game machine 4, but in the example of Fig. 2, the above-mentioned operation stick OS is connected. The operation stick OS is as described above, but is connected to the control unit 41 and outputs various input signals according to play actions to the control unit 41. The operation stick OS may be provided with various output devices including the above-mentioned tracker or various input devices such as the above-mentioned touch button TB as appropriate, but in the example of Fig. 2, a sensor SMB is shown.

[0035] The sensor SMB is a sensor for detecting the state (movement) of the operating stick OS, in other words, various play actions executed by the operating stick OS. Such a sensor SMB may appropriately include various detection devices according to the state of the detection target, and as an example, includes a well-known acceleration sensor and gyro sensor similar to the acceleration sensor SM1 and gyro sensor SM2 of the HMD type game machine 4. And, like the acceleration sensor SM1 and gyro sensor SM2 of the HMD type game machine 4, these acceleration sensors and gyro sensors (sensor SMB) are used in appropriate combination to detect various states such as the orientation of the operating stick OS.

[0036] Next, an example of a game screen for playing a music game will be described with reference to FIG. 3. FIG. 3 is a diagram showing an example of a game screen displayed on the display 47 of the HMD type game machine 4. A music game may include various game screens, but the example of FIG. 3 shows a game screen for informing the player of the timing of each play action. A music game may be configured as appropriate, and in many cases, the sound of an instrument is played in association with a play action to produce the performance of an instrument. In such a case, a character performing an action of playing an instrument in association with a play action may appear on the game screen to improve the sense of realism. A similar plurality of characters corresponding to other users (cooperators or opponents) or computers may appear. The example of FIG. 3 shows a game screen including these characters. More specifically, the game screen includes both a character performing an action of playing a drum as an example of an instrument in association with a play action of the user, and a character performing an action of playing another instrument in association with a play action of another user, etc. Although such a game screen may be configured as appropriate, the example of FIG. 3 shows a case where the game screen is configured to produce a virtual three-dimensional space. 3 shows a case where the virtual three-dimensional space is cut out (taken by a virtual camera set roughly at the eye position of the character) so as to present the field of view of the character corresponding to the user (hereinafter, sometimes referred to as the user character) and displayed as the game screen. In this case, the game screen 50 includes an instruction object 51, a score display area 52, a stage area 53, a character image 54, and a drum set image 55.

[0037] The drum set image 55 is an image that imitates a musical instrument drum set. The drum set image 55 may correspond to any drum set, but in the example of FIG. 3, it includes two drum images 55a and four cymbal images 55b. Each drum image 55a and each cymbal image 55b corresponds to a drum and a cymbal in the drum set, respectively. These are displayed in the same arrangement as an actual drum set. Specifically, the two drum images 55a are arranged near the center of the drum set image 55 so as to be lined up horizontally. On the other hand, the four cymbal images 55b are arranged two by two on the left and right of the two drum images 55a in the drum set image 55 so as to sandwich them. In addition, the two cymbal images 55b on the left side and the two cymbal images 55b on the right side are each arranged so as to be separated vertically.

[0038] The score display area 52 is an area for displaying the score (acquired points). The score display area 52 may be configured as appropriate, but in the example of FIG. 3, it is formed in a square shape and is displayed so as to be located at the back side (the user side is in front) in the virtual three-dimensional space. The instruction object 51 is an image corresponding to each execution time (in other words, a sign image indicating each execution time). The instruction object 51 appears at an appropriate position on the back side in the virtual three-dimensional space at an appropriate time, and moves along a predetermined movement path so as to approach the front side, that is, the user. Such a movement path may be set as appropriate, but is set so as to pass through either of the drum images 55a and the cymbal images 55b. In each movement path, each drum image 55a and each cymbal image 55b function as a sign image indicating the reference of the current time. Therefore, each instruction object 51 moves along such a movement path so as to match either of the drum images 55a and each cymbal image 55b at the corresponding execution time. The movement path may be displayed, but in the example of FIG. 3, the movement path is not displayed. Each execution time may be appropriately indicated through a relative displacement between the instruction object 51 (instruction sign image) and any of the drum images 55a, etc. (sign image of the current time), but as an example, it is indicated through the movement of the instruction object 51 to each drum image 55a, etc.

[0039] The instruction object 51 may be classified into various types, but in the example of FIG. 3, two types are included: a first instruction object 51A and a second instruction object 51B. The first instruction object 51A and the second instruction object 51B are instruction objects 51 that request different play actions at each execution time. Specifically, the first instruction object 51A and the second instruction object 51B both request the user to perform a play action of hitting the lower cymbal image 55b, but the first instruction object 51A corresponds to a request for a hit action on the left cymbal image 55b, and the second instruction object 51B corresponds to a request for a hit action on the right cymbal image 55b. Therefore, the first instruction object 51A and the second instruction object 51B appear at appropriate positions, and then move toward the front so as to match the positions of the lower left and right cymbal images 55b at each execution time.

[0040] The hitting action required by the user is input through the operation stick OS. Specifically, for example, when the first instruction object 51A matches with the cymbal image 55b located at the bottom right, the user is requested to swing the operation stick OS to perform a hitting action on the position of the cymbal image 55b in the virtual three-dimensional space. For this reason, in order for such hitting actions on each cymbal image 55b to function as appropriate play actions at each execution time, the sequence data QD describes the movement path of each instruction object 51, or information on each cymbal image 55b on the movement path, as information on appropriate play actions. The smaller the time difference between the actual execution time of the hitting action and the actual matching time (execution time described in the sequence data QD), the higher the evaluation. The same applies to the second instruction object 51B.

[0041] The determination of the action of hitting each drum image 55a, etc. may be realized appropriately, but as an example, it is realized as follows. First, each drum image 55a and each cymbal image 55b are placed at a predetermined position defined by spatial coordinates in a virtual three-dimensional space, and each instruction object 51 moves toward each drum image 55a, etc. at the predetermined position (spatial coordinates). In addition, an evaluation range (a range equal to or slightly larger than each drum image 55a, etc.) is set for each drum image 55a, etc. based on the predetermined position. The stick image 56 moves in the virtual three-dimensional space in response to an operation on the operation stick OS, and whether or not a hitting action has been performed is determined depending on whether or not the position (spatial coordinates) of the tip of the stick image 56 enters the evaluation range of each drum image 55a or cymbal image 55b. Then, the delay time between the time when the stick image 56 enters the evaluation range (the time of the actual play action) and the time when the instruction object 51 should reach each drum image 55a, etc. (the execution time of the sequence data QD) is calculated, and the evaluation is determined according to the delay time. This evaluation may be performed as appropriate, and is realized, for example, through a standard indicating an evaluation result such as perfect, great, good, or bad. If the tapping action is not performed within a predetermined time based on each execution time, it is determined to be a mistake operation (evaluation result corresponding to a mistake). Similarly, if the tapping action is performed earlier or later than a period belonging to bad, it is determined to be a mistake. If the tapping action is performed at a time that does not belong to any of these, the action is not used for anything and may be ignored.

[0042] The instruction objects 51 may include other types such as types corresponding to the cymbal images 55b located on the upper left and right sides, types corresponding to each drum image 55a, and the like, and may appropriately request the action of hitting the drum images 55a, etc., similarly to the first instruction object 51A, through these types, but their display is omitted in the example of FIG. 3. In addition, various instruction objects 51 such as the first instruction object 51A may be displayed in an appropriate form, and as an example, each is displayed in a shape similar to a sign image of the current time located on the movement path of the cymbal image 55b, etc. Similarly, various instruction objects 51 such as the first instruction object 51A may be appropriately displayed so as to be distinguishable from each other, and as an example, the first instruction object 51A and the second instruction object 51B are displayed in different colors from each other. The same is true for each drum image 55a, etc. in the drum set image 55. For example, each drum image 55a may be displayed in different colors from each other. In this case, each instruction object 51 may be displayed in the same color as the corresponding drum image 55a, etc., so that the user can easily identify the play target.

