PROGRAM, INFORMATION PROCESSING METHOD AND INFORMATION PROCESSING APPARATUS

By introducing a state determination mechanism and auxiliary execution function in the game, switching the game mode according to the player's operation method, the problem of player immersion in the existing technology is solved, and a more enjoyable gaming experience is achieved.

JP7675973B2Active Publication Date: 2025-05-14CAPCOM CO LTD
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Patent Information

Application Number
JP2022144317
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-09-12
Publication Date
2025-05-14
Estimated Expiration
2042-09-12

AI Technical Summary

Technical Problem

Existing gaming technology only reduces the difficulty of the game by automatically correcting the attack target, but causes players to experience less immersion.

Method used

By introducing a state determination mechanism in the game, switching the game mode according to the player's operating methods (one-handed or two-handed), providing auxiliary execution functions, including auxiliary aiming, attack direction and reduced rebound effect.

Benefits of technology

It realizes simplifying game operations and improving player experience without reducing the immersion of the game, especially for beginners, making the game easier to enjoy.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game system that can be more easily enjoyed by a player without damaging an immersive feeling of the player into a game.SOLUTION: State determination means 64 determines a first state or a second state in accordance with a situation of a position or an attitude of a character corresponding to a position or an attitude of a user playing a game. Assistance execution means 66 executes processing of assisting attack operation in the attack operation in the case that the state determination means determines the second state. Attack reception means 68 receives the attack operation. For example, concretely, the attack reception means 68 receives an input instruction showing the attack operation from the player. Various game processes for making the character perform attack operation is executed in the case that the attack reception means receives the input instruction showing the attack operation.SELECTED DRAWING: Figure 4
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Description

[Technical field]

[0001] The present invention relates to a program, an information processing method, and an information processing device. [Background technology]

[0002] In recent years, many games, such as action games and FPS (First Person Shooting) games, have been developed and enjoyed. Although such games are enjoyed by many players, they require relatively advanced operations and may be difficult for beginner players to get used to. In this regard, for example, a technology has been proposed that automatically corrects the aim position to the position of the targeted enemy character when the aim position falls within a specified area, while increasing the damage inflicted the closer the aim position during an attack is to the object (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2022-59760 Summary of the Invention [Problem to be solved by the invention]

[0004] However, conventional techniques including the technique described in the above-mentioned Non-Patent Document 1 only correct the aim of the attack action, which simply lowers the difficulty of the game. Implementing such a simple correction function may result in a decrease in the player's immersion in the game.

[0005] The present invention has been made in consideration of the above circumstances, and has an object to provide a game system that allows players to enjoy the game more easily without compromising the player's sense of immersion in the game.

[0006] In order to achieve the above object, the first aspect of the present invention is An information processing device for a game in which a user plays a game while operating an object or a part of an object displayed in a virtual space, an attack action receiving means for receiving an attack action; a state determination means for determining whether the state is a first state or a second state depending on a state of a position or a posture of the object corresponding to a position or a posture of a user playing the game; an assist execution means for executing a process of assisting the attacking motion when the state determination means determines that the state is the second state; It is a program that functions as a

[0007] In addition, in the first aspect, the assist execution means can execute a process including a process of assisting with the aim of the attack action.

[0008] In addition, in the first aspect, the assist execution means can execute a process including a process of assisting the attack direction of the game medium executing the attack action.

[0009] In addition, in the first aspect, the assist execution means can execute a process including a process for reducing a reaction of the attack action.

[0010] In addition, in a first aspect, the state determination means can determine a first state when the object is operating a game medium that performs the attack action with one hand, and can determine a second state when the object is operating the game medium with both hands.

[0011] The second aspect of the present invention is An information processing method executed by an information processing device for a game in which a player progresses while operating an object or a part of an object displayed in a virtual space, comprising: an attack action receiving means for receiving an attack action; a state determination means for determining whether the object is in a first state or a second state depending on a position or posture of the object at the time when the attack action is accepted; an assist execution means for executing a process of assisting the attacking motion when the state determination means determines that the state is the second state; The present invention relates to an information processing method.