[0043] The stage area 53 is an area corresponding to a stage formed in a virtual three-dimensional space. In the virtual three-dimensional space, each character performs a performance action on the stage. For this purpose, a character image 54 corresponding to each character and a drum set image 55 are arranged in the stage area 53. An appropriate number of character images 54 may be arranged in the stage area 53, but three character images 54 are displayed in the example of FIG. 3. Specifically, the character images 54 include a first character image 54A that plays a keyboard, a second character image 54B that plays a guitar, and a third character image 54C that plays a drum. These character images 54A, 54B, and 54C correspond to three characters that form one performance unit for playing a keyboard, a guitar, and a drum (each of which is an example of a musical instrument) in the virtual three-dimensional space, respectively. These three characters may correspond appropriately to the user and the collaborator (including the computer), and may perform a musical performance action based on any of the play actions, but as an example, the first character image 54A and the second character image 54B correspond to the computer, and the third character image 54C corresponds to the user. In this example, the first character image 54A to the third character image 54C function as a plurality of characters of the present invention. Also, the third character image 54C functions as a user character of the present invention.

[0044] The first character image 54A to the third character image 54C may be displayed as appropriate, but in the example of FIG. 3, the first character image 54A and the second character image 54B are displayed as a whole body, and the third character image 54C (user character) is displayed as both hands (part of the body) so as to correspond to the field of view of the user character (third character image 54C). Also, two stick images 56 are displayed on the left and right hands of the third character image 54C, respectively, so as to show a situation in which the user character is holding a stick for hitting a drum in the virtual three-dimensional space. In this case, as the user performs a hitting motion, the third character image 54C also performs a motion to reproduce the hitting motion. More specifically, as the hitting motion is performed, the third character image 54C performs a motion (music motion) of hitting the target cymbal image 55b or the like with the stick image 56. The same is true for the first character image 54A and the second character image 54B. In other words, as a collaborator (including a computer) plays (which may be appropriate depending on the type of musical instrument or input device in question, for example, plucking the keys in the case of a keyboard, or plucking the strings in the case of a guitar), the first character image 54A and the second character image 54B also perform similar playing actions on the game screen 50.

[0045] The game screen 50 will be further described with reference to Figs. 4 and 5. Fig. 4 is an explanatory diagram for explaining the positional relationship of each character in the virtual three-dimensional space. The example of Fig. 4 shows a schematic diagram of the stage in the virtual three-dimensional space and each character as viewed from above. Since the stage in the virtual three-dimensional space corresponds to the stage area 53 in the game screen 50, in the example of Fig. 4, for convenience of explanation, the same reference numerals as the stage area 53 and each character image 54 in the game screen 50 are attached to the stage and each character.

[0046] As shown in Fig. 4, each character image 54 (each character in the virtual three-dimensional space) is arranged at a predetermined interval in the stage area 53 (the stage in the virtual three-dimensional space). The position or interval of each character image 54 may be appropriate or variable, but is fixed as an example. That is, each character image 54 is fixedly arranged at a predetermined position in the stage area 53. However, each character image 54 may move appropriately during play depending on the play situation, etc.

[0047] Also, the third character image 54C corresponds to the user character. Therefore, a visual field range IA is set for the third character image 54C. The visual field range IA corresponds to the shooting range of the virtual camera for drawing the game screen 50. The visual field range IA may be set as an appropriate range, but the example of FIG. 4 shows the visual field range IA set when the third character image 54C faces forward. Also, this visual field range IA moves according to the movement of the third character image 54C, in other words, the user's movement. Specifically, the HMD type game machine 4 is worn on the user's head and played, and the head of the third character image 54C also moves according to the movement of the user's head. For example, when the state in which the user's head (the HMD type game machine 4) faces forward on the body is adjusted to be the visual field range IA in the virtual space, when the user faces forward, the head of the third character image 54C also faces in the same direction in the virtual three-dimensional space, so that the visual field range IA is set to the front side (the range displayed by the solid line) in the example of FIG. 4.

[0048] On the other hand, when the user turns to the right from a forward facing state, the movement of the head is detected by the sensor SMA of the HMD type game machine 4 and is reflected in the movement of the third character image 54C. In other words, with such a head movement, the head of the third character image 54C also moves to turn to the right in the virtual three-dimensional space. In this case, the angle of the field of view IA changes to the right in accordance with the head movement. Specifically, with the head movement of the user turning to the right, the field of view IA moves to the right inclination range IA1 indicated by the dashed line. Then, the virtual three-dimensional space included in such a right inclination range IA1 is displayed as the game screen 50.

[0049] FIG. 5 is a diagram showing an example of the game screen 50 when the field of view IA moves to the right inclination range IA1 in the example of FIG. 4. The example of FIG. 5 also corresponds to the game screen 50 when the user faces diagonally upward to the right from the example of FIG. 3. Such a change in the head in the up and down direction is also detected by the sensor SMA and reflected in the game screen 50. Therefore, in this case, as shown in FIG. 5, compared to the example of FIG. 3, as the field of view (field of view IA) moves, the second character image 54B moves closer to the center of the game screen 50, while the display of the first character image 54A disappears. Similarly, changes also occur in the stage area 53, the score display area 52, and the drum set image 55.

[0050] Next, the evaluation of the musical performance will be described. As described above, when the user plays (tapping), the character image 54 on the game screen 50 also performs a similar tapping motion, that is, a musical performance motion. Therefore, when play (music) starts, each character performs a musical performance motion. The other character images 54 other than the user character also perform similar musical performance motions when play starts. Then, a musical performance is formed by a combination of these musical performance motions, in other words, the musical performance motions of one entire musical unit.

[0051] On the other hand, a part of the performance may be executed by a so-called NPC (non-player character) controlled by a computer. The performance (performance action) by the NPC may be realized appropriately, for example, by a previously set (prepared) action, and as an example, it is realized so as to execute (trace) the performance action (performance action track record) of the user character in the past play. In this case, only one past performance action (for example, the most recent performance action) may be applied to the NPC for each instrument, but as an example, a performance action selected by the user from multiple candidates is applied to the NPC. When multiple candidates are prepared, a selection opportunity (hereinafter, sometimes referred to as a performance selection opportunity) for selecting a performance action for play from them requires index information as an index for selection. For this reason, the performance performance (performance action. Including not only the past performance action track record but also actions prepared in advance by the manufacturer, for example) of other characters (including both NPCs and other user characters) is evaluated by the user.

[0052] FIG. 6 is an explanatory diagram for explaining the flow of evaluation of a musical performance. The evaluation of a musical performance may be performed at any time including during the musical performance, but the example of FIG. 6 shows a case where an evaluation period is set after the end of the musical performance (in other words, after the end of the musical performance), and the evaluation is performed during that evaluation period. Also, the example of FIG. 6 shows a case where the musical performance of a second character image 54B (NPC) controlled by a computer is evaluated as an example of another character (character to be evaluated). In this case, as shown in FIG. 6, the musical performance of the second character image 54B is evaluated based on an evaluation action performed by a user (hereinafter, a user who evaluates another character may be called an evaluator) via a third character image 54C (character to be evaluated) during the evaluation period.

[0053] Specifically, the evaluation action may be executed by the evaluator as various operations that are not reflected in the behavior of the third character image 54C (for example, an operation on an operation unit dedicated to the evaluation action that is not associated with the behavior of the third character image 54C), but as an example, the evaluation action is executed by the evaluator as an act that is reflected in the behavior of the third character image 54C. The evaluation action is an action that is arbitrarily executed by the third character image 54C (evaluator) (it may not be executed). In other words, the evaluation action is an action (behavior) that is executed so as to be added to the musical performance. The NPC may also behave in the evaluation period so as to trace the actions in the past evaluation period, in which case the evaluation action may also be traced or may be excluded from the actions to be traced, but as an example, the NPC executes a predetermined action in the evaluation period without tracing the past actions. In any case, the evaluation action is executed additionally separately from the musical performance including the actions in the evaluation period. In this example, the evaluation action functions as the additional action of the present invention.

[0054] The evaluation action may be unilaterally executed by the third character image 54C regardless of the state of the second character image 54B, but as an example, it is executed on the condition that a linkage state is formed between the second character image 54B and the third character image 54C (evaluator). Therefore, during the evaluation period, two types of states are formed between the second character image 54B and the third character image 54C: a linkage state and a standby state in which no linkage state is formed.

[0055] The cooperation state is a state formed between the evaluating character and the evaluated character as a state of accepting the evaluation by the evaluator. The cooperation state may be formed appropriately by various actions between the second character image 54B and the third character image 54C (including various operations that are not reflected as the behavior of the character when the evaluated character is a user character), and as an example, is formed by a cooperation action by the third character image 54C and a response action by the second character image 54B. The order of the cooperation action and the response action may be appropriate, and the cooperation state may be formed, for example, when the cooperation action is executed after the response action, but as an example, the cooperation state is formed when the cooperation action is executed first and then the response action is executed in response to it.

[0056] If the evaluated character is a user character, free action based on the user's operation may be allowed in both the cooperation state and the standby state. In this case, if a response action is not performed within a certain time after the cooperation action, the evaluation may be switched to a one-sided evaluation by the evaluator (evaluation that does not require the formation of a cooperation state), or the cooperation action may be canceled and a cooperation action may be required again to form the cooperation state. In this way, the musical performance may be evaluated or not depending on the operation of the user corresponding to the evaluated character, but as an example, even if the evaluated character (other character) is a user character, the evaluation period is switched to computer control and a predetermined action is performed in both the cooperation state and the standby state. Then, the other character actively acts so that a cooperation state is formed.

[0057] Specifically, the second character image 54B may appropriately execute various predetermined actions such as actions set in advance in the standby state (similar to the cooperation state) or actions tracing the performance of actions during the evaluation period, but after the cooperation action, it is controlled to execute a response action triggered by the cooperation action. In other words, the second character image 54B actively executes a response action so as to promote the formation of a cooperation state in association with the cooperation action. As an example, a cooperation state is formed when an action to accept an evaluation (to be aware of each other) is executed between the second character image 54B and the third character image 54C in this way. Then, when the third character image 54C executes an evaluation action in such a cooperation state, the performance performance of the second character image 54B is evaluated based on the evaluation action. In this example, the second character image 54B functions as another character of the present invention. In addition, when the first character image 54A to the third character image 54C are operated by three users respectively, these first character image 54A to the third character image 54C function as multiple user characters of the present invention, and among them, the second character image 54B functions as another user character of the present invention.

[0058] FIG. 7 is an explanatory diagram for explaining an example of a cooperation action. The cooperation action may be any action. For example, the action of a drummer hitting a specific cymbal or the like may be adopted as a cooperation action, or a voice (utterance) may be adopted as a cooperation action. In this way, various actions may be adopted as cooperation actions as appropriate, and as an example, an action of directing one's gaze to the target character to be evaluated is adopted. In addition, such a gaze action may be determined as appropriate, and for example, as in the example of FIG. 5, when only one character image 54 is included in the visual field range IA, it may be determined that the gaze is directed to that character image 54, and in this case, the visual field range IA may be used to determine the gaze action. In this way, the gaze action may be determined as appropriate, and as an example, a visual field range is set in a part of the visual field range IA, and the presence or absence of a gaze action is determined based on the visual field range. For this reason, a visual field range for determining the user's gaze (the gaze of the user character) is set on the game screen 50 (or the virtual three-dimensional space). The example of FIG. 7 shows a schematic diagram of such a visual field range set on the game screen 50 of the example of FIG.

[0059] As shown in FIG. 7, the visual field range IR includes a central visual field range IR1 and a peripheral visual field range IR2. The visual field range IR may be formed at an appropriate position on the game screen 50, and the position may be variable. In addition, when the position of the visual field range IR is set variably on the game screen 50, the position may be set appropriately based on various detection results such as gaze tracking by eye tracking. In this way, the visual field range IR may be set appropriately on the game screen 50, but as an example, it is formed fixedly near the center of the game screen 50 (visual field range). In addition, the visual field range IR may be visualized, but as an example, it is set to be invisible. That is, in the example of FIG. 7, for convenience, the central visual field range IR1 is displayed with a dot pattern, and the peripheral visual field range IR2 is displayed with right diagonal lines, but the visual field range IR is not displayed on the actual game screen 50 as in the example of FIG. 5.

[0060] The central visual field range IR1 is a range used to determine the action of directing the line of sight. The central visual field range IR1 may be formed in an appropriate shape, and is formed in a circle of a predetermined size as an example. The determination of the action of directing the line of sight may be appropriately realized by using the central visual field range IR1. For example, it may be determined that the line of sight is directed when a main part such as the head is included, and as an example, it is determined that the line of sight is directed to the character image 54 when a certain percentage or more of the character image 54 is included (contained) in the central visual field range IR1. In addition, such a certain percentage may be appropriately set, and as an example, more than half of the area of ​​the target character image 54 is used. For example, in the example of FIG. 7, more than half of the second character image 54B is included in the central visual field range IR1. In this case, the user character (third character image 54C) is determined to be directing the line of sight to the second character image 54B.

[0061] On the other hand, the peripheral visual field range IR2 is an area formed around the central visual field range IR1 so as to include it. The shape of the peripheral visual field range IR2 may also be formed appropriately, but as an example, it is formed into an ellipse of a predetermined size including the central visual field range IR1 near the center. The peripheral visual field range IR2 may be used appropriately or may be omitted, but as an example, it is used in preparation for determining a cooperation action. Specifically, when a character image 54 enters the peripheral visual field range IR2, the computer determines that there is a possibility that the gaze will be directed to the character image 54, and starts to determine whether the character image 54 is included in the central visual field range IR1. As an example, such a visual field range IR is set on the game screen 50, and the presence or absence of a cooperation action, that is, whether the user's character image 54 is directing its gaze to another character image 54, is realized. In this example, the action of directing the gaze (cooperation action) functions as a user action of the present invention.

[0062] FIG. 8 is an explanatory diagram for explaining an example of a response action. As a response action, various actions (reactions) may be appropriately adopted according to the cooperation action or independently of the cooperation action. For example, various actions indicating recognition of the cooperation action such as an action of each character lightly playing their own musical instrument or a thumb up may be adopted, and an action of directing one's gaze is used as an example of this type of action. That is, after a user character (evaluation character) executes an action of directing one's gaze to another character (evaluated character) as a cooperation action, a similar action (action of directing one's gaze to the user character that has directed its gaze) executed by the other character is used as a response action. The example of FIG. 8 shows an example of another character image 54 (NPC) that executes such an action of directing one's gaze as a response action. Also, (A) of the example of FIG. 8 shows the character image 54 before the response action, and (B) shows the character image 54 at the time of the response action.

[0063] As shown in (A) of FIG. 8, the other character image 54 (character controlled by a computer) does not face the front side before the response action, that is, in the direction of the character image 54 (user) that has turned its gaze as a cooperative action. Before the response action, the other character image 54 may face an appropriate direction, for example, it may face a direction in which it has its back to the user, but in the example of FIG. 8, it turns its head to the left and also looks in the same left direction. On the other hand, as shown in (B) of FIG. 8, the other character image 54 turns its head to the front side and also looks in the same front side during the response action. In other words, when the user (evaluator) performs an action of turning its gaze as a cooperative action (when the character image 54 is included in the central visual field range IR1 at a certain rate or more), the other character image 54 also performs an action of turning its gaze toward the user in response to the action of turning its gaze. This is the same even if the other character image 54 has its back to the user (front side) (even if it is facing in a direction in which it has its back to the user). In other words, regardless of the orientation before the response action, the other character images 54 execute an action of directing their gaze toward the user as a response action. Note that, during the evaluation period, control may be executed on the other character images 54, such as avoiding an action of turning their back to the user (evaluator), so that the user (evaluator) can easily direct their gaze toward the other character images 54.

[0064] The direction of the gaze of the other character image 54 may be determined as appropriate, but as an example, the same visual field range IR as the user character is set for the other character image 54, and the direction of the gaze is determined according to whether or not the other character image 54 is in the visual field range IR, more specifically, whether or not the user character is in the central visual field range IR1 of the visual field range IR at a certain rate or more. In addition, such an action of directing the gaze (action of returning the gaze) may be performed at an appropriate timing, and may be performed with a time difference from the cooperation action, for example. In other words, the action of returning the gaze in response to the action of directing the gaze may be performed after the user has averted his / her gaze. In this way, the action of returning the gaze may be performed at an appropriate timing, but as an example, it is performed while the user is directing his / her gaze so that eye contact between the two is realized. In this case, if the user averts his / her gaze before the other character image 54 directs his / her gaze, the response action may be determined to be incomplete (in this case, the execution of the cooperation action is requested again for the response action), but as an example, the action of averting the user's gaze is permitted after the start of the action of directing the gaze of the other character image 54. As an example, the character image 54 that is the target of the cooperation action (the one to whom the gaze is directed) performs such a response action. In this example, the gaze action (response action) functions as the corresponding action of the present invention.