[0012] The third aspect of the present invention is An information processing device for a game in which a player progresses by operating an object or a part of an object displayed in a virtual space, an attack action receiving means for receiving an attack action; a state determination means for determining whether the object is in a first state or a second state depending on a position or posture of the object at the time when the attack action is accepted; an assist execution means for executing a process of assisting the attacking motion when the state determination means determines that the state is the second state; The information processing device includes:

[0013] An information processing method and an information processing device according to one aspect of the present invention are also provided as an information processing method or an information processing device corresponding to a program according to one aspect of the present invention. Effect of the Invention

[0014] According to the present invention, it is possible to provide a game system that allows the player to enjoy the game more easily without impairing the player's sense of immersion in the game. [Brief description of the drawings]

[0015] [Figure 1] 1 is a diagram illustrating an example of a configuration of an information processing system according to an embodiment of the present invention. [Diagram 2] 2 is a diagram illustrating an example of a game operation method according to the information processing system of FIG. 1. [Diagram 3]1 is a diagram showing an example of a hardware configuration of a game device in an information processing system according to an embodiment of the present invention. [Figure 4] 4 is a diagram showing an example of a functional configuration of the game device of FIG. 3 and the server of FIG. 1, etc. [Diagram 5] FIG. 13 is a diagram showing an example of an image displayed on the game device when an attack action is performed in normal mode. [Figure 6] FIG. 1 is a diagram showing an example of how to aim a gun. [Figure 7] FIG. 13 is a diagram showing an example of an image displayed on the game device when an attacking action is performed in assist mode. [Figure 8] FIG. 11 is a state transition diagram showing the operation when a player changes the game mode. [Figure 9] FIG. 8 is a diagram showing an example of an image displayed on the game device when an attacking action is performed in assist mode, which is an example different from the example in FIG. 7. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0016] [Embodiment] First, before explaining an embodiment of the present invention, the contents of a game (hereinafter referred to as "this game") to which an information processing system (hereinafter referred to as "this system") according to one embodiment of the present invention is applied will be explained. This game is, for example, an action game executed using VR (Virtual Reality) technology. The player wears an HMD (Head Mounted Display) and progresses through the game while viewing various game images that reflect the viewpoint of the character in the game. Games of this type are extremely effective in increasing the player's immersion in the game. Specifically, the player operates a character (or a part of the character's body) displayed in a virtual space by performing input operations, etc., and progresses through the game by defeating enemy characters in the game using guns, explosives, etc. Although such games can be played using only a normal push-button game controller, this embodiment uses an HMD capable of acquiring position information and a controller with built-in sensor functions to provide a more immersive gaming experience. Specifically, in this embodiment, the system is equipped with various sensors in the HMD and the controller, so that it is possible to recognize coordinates and grasp various actions in the real space. Therefore, in this game, the player's actions in the real space and the character's actions in the game can be linked. For example, when a player takes aim with a gun in the real space, the input operation is processed in the game device 1, and the character takes aim with a gun in the game. By adopting such specifications, the system can provide the player with an environment in which he can play the game in a highly immersive state, as if he were defeating enemies while adventuring himself. Furthermore, in action games, a large number of game contents are generally set. While this is effective in expanding the range of choices available to the player in the game, it also means that a large number of game contents must be managed and operated. This is a problem in normal action games as well, but is particularly likely to be a problem in VR games such as the present embodiment. In this embodiment, one of the objectives of the system is to provide an environment in which the player can easily play the game without losing the sense of immersion in the game, while taking into account all or some of the circumstances unique to VR games. It should be noted that game media is a general term for electronic data relating to weapons, armor, items, etc. that characters use in the virtual space. Furthermore, in the following description, when the term "character (object)" is used, it does not mean only one independent character, but also includes an image of only a part of a character (for example, a hand).