[0065] The formation of the cooperation state is not limited to the above-mentioned action of directing one's gaze, that is, the action of directing the gaze of the other character (response action) in response to the action of directing the gaze of the user character (cooperation action). The cooperation state may be formed appropriately. For example, the cooperation state may be formed in accordance with various cooperation actions such as the action of playing musical instruments, the action of performing a predetermined action such as a thumbs up (which may be the same or different between the two), or the action of calling out to each other, and the response action. Alternatively, the cooperation state may be formed when the user character (virtual camera) and the other character approach each other, in other words, when the distance between the user character and the other character is within a predetermined range, or when the user character and the other character face each other directly.

[0066] Similarly, various actions that can be inputted via the operation stick OS or the HMD type game machine 4 can be adopted as the evaluation action, and actions such as thumbs up, nodding, cheers, or head shaking are adopted as examples. Specifically, for example, thumbs up is realized by pressing the touch button TB of the operation stick OS. Nodding and head shaking are detected and inputted by the HMD type game machine 4 that operates in the same manner in association with the user's nodding action (action) or head shaking action (action). Cheers is inputted by the HMD type game machine 4 that detects the operation sticks OS of both the left and right hands that move upward in association with the user's cheers action (action of raising both hands up). Then, when these actions are executed and the evaluation character executes an evaluation action corresponding to the action in association with the action in a linked state, the performance performance of the evaluated character is evaluated based on the executed evaluation action. In this example, the operation of pressing the touch button TB or each action (action) such as a nodding action functions as an additional instruction action of the present invention, and the multiple types of actions function as multiple types of additional instruction actions of the present invention, respectively.

[0067] FIG. 9 is an explanatory diagram for explaining an example of an evaluation result of a musical performance based on an evaluation action. The evaluation result of a musical performance may affect the evaluation result of a play, such as a score, or may be used for other purposes as appropriate, but the example of FIG. 9 shows a case where it is used as index information in a musical performance selection opportunity. In addition, any one of the above-mentioned actions such as a thumbs-up may function as an evaluation action, but the example of FIG. 9 shows a case where any of them function as an evaluation action, that is, a case where multiple types of actions are prepared as evaluation actions. Furthermore, these evaluation actions may be evaluated by an appropriate method, but the example of FIG. 9 shows a case where the type of action performed as the evaluation action and the number of times it is performed are used as the evaluation result. Specifically, the example of FIG. 9 shows a schematic example of the type of evaluation action in such a case and data for managing the evaluation result of a musical performance based on it.

[0068] 9, the evaluation results of a musical performance are managed in association with information about the music piece for each user who performed the musical performance (in the case of a performance by an NPC, the user who performed the play that was the basis for the performance). More specifically, the evaluation results of a musical performance are managed as "evaluation" information in association with information about the "user" and the "music piece."

[0069] "User" is information indicating the user who performed the above-mentioned musical performance (hereinafter, may be referred to as the performing user). As the "user" information, various information indicating the performing user may be appropriately used, but in the example of Fig. 9, information on "User A" is shown. "User A" is information indicating that the performing user is User A.

[0070] "Song" is information about the song used in the performance. "Song" may include various information related to the song as appropriate, but in the example of FIG. 9, it includes information about "ID" and "difficulty". "ID" is information unique to each song to identify each song. As the "ID" information, appropriate information that can identify each song may be used, but in the example of FIG. 9, information with names such as "A song" and "B song" is shown for convenience of explanation. "Difficulty" is information indicating the difficulty of the song. One or more difficulty levels may be appropriately set for each song as information indicating the difficulty of playing, but as an example, three types of difficulty levels are prepared for each song: N difficulty level (normal difficulty), H difficulty level (hard difficulty level, more difficult than normal difficulty), and S difficulty level (super hard difficulty level, even more difficult than hard difficulty level). In this case, appropriate information indicating these difficulty levels may be used as the "difficulty" information, but in the example of FIG. 9, the names of each difficulty level such as "N difficulty level" are shown for convenience of explanation.

[0071] "Evaluation" is information regarding the evaluation result of the performance performance. "Evaluation" may include various information related to the evaluation result of the performance performance as appropriate, but in the example of FIG. 9, it includes information of "type" and "result". "Type" is information indicating the type of evaluation action. As the "type" information, appropriate information indicating the type of evaluation action may be used, but in the example of FIG. 9, for convenience of explanation, the names of each evaluation action such as "thumbs up", "nod", "banzai", and "shaking head" are shown. In addition, it is assumed that the evaluation of the performance performance by the evaluator is not performed, and in that case, the information of the non-execution of the evaluation does not need to be managed, but in the example of FIG. 9, it is managed as information of "no evaluation" in the "type" information. "Result" is information indicating the evaluation result. As the "result" information, various information indicating the evaluation result may be used as appropriate, but in the example of FIG. 9, numerical information indicating the number of executions of each evaluation action such as "2", "0", and "3" is shown.

[0072] In a music game, evaluation of one's own performance (evaluation of performance performance in which the evaluator is the performing user) may be permitted, but as an example, performance performances by other users are evaluated. For this reason, for example, when an evaluator (a user other than the A user) has another character trace the past performance performance of the A user in a play of N difficulty level using the A musical piece, the evaluation result is reflected in the "evaluation" associated with the "N difficulty level" of the "A musical piece" corresponding to the "A user". Specifically, when the evaluator executes a thumbs-up as an evaluation action, the number of executions (accumulated value) associated with the "thumbs-up" of the "type" is increased by one as the evaluation result. That is, the "result" corresponding to the "thumbs-up" is updated so that it is counted up from "2" indicating two times in the example of FIG. 9 to "3" indicating three times. The same applies when "nodding", "banzai", and "shaking head" are executed as evaluation actions. That is, the number of executions corresponding to nodding, etc. is similarly counted up as the evaluation result. On the other hand, if the evaluation action is not performed during the evaluation period (including the case where it cannot be detected), the number of times associated with "No evaluation" in "Type" is similarly counted up by one as the evaluation result. Note that, if the evaluation action is not performed within a specified time, various announcements may be made at appropriate times during the evaluation period, such as by display or audio, to encourage the user to perform the evaluation action.

[0073] FIG. 10 is an explanatory diagram for explaining another example of the evaluation result of a musical performance based on an evaluation action. As described above, the evaluation action may be evaluated by an appropriate method, and the number of times each type of evaluation action is performed may be acquired as an evaluation result as in the example of FIG. 9. However, a different evaluation value may be set for each type of evaluation action, such as 4 points for a thumbs-up gesture, 3 points for a nod, 2 points for a banzai gesture, and 1 point for a head shake. In addition, when a different evaluation value is set for each type of evaluation action (weighting is set for the value of each evaluation action), the type of evaluation action performed by the evaluator may be omitted from the information to be managed. The example of FIG. 10 shows an example of data for managing the evaluation result of a musical performance based on an evaluation action in such a case.

[0074] As shown in Fig. 10, when a different evaluation value is set for each type of evaluation action and the type of evaluation action that has been executed is omitted from the management target, information on the cumulative evaluation value (hereinafter, sometimes referred to as the cumulative evaluation value) is described as "evaluation" information instead of the "type" and "result" information. In other words, the evaluation result of a musical performance is managed so as to be associated with the music piece used in the performance and the difficulty level as a cumulative evaluation value.

[0075] More specifically, an appropriate evaluation value may be set for each evaluation action, but for example, when the above-mentioned 4 points or the like are set for each thumbs up, etc., the evaluation result associated with the performance of the N difficulty level using the A song by the A user in the example of FIG. 9 is calculated as 8 points (4 points x 2 times) for the thumbs up and 3 points (1 point x 3 times) for the head shake, totaling 11 points (nodding, banzai, and no evaluation are all zero points). Therefore, in the example of FIG. 10, for example, the information "11" indicating a cumulative evaluation value of 11 points is described in "Evaluation" as the evaluation result of the performance of the N difficulty level using the A song by the A user. Then, when the evaluator executes a thumbs up as an evaluation action in the current evaluation period, the information of "Evaluation" is updated so that the evaluation value (4 points) set for the thumbs up is added to the cumulative evaluation value, that is, so that the cumulative evaluation value is counted up from "11" to "15" indicating 15 points. The same applies to the cases where other difficulty levels, other songs, and other evaluation actions such as nodding are executed.

[0076] Moreover, the evaluation results in the examples of Fig. 9 and Fig. 10 are presented as index information in the performance selection opportunity as described above. Specifically, in the example of Fig. 9, when playing the song A at difficulty level N, when the performance actions (performance) of user A are presented as selection candidates in the performance selection opportunity, information indicating the types of evaluation actions, such as thumbs up 2 times, no nods, no cheers, no head shakes, and no evaluation 3 times, and the number of times each was performed, is presented as index information. The same applies to other users, songs, and difficulty levels.

[0077] On the other hand, in the example of Fig. 10, when playing the song A at difficulty level N, when the performance actions (performance) of user A are presented as selection candidates in the performance selection opportunity, information of 11 points of cumulative evaluation value is presented as index information. The performance actions presented as selection candidates in the performance selection opportunity may be limited to the performance actions performed by each user in the past, but as an example, performance actions of other users may also be used. As an example, in the performance selection opportunity, various information according to the evaluation results as described above is presented together with options including the performance actions of other users as candidates so as to function as index information for selecting the performance actions to be played.

[0078] Next, the details of the performance data OD will be described. When the performance action (performance) by the other character image 54 such as the first character image 54A or the second character image 54B is controlled by a computer, the action of the other character image 54 is controlled so as to trace (copy) the performance action (play record) performed by the user (including other users) when playing through the other character image 54 in the past as described above. The performance data OD is data for making the other characters execute the performance of such a user's performance action. For example, when the user plays through the second character image 54B (is selected as the user character in the character selection opportunity for selecting a character for play), the play content in that play (the performance of the guitar performance action through the second character image 54B) is recorded and managed in the performance data OD. The same applies to the performance when the user plays through the first character image 54A.

[0079] Fig. 11 is a diagram showing an example of the configuration of performance data OD. The data for managing the evaluation results of a performance performance such as the example of Fig. 9 or the example of Fig. 10 may be realized appropriately, or may be realized as independent data, but as an example, it is realized as a part of the performance data OD. In other words, the performance data OD includes data for managing the evaluation results of a performance performance. The example of Fig. 11 mainly shows the part that functions as the data for managing the evaluation results of a performance performance.

[0080] As shown in FIG. 11, the performance data OD includes a moving image data section OD1 and an information management section OD2. The moving image data section OD1 is a section configured as moving image data for making other character images 54 execute performance actions. Such moving image data section may be configured as various moving image data as appropriate, but as an example, the actions of each character image 54 are configured as motion capture data, so the moving image data section is also configured as motion capture data. This motion capture data may be generated as appropriate, for example, the user's motion may be detected and digitized from a camera that captures the user's entire body, or the user's motion may be detected and digitized from a marker attached to the user's body. In this way, the motion capture data (moving image data section OD1) may be generated as appropriate, but as an example, the motion of the HMD-type game machine 4 over time (moving head) and the motion of the operation stick OS over time are recorded and generated by replacing them with motion. In addition, the moving image data section OD1 may also include various other information for making other character images 54 execute performance actions as appropriate. For example, the video data unit OD1 may include various types of operation information such as the timing at which the touch button TB of the operation stick OS was operated, the type of the operated operation part, and detection information of the sensor SMA such as the acceleration sensor SM1 when the operation stick OS is moved, such as shaking. The detection information of the sensor SMA may include various information according to the type of sensor. For example, if the sensor SMA includes a sensor that detects the pressure when the user grips the operation stick OS, the detection information of the sensor SMA includes information on such pressure. Furthermore, if a microphone for recording (inputting) the voice (singing voice, etc.) uttered by the user is provided on the HMD type game machine 4 or the like, the video data unit OD1 may include information on the voice. Such a video data unit OD1 is prepared for each performance action.

[0081] On the other hand, the information management section OD2 is a section in which information for managing each moving image data section is written. The information management section OD2 may appropriately include various information necessary for managing each moving image data section, but in the example of Fig. 11, it includes a performance record ODR that manages information about each moving image data section (performance action). For such management, the performance record ODR includes information on "performance ID", "character", "user", "music", "rating", "evaluator", and "date and time". In the performance record ODR, these pieces of information are recorded so that they are mutually associated.

[0082] The "performance ID" is information indicating a unique performance ID for each performance action in order to manage each performance action (moving image data section). The "character" is information for identifying the character corresponding to the performance action. Any suitable information capable of identifying each character may be used as such information, and as an example, character ID information unique to each character is used. Specifically, for example, in the case of a performance action corresponding to an achievement played through the third character image 54C, the character ID information corresponding to the third character image 54C is described in the "character". The same is true for the first character image 54A, etc. Also, each character is associated with an instrument to be played. Therefore, the "character" information also functions as information on the instrument to be played. Instead of the "character", information on the "instrument" (for example, the instrument ID) may be described.

[0083] The "user", "music", and "rating" correspond to the information of "user", "music", and "rating" in the example of FIG. 9 and the example of FIG. 10, respectively. For this reason, for example, the information of "music" may include information such as "ID" or "difficulty", and the information of "rating" may include information such as "type" or "result" as appropriate. However, in the example of FIG. 9 and the example of FIG. 10, for convenience of explanation, the names of users such as "A user", "A music", "N difficulty level", and "thumbs up" are shown as each piece of information, but as an example, information that can identify each user, such as a user ID, a music ID, a difficulty level identification symbol, or an action ID is described in the performance data OD instead of them. The user ID is an ID unique to each user to identify each user, and the music ID is an ID unique to each music to identify each music. In addition, the difficulty level identification symbol is a symbol (including a number) that is assigned to each difficulty level to identify each difficulty level. Similarly, the action ID is an ID unique to each evaluation action to identify the type of each evaluation action such as a thumbs up.

[0084] On the other hand, "evaluator" is information indicating the evaluator (user) who performed the evaluation corresponding to "evaluation". Various information capable of identifying the evaluator may be appropriately described in "evaluator" (the same applies to other information such as "user"), and as an example, information of a user ID corresponding to the evaluator is described. "Date and time" is information indicating the date and time when the evaluation corresponding to "evaluation" was performed. The information on "evaluator" and "date and time" may be omitted as appropriate, for example, both may be omitted and only the evaluation result may be managed as an "evaluation", but in the example of FIG. 11, the performance record ODR includes both of them. Note that the performance data OD is not limited to these pieces of information, and may appropriately manage, for example, information necessary for realizing a performance performance or managing its evaluation. Alternatively, not only information such as "evaluator" but also some of the various pieces of information described above may be omitted as appropriate.

[0085] Next, the procedures of the performance selection process, the cooperation response process, the performance evaluation process, and the performance data generation process will be described. The performance selection process is a process for providing a performance selection opportunity for selecting a performance action to be performed by a character other than the user character. For example, when a user plays a music game through the third character image 54C, the performance actions to be performed by the first character image 54A and the second character image 54B are selected in the performance selection opportunity. Specifically, when there are multiple performance actions for the same character, the performance data OD includes multiple video data parts OD1 (multiple performance actions) for the same character. In this case, the performance action to be performed by the other character is selected in the performance selection opportunity from among the multiple performance action candidates. The example of FIG. 12 shows an example of the procedure for providing such a performance selection opportunity. In this case, the progress control unit 43 starts the performance selection process of FIG. 12 every time a character selection opportunity for selecting a character to be used in playing the music game is provided to the user, and first obtains the selection result of the character in the character selection opportunity (step S101).