[0017] <Summary> FIG. 1 shows an example of the configuration of this system. As shown in Fig. 1, the system includes a game device 1, an HMD 2, a controller 3, and a server 4. The game device 1, the HMD 2, and the controller 3 are connected to each other by a communication method such as a LAN (Local Area Network). The game device 1 and the server 4 are also connected to each other via a predetermined network N such as the Internet. Note that the form of these communication methods is not limited, and for example, Bluetooth (registered trademark), Wi-Fi, etc. may be used. In the following description, when the term "image" is used simply, it includes any image such as a "moving image" or a "still image."

[0018] The game device 1 is used by a player who wishes to use this system. The game device 1 is composed of a general-purpose home game console, a PC (Personal Computer), a smartphone, a tablet, etc. The game device 1 executes various processes required for the progress of the game.

[0019] The HMD 2 is a head mounted display connected to the game device 1 via a LAN or the like. The HMD 2 displays various game images generated by the game device 1 on a display unit (not shown). The HMD 2 can also recognize coordinates in real space together with the controller 3 (described later). The HMD 2 may also have functions as a general-purpose information processing device, such as various control units such as a CPU and SSD, and a storage unit.

[0020] The controller 3 is equipped with a sensor function and the like and is connected to the game device 1 via a LAN or the like. The controller 3 is provided with various buttons, a touch panel, and the like, as well as sensors and a tracking function, and can recognize coordinates in real space in conjunction with the HMD 2.

[0021] The server 4 is managed by an administrator of the system, etc. The server 4 is composed of a general-purpose PC, etc. While communicating with the game device 1, etc., the server 4 stores and manages various information required for the progress of the game.

[0022] Next, a method of operating this game will be briefly described with reference to Fig. 2. Fig. 2 is a diagram for explaining an example of a method of operating a game according to this system.

[0023] FIG. 2(a) shows the situation of a player playing a game in real space, along with an example of the game screen at that time. Specifically, looking at (a1) in Fig. 2, the character is playing the game in real space with his right hand extended toward the TV screen (simulating a posture of firing a gun with one hand). Looking at (a2) in Fig. 2, an example of a game image at the same time shows the character aiming a gun in his right hand to attack. Similarly, in Fig. 2(b1), a player is shown playing a game in real space with both hands held out towards the TV screen (simulating a posture of firing a gun with both hands). In addition, in the game screen at this time, that is, in Fig. 2(b2), a character is shown holding a weapon with both hands and aiming to attack. In this way, in this game, the movement and posture of the player holding the HMD 2 and controller 3 are acquired, and this information is processed as input information for the game. In principle, the characters in the game are placed and act in the game space according to the movement and posture of the player in the real space. This allows the player to enjoy playing the game as if he or she were adventuring in the game space. However, as described above, the controller 3 is provided with various buttons, a touch panel, etc. The player can freely perform input operations via the buttons, touch panel, etc. according to the situation of the game.

[0024] <Hardware configuration> FIG. 3 shows the hardware configuration of the game device 1 that constitutes this system.

[0025] As shown in FIG. 3, the game device 1 includes a control unit 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, a memory unit 16, a communication unit 17, and a drive 18.

[0026] The control unit 11 is configured with a microcomputer including a CPU, a GPU, a semiconductor memory, etc. The control unit 11 executes various processes according to a program recorded in a ROM 12 or a program loaded from a storage unit 16 to a RAM 13. The RAM 13 also stores information necessary for the control unit 11 to execute various processes as appropriate.

[0027] The control unit 11, the ROM 12, and the RAM 13 are connected to one another via a bus 14. An input / output interface 15 is also connected to the bus 14. A storage unit 16, a communication unit 17, and a drive 18 are connected to the input / output interface 15.

[0028] In addition, the HMD 2 and the controller 3 are also connected to the input / output interface 15. The HMD 2 is an output device that outputs, for example, images and sounds related to a game. For example, the HMD 2 displays a game image generated as a result of various processes of the control unit 11 on a display unit (not shown). Also, for example, the HMD 2 outputs game sounds generated as a result of various processes of the control unit 11 in a format that can be recognized by the player. The controller 3 is, for example, an input device that accepts operational instructions from a player when various processes are executed by the control unit 11. For example, the controller 3 obtains, as input information, the contents of operational instructions executed by the player in a game.