[0086] Next, the progress control unit 43 provides a performance selection opportunity for selecting a performance action to be performed by a character other than the character selected in the character selection opportunity (step S102). Specifically, the progress control unit 43 refers to the performance data OD and provides a performance selection opportunity so that one performance action is selected from a plurality of performance action candidates (which may include performance records of other users and a plurality of predetermined actions prepared in advance) for each target character. In addition, such a performance selection opportunity may be realized appropriately, and as an example, it is realized through a selection screen (not shown) for the performance selection opportunity that includes information necessary for selecting a performance action. The options in the performance selection opportunity are presented to the user in accordance with the music and instrument selected by the user. For example, the performance data OD, which is the same music as the music selected by the user but is generated by an instrument different from the instrument selected by the user, is presented to the user as an option in the performance selection opportunity. The limiting conditions of the options may include other options, such as the period during which the performance data OD was created, as appropriate.

[0087] The information required for selecting a performance action may include various information such as the user corresponding to the performance action (whose performance action it is) or information on the user's level, score, and other various results, as appropriate, and includes index information as an example. More specifically, the selection screen for the performance selection opportunity presents the evaluation result of the performance performance (performance action) by the evaluator, such as the number of thumbs ups performed twice or the cumulative evaluation value of 11 points, as described above, as index information for each option. The selection screen for the performance selection opportunity may present each option (candidate for performance action) in an appropriate manner, for example, in order of the newest performance data OD or in order of the most frequently used (ranking format based on the frequency of use), but when the cumulative evaluation value is presented as the index information, as an example, it presents in a ranking format based on the cumulative evaluation value. The progress control unit 43 provides a performance selection opportunity by presenting a selection screen including such options and index information in step S102. In addition to the cumulative evaluation value, the index information may appropriately include various information that serves as a reference (assistance) for selection, such as a score indicating the skill of the play, or information indicating whether the performance was exciting (which may be obtained using an appropriate algorithm, for example, information based on the reactions of viewers watching the performance).

[0088] Next, the progress control unit 43 determines the performance actions of the other characters based on the selection result in the performance selection opportunity (step S103). After this determination, the progress control unit 43 ends the current performance selection process. This realizes a performance selection opportunity for selecting a performance action to be performed by a character other than the user character. In addition, in the performance selection opportunity, a plurality of performance action records, including the play records of other users, are presented as candidate options for such performance actions. Furthermore, in the performance selection opportunity, the evaluation result by the evaluator is presented as index information to assist the selection for each candidate option (performance action record). Then, based on the selection result in the performance selection opportunity, the action corresponding to the actual performance action record is traced by the other characters in the performance performance.

[0089] The cooperation response process is a process for forming a cooperation state for each character. Each character may be operated by another user, and in that case, it is determined whether or not a response action has been performed by the other user, and a cooperation state is formed when the response action has been performed, but the example of FIG. 13 shows a case where the action of each character is controlled by a computer (progress control unit 43). In this case, the progress control unit 43 starts the cooperation response process of FIG. 13 every time a user character (for example, the third character image 54C in the example of FIG. 3) is operated by a user (in a situation in which the peripheral visual field range IR2 includes other characters), and first determines whether or not the user's operation corresponds to a cooperation action (step S201). As an example, if the user's operation corresponds to an action of directing the line of sight so that the central visual field range IR1 includes other characters at a certain ratio or more, the operation (action) corresponds to a cooperation action. For this reason, the progress control unit 43 determines whether or not the user's operation corresponds to an action of including other characters at a certain ratio or more in the central visual field range IR1. If the user's operation does not correspond to an action that includes other characters in the central visual field range IR1 at a certain percentage or more (directing one's gaze), in other words, if the user's operation does not correspond to a cooperative action, the progress control unit 43 skips subsequent processing and terminates the current cooperative response processing.

[0090] On the other hand, if the user's operation corresponds to an action (directing one's gaze) that includes a certain percentage or more of another character in the central visual field range IR1, that is, if the user's operation corresponds to a cooperative action, the progress control unit 43 causes the target character of the cooperative action, that is, the character that is included in the central visual field range IR1 at a certain percentage or more, to execute a response action (step S202). Specifically, for example, if the action of directing one's gaze toward the user character (aligning one's gaze with the virtual camera; returning one's gaze) is adopted as the response action, the action of the target character is controlled to execute an action of directing one's gaze toward the user character. When the action of directing one's gaze is executed, the gazes meet.

[0091] Next, the progress control unit 43 forms a cooperation state between the user character and the character that has executed the response action in step S202 (step S203). The cooperation state may be formed as appropriate, for example, when the cooperation state is expressed by a dedicated action, it may be formed by executing such an action, but as an example, it is realized by updating a flag for managing the presence or absence of the cooperation state. Specifically, a parameter for managing the presence or absence of the cooperation state is set for each character. Therefore, the progress control unit 43 realizes the formation of the cooperation state by updating this flag to a state indicating the formation of the cooperation state. Then, after the cooperation state is formed, the progress control unit 43 ends this cooperation response process. As a result, the action of the other character is controlled to execute a response action in response to the cooperation action. In other words, the action of the other character is controlled so that a cooperation state is actively formed between the user character and the other character. Then, when the cooperation state is formed, the state is managed by a flag.

[0092] The performance evaluation process is a process for evaluating the performance of other characters. The evaluation of the performance may be realized as appropriate, but the example of FIG. 14 shows a case where the evaluation is based on an evaluation action by the evaluation character (user character corresponding to the evaluator). The example of FIG. 14 also shows a case where the performance is evaluated based on an evaluation action in a cooperation state, more specifically, a case where the performance is evaluated based on an evaluation action after a state of mutual awareness is formed between the evaluation subject character and the evaluation character. In this case, the progress control unit 43 starts the performance evaluation process of FIG. 14 every time the evaluation character performs an action in the cooperation state, on the condition that a cooperation state is formed in the evaluation period, and first determines whether or not the evaluation condition is satisfied (step S301). The evaluation condition is a condition for determining whether or not to execute evaluation of the performance. The evaluation condition may be satisfied as appropriate, but as an example, it is satisfied when the action performed by the evaluation character corresponds to the evaluation action. In other words, the evaluation condition is satisfied when the action performed by the evaluation character corresponds to an action set as an evaluation action, such as a thumbs up, a nod, a cheer, or a shake of the head. If the evaluation conditions are not met, that is, if the action performed by the evaluation character does not correspond to the evaluation action, the progress control unit 43 skips the subsequent processes and ends the current performance evaluation process.

[0093] On the other hand, if the evaluation condition is satisfied, that is, if the action performed by the evaluated character corresponds to the evaluated action, the progress control unit 43 determines the target character (evaluated character) (step S302). The evaluated character is a character that has formed a cooperative state with the evaluated character. Therefore, the progress control unit 43 determines the character that has formed a cooperative state with the evaluated character as the target character.

[0094] Next, the progress control unit 43 determines the type of the evaluation action performed by the evaluation character (step S303). Specifically, the progress control unit 43 determines whether the evaluation action performed by the evaluation character corresponds to any of the types such as thumbs up, nodding, cheers, or shaking of the head.

[0095] Next, the progress control unit 43 evaluates the performance of the target character determined in step S302 (step S304). The evaluation of the performance is realized, for example, as shown in the example of FIG. 9 or the example of FIG. 10. For example, in the example of FIG. 9, the progress control unit 43 realizes the evaluation of the performance by counting the number of times each type of evaluation action determined in step S303 is performed. Specifically, the progress control unit 43 realizes the evaluation of the performance by updating the information of the "result" of the performance data OD so that the number of times associated with the "type" corresponding to the type of evaluation action determined in step S303 increases. Similarly, in the example of FIG. 10, the progress control unit 43 realizes the evaluation of the performance by adding the evaluation value set for the type of evaluation action determined in step S303 to the cumulative evaluation value. Then, the progress control unit 43 ends the current performance evaluation process after such evaluation. As a result, the performance performance of the other characters is evaluated based on the evaluation action during the evaluation period on the condition that a cooperation state is formed. If the evaluation in step S304 is not executed within the evaluation period (if the evaluation action is not detected), the progress control unit 43 evaluates the evaluation result of the current musical performance as "no evaluation," and updates the musical performance data OD in the same manner.

[0096] The performance data generation process is a process for generating performance data OD based on the performance record of each user's play (performance action). The performance data OD may be generated appropriately, for example, uniformly based on the performance record of all plays of all users, or may be generated when the best score (the best score in the evaluation criteria for evaluating the note processing or the part other than the note processing) is achieved for each user, each song, and each instrument. As an example, the performance data OD is generated when the user desires to generate the performance data OD. In this case, when a performance performance is started in the play of a user who desires to generate the performance data OD (the user may be given an opportunity to confirm the necessity of generation separately as appropriate), the data management unit 44 starts the performance data generation process of FIG. 15, and first records the user's operation in the performance performance, that is, the action of the user character (step S401). Next, the data management unit 44 generates the performance data OD based on the recording result of step S401 (step S402). Specifically, the data management unit 44 generates a moving image data section OD1 for reproducing the action of the user character, and an information management section OD2 for recording various information corresponding thereto. After generating the performance data OD, the data management unit 44 ends the current performance data generation process. This generates performance data OD for reproducing the performance actions corresponding to the play history of each user. Note that the performance data OD may be generated uniformly and saved when a predetermined condition is met, such as when the user desires it or when the best score is calculated.

[0097] As described above, according to this embodiment, when a thumbs-up action or the like is performed to cause the user character (evaluation character) to perform an evaluation action in a cooperation state during the evaluation period, the performance of the other characters that are the target of the evaluation action (forming a cooperation state) is evaluated based on the evaluation action. In other words, the user character is permitted to perform an evaluation action separately from the musical performance, and the musical performance of the other characters is evaluated by the user (performer of the musical performance) corresponding to the user character through an action for the evaluation action, using the evaluation action as an opportunity. Therefore, by using such an action, the musical performance of multiple characters can be evaluated from the perspective of the performer of the performance.

[0098] A musical performance may be evaluated by someone other than the performer of the musical performance, such as a user as an audience member watching the musical performance through characters around the stage area 53, or a user as a viewer simply watching the musical performance through a video image, and the results may be appropriately utilized as index information, etc., but there are also elements in a musical performance that can only be evaluated by the performer. For example, affinity with one's own musical performance. When the evaluation action of the user character is utilized for evaluation, even if evaluation is performed by the audience, etc., the performance performance of other characters can be evaluated based on the performer's own criteria from a different perspective (criteria). As a result, the performance of other characters can be evaluated based on elements that can only be evaluated by the performer.

[0099] In particular, when an action such as a thumbs up or a nod, which can be performed naturally as part of a performance, is used as the evaluation action, the performance of another character can be evaluated relatively naturally as an extension of the performance, or as an additional effect. Furthermore, when the evaluation result is presented as index information in the performance selection opportunity, the evaluation result of the performance performance based on the evaluation action can be used to encourage the selection of a more preferable performance action in the performance selection opportunity. This can increase the entertainment value of the game.

[0100] In the above embodiment, the progress control unit 43 of the HMD type game machine 4 functions as the instruction evaluation means of the present invention by executing step S304 in Fig. 14. Also, the progress control unit 43 of the HMD type game machine 4 functions as the result providing means of the present invention by executing step S102 in Fig. 12.

[0101] The present invention is not limited to the above-mentioned embodiment, and may be embodied in an appropriate modified or altered form. For example, in the above-mentioned embodiment, various actions (playing actions) of the user are detected by the HMD type game machine 4 or the operation stick OS through each sensor SMA, SMB. However, the present invention is not limited to such an embodiment. For example, the sensor SMA, etc. may not be mounted on the HMD type game machine 4. Specifically, for example, when a game is played in a dedicated playroom, an appropriate number of various sensors such as cameras for detecting the user's playing actions may be provided in the playroom as necessary.

[0102] In the above-mentioned embodiment, the visual field range IR of the user character (for example, the third character image 54C) includes only one other character (for example, the second character image 54B). However, the visual field range IR of the user character (evaluation character) may include an appropriate number of other characters depending on the situation. For example, in the above-mentioned embodiment, the position of each character is fixed in the stage area 53, but each character may move appropriately depending on the play situation, etc., for example, the first character image 54A and the second character image 54B may be positioned so as to be adjacent to each other. In this case, both the first character image 54A and the second character image 54B may be included in the visual field range IR of the third character image 54C. In this case, the target of the cooperation action may be determined appropriately, and for example, the character that is more partially included in the visual field range IR, the character that entered the visual field range IR first, or both characters may be determined as the target of the cooperation action, that is, the evaluated character. On the other hand, if multiple other characters are included in the visual field range IR, the cooperation action may be determined to be invalid.

[0103] In the above embodiment, the evaluation action such as raising one's arms in the air is realized by a similar action by the user. However, the present invention is not limited to such an embodiment. For example, in addition to the touch button TB for thumbs up, the operation stick OS may be provided with a plurality of touch buttons TB for realizing each evaluation action such as nodding, raising one's arms in the air, or shaking one's head.

[0104] In the above embodiment, the processes in Figs. 12 to 15 are executed by the HMD type game machine 4. As a result, the HMD type game machine 4 functions as the game system of the present invention. However, the present invention is not limited to such an embodiment. For example, various game devices (computers) connected to the HMD type game machine 4 via a network such as short-distance wireless communication may execute all or part of the processes in Figs. 12 to 15. When a game device connected to the HMD type game machine 4 executes all of the processes in Figs. 12 to 15, this game device may function as the game system of the present invention. Alternatively, such a game device may function as the center server 2 of the present invention. Similarly, for example, all or part of the processes in Figs. 12 to 15 may be executed by the center server 2. For example, when the center server 2 executes all of the processes in Figs. 12 to 15, the center server 2 alone (which may include multiple server devices) may function as the game system of the present invention. On the other hand, when the HMD type game machine 4 alone or a game device connected to the HMD type game machine 4 (including a combination of these) functions as the game system of the present invention, the center server 2 may be omitted as appropriate.

[0105] Various aspects of the present invention derived from the above-mentioned embodiments and modifications will be described below. In the following description, to facilitate understanding of each aspect of the present invention, corresponding components shown in the accompanying drawings are written in parentheses, but the present invention is not limited to the illustrated forms.

[0106] The game system of the present invention is a game system (4) that is connected to an input device (SMA, SMB) for inputting the play actions of each user and a display device (47) that displays a game screen (50) on which a plurality of characters (54) including at least one user character (54C) operated by each user through the play actions is displayed, and that provides a game including a performance performed by the plurality of characters through the game screen, and is equipped with an instruction evaluation means (43) that evaluates the performance by the other character based on an additional instruction action when an additional instruction action is executed as the play action from the user character to another character (54B) of the plurality of characters so as to be added to the performance, and a result providing means (43) that provides each user with an evaluation result of the performance by the other character.

[0107] According to the present invention, when an additional instruction action is executed to cause a user character to execute an additional action, the performance of the other character that is the target of the additional action is evaluated based on the additional instruction action. In other words, the user character is permitted to execute an additional action, and the performance of the other character is evaluated by the user (performer of the performance) corresponding to the user character through the additional instruction action triggered by the additional action. The evaluation results are then provided to each user. Therefore, by utilizing such additional instruction actions, the performance of multiple characters can be evaluated from the viewpoint of the performer of the performance. As a result, the performance of the other characters can be evaluated based on elements that can only be evaluated by the performer.

[0108] The additional instruction action may be executed regardless of the state of the other character (the evaluated character to be evaluated), or may be executed after a predetermined state for accepting the additional action (additional instruction action) is formed between the user character (the evaluation character that executes the evaluation) and the other character. For example, in one aspect of the game system of the present invention, the instruction evaluation means may evaluate the performance by the other character when the additional instruction action is executed in a cooperation state formed between the user character and the other character by a user action executed by the user character on the other character and a corresponding action by the other character corresponding to the user action, on the condition that such a cooperation state is formed.

[0109] The additional instruction action may be executed at an appropriate time, for example, during a performance or after the performance. For example, in an aspect in which the evaluation of a performance is executed in a coordinated state, if an evaluation period for evaluating the performance is provided after the performance, the instruction evaluation means may evaluate the performance by the other character when the additional instruction action is executed in the coordinated state during the evaluation period.

[0110] As the user action and the corresponding action, various actions (behaviors) may be appropriately executed. For example, the user action may be an action of performing a predetermined performance on an instrument, or an action of appropriately moving various parts such as the arms. Alternatively, it may be an action of calling out to another character. The same applies to the corresponding action. For this reason, for example, an action of turning one's gaze towards another (making eye contact) may be adopted as the user action and the corresponding action. Specifically, for example, in an aspect in which the evaluation of the performance is executed in a cooperation state, the cooperation state may be formed when the other character included in the visual field range of the user character puts the user character into the visual field range of the other character, so that an action of putting the other character into the visual field range (IR) set for the user character functions as the user action, and an action of putting the user character into the visual field range (IR) set for the other character functions as the corresponding action, respectively.

[0111] The performance evaluation result may be appropriately utilized, and may be reflected in a score (a value for determining victory or defeat, or for competing with other users for rankings, etc.) that functions as an evaluation of game play. Alternatively, in a case where the actions of other characters are controlled by a computer and an action to be used in a performance is selected from a plurality of candidates, the performance evaluation result may function as an index for selecting the action. Specifically, for example, in a case where the actions of the other characters are controlled in the performance so as to perform an action similar to an action performed by the user character in the performance in a past play, and a selection opportunity is provided for selecting an action to be actually performed by the other characters from a plurality of actions in the past play of the user character, the result providing means may provide each user with the performance evaluation result by the other characters to function as index information that serves as an index for selecting each action in the selection opportunity. In this case, the performance evaluation result can be utilized to promote the selection of a more preferable action in the selection opportunity.

[0112] The evaluation of the performance based on the additional instruction action may be realized by an appropriate method. For example, only one type of action that is executed only in the case of a favorable performance or the opposite case may be prepared as the additional instruction action. Alternatively, multiple types of additional instruction actions that are associated with evaluation results such as OK and NG may be prepared. In addition, when multiple types of additional instruction actions are prepared, each additional instruction action may be treated as having the same evaluation, or the evaluation of each additional instruction action may be appropriately weighted. For example, in a mode in which the evaluation result functions as index information, when multiple types of additional instruction actions are prepared as the additional instruction actions, the instruction evaluation means may evaluate the performance by the other character by determining the type of the actual instruction action so that the type of the actual instruction action executed by each user as the additional instruction action functions as the index information.

[0113] As the game, various games may be provided as appropriate. Similarly, in such games, various performances may be performed by a plurality of characters according to the type of game. For example, game play in a sports game such as a soccer game or a baseball game may be used as a performance. Alternatively, dancing, playing, or the like in a music game may be used as a performance. Specifically, for example, in one aspect of the game system of the present invention, a music game is provided as the game, in which the timing of the play action is announced in accordance with the rhythm of a piece of music, and the user character performs a performance action of playing the piece of music in association with the play action, and the performance may be the performance of each of the plurality of characters in the music game.

[0114] The other character may be a user character or a non-player character (so-called NPC) whose action is controlled by a computer. For example, in one aspect of the game system of the present invention, the game is played such that the multiple characters include multiple user characters corresponding to multiple users, respectively, and the instruction evaluation means may evaluate the performance by another user character based on the additional instruction action when the additional action is executed on one of the multiple user characters other than the user character, so that the other user character functions as the other character.

[0115] On the other hand, the computer program (PG2) of the present invention is configured to cause the input device and a computer (41) connected to the display device to function as each of the means of the game system described above.

[0116] The control method of the present invention is to cause a computer (41) incorporated in a game system (4) that is connected to an input device (SMA, SMB) for inputting a play action of each user and a display device (47) that displays a game screen (50) on which a plurality of characters (54) including at least one user character (54C) operated by each user through the play action are displayed, and that provides a game including a performance performed by the plurality of characters through the game screen, to execute, when an additional instruction action is executed as the play action from the user character to another character of the plurality of characters so as to be added to the performance, an instruction evaluation procedure for evaluating the performance by the other character based on the additional instruction action, and a result providing procedure for providing each user with an evaluation result of the performance by the other character. The game system of the present invention can be realized through the computer program or control method of the present invention. [Explanation of symbols]

[0117] 1. Game System 2. Central server 4 HMD type game console (game system) 41 Control unit (computer) 43 Progress control section (instruction evaluation means, result provision means) 47 Display (display device) 50 Game Screen 54 Character image (character) 54B Second character image (another character, another user character) 54C 3rd character image (user character) IR View Range SMA Sensor (Input Device) SMB Sensor (Input device)

Claims

1. A game system connected to an input device for inputting play actions of each user and a display device for displaying a game screen on which a plurality of characters including at least one user character operated by each user through the play actions are displayed, the game system providing a game including a performance performed by the plurality of characters through the game screen, an instruction evaluation means for evaluating the performance by the other character using an additional instruction action as an evaluation element when an additional instruction action for causing the user character to perform an additional action that is executed from the user character to the other character of the plurality of characters so as to be added to the performance is executed as the play action; A result providing means for providing each user with an evaluation result of the performance by the other characters.

2. The game system described in claim 1, wherein the instruction evaluation means evaluates the performance by the other character when the additional instruction action is executed in a coordinated state formed between the user character and the other character by a user action performed by the user character on the other character and a corresponding action by the other character corresponding to the user action, on the condition that a coordinated state is formed between the user character and the other character.

3. A game system connected to an input device for inputting play actions of each user and a display device for displaying a game screen on which a plurality of characters including at least one user character operated by each user through the play actions are displayed, the game system providing a game including a performance performed by the plurality of characters through the game screen, an instruction evaluation means for evaluating the performance by the other character based on an additional instruction action when an additional instruction action for causing the user character to perform an additional action that is executed from the user character to the other character of the plurality of characters so as to be added to the performance is executed as the play action; a result providing means for providing each user with a result of evaluation of the performance by the other characters; Equipped with the instruction evaluation means, on the condition that a cooperative state is formed between the user character and the other character by a user action executed from the user character to the other character and a corresponding action by the other character corresponding to the user action, evaluates the performance by the other character when the additional instruction action is executed in the cooperative state; A game system in which the coordinated state is formed when another character included in the field of view of the user character enters the field of view of the other character, such that the action of entering the other character into the field of view set for the user character functions as the user action, and the action of entering the user character into the field of view set for the other character functions as the corresponding action.

4. The game system according to claim 2 or 3, wherein the instruction evaluation means, when an evaluation period for evaluating the performance is set after the performance, evaluates the performance by the other character when the additional instruction action is executed in the coordinated state during the evaluation period.

5. The game system of any one of claims 1 to 4, wherein the result providing means provides each user with an evaluation result of the performance by the other characters so as to function as index information that serves as an index for selecting each action in a selection opportunity when the actions of the other characters in the performance are controlled so as to perform similar actions to actions performed by the user character as part of the performance in a past play, and a selection opportunity is provided for selecting an action that the other characters should actually perform from a plurality of actions in the user character's past play.

6. The game system described in claim 5, wherein the instruction evaluation means, when multiple types of additional instruction actions are prepared as the additional instruction actions, evaluates the performance by the other characters by determining the type of the actual instruction action as the additional instruction action performed by each user so that the type of the actual instruction action functions as the index information.

7. As the game, a music game is provided in which the timing of the play action is guided in accordance with the rhythm of a piece of music, and the user character performs a performance action of playing the piece of music in association with the play action; The game system according to any one of claims 1 to 6, wherein the performance in the music game is performed by each of the plurality of characters performing the musical performance action.

8. A computer program configured to cause a computer connected to the input device and the display device to function as each of the means of the game system according to any one of claims 1 to 7.

9. a computer that is incorporated in a game system that is connected to an input device for inputting play actions of each user and a display device that displays a game screen on which a plurality of characters including at least one user character operated by each user through the play actions are displayed, the computer providing a game including a performance performed by the plurality of characters through the game screen; an instruction evaluation step in which, when an additional instruction action is executed as the play action by the user character to cause the user character to execute an additional action that is executed from the user character to another character of the plurality of characters so as to be added to the performance, the additional instruction action is used as an evaluation element to evaluate the performance by the other character; a result providing step of providing each user with a result of evaluation of the performance by the other characters; A control method for executing the above.

Citation Information

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