[0029] The storage unit 16 is composed of a hard disk drive (HDD) or a solid state drive (SSD) and stores various data. For example, the storage unit 16 stores various game programs required for the progress of the game, information on the progress of the game being progressed on other hardware, etc.

[0030] The communication unit 17 controls communications with other hardware and the like via a network N including the Internet.

[0031] The drive 18 is provided as necessary. Removable media 31, such as a magnetic disk, an optical disk, a magneto-optical disk, or a semiconductor memory, is appropriately attached to the drive 18. A program read from the removable media 31 by the drive 18 is installed in the storage unit 16 as necessary. The removable media 31 can also store various data stored in the storage unit 16 in the same manner as the storage unit 16.

[0032] The hardware configurations of the HMD 2 and the server 4 can be basically the same as the hardware configuration of the game device 1, so a description thereof will be omitted here.

[0033] 4 is a diagram showing an example of a functional configuration of the game device of FIG. 3 and the server of FIG. 1, etc. As shown in FIG. 4, the control unit 11 of the game device 1 executes various programs and the like, thereby causing a game processing execution means 60, an input operation receiving means 62, a state determination means 64, an assist execution means 66, an attack receiving means 68, an attack execution means 70, and a display control means 72 to function.

[0034] The game process execution means 60 executes various processes relating to the game. Specifically, the game processing execution means 60 executes a game program by reading out virtual game space objects and textures included in game information from a storage unit (not shown) in accordance with various input operations by the player, etc., and generates two-dimensional or three-dimensional images and sounds related to the game. In other words, the game processing execution means 60 controls the progress of the game by generating and managing the results of operational instructions by the player. Furthermore, the game processing execution means 60 transmits various pieces of information relating to the game to the server 4 as appropriate.

[0035] The input operation receiving means 62 receives an input operation from a player. Here, the input information received by the input operation receiving means 62 includes, for example, information regarding pressing of various buttons provided on the controller 3, information regarding the placement of the player in real space and the direction of each controller 3, information regarding acceleration accompanying changes in the position of the controller 3 in real space, etc. In this embodiment, the movement of a part of the body of a character displayed in the virtual space (for example, a hand) and the viewpoint of the game screen are determined in response to each piece of input information thus input by the controller. This allows the player to play the game with the feeling that the character in the game is moving in accordance with the player's movements.

[0036] The state determination means 64 determines whether the state is the first state or the second state according to the state of the character's position or posture corresponding to the position or posture of the user playing the game. That is, the state determination means 64 determines the position or posture in the virtual space of the character that moves in response to the action performed by the player in the real space, and determines whether the state in the game is the first state or the second state described below. The first state is a state in which the player is using a weapon with only one hand (aiming at an enemy character). When an attack command is given in this first state, the assist mode is not activated and the attack action is executed based on the normal game processing (hereinafter referred to as "normal mode"). The second state is a state in which the player is using both hands to wield a weapon (aiming at an enemy character). When an attack command is given in this second state, an assist mode, which will be described later, is activated and an attack action is executed based on a special game process (hereinafter referred to as "assist mode").

[0037] The assist execution means 66 executes a process for assisting an attacking action when the state determination means 64 determines that the state is the second state. Specifically, for example, the assist execution means 66 executes various game processes for assisting the attacking action of the player when the state determination means 64 determines that the state is the second state. The specific contents of the various game processes executed by the assist execution means 66 will be described later with reference to FIG. 7 etc.

[0038] The attack receiving means 68 receives an attack action. Specifically, for example, the attack receiving means 68 receives an input instruction indicating an attack action from the player. Note that an input instruction indicating an attack action is given when, for example, the player presses a predetermined attack execution button on the controller.

[0039] The attack execution means 70 executes various game processes for making the character perform an attack action when an input instruction indicating an attack action is received by the attack receiving means.

[0040] The display control means 72 executes control to display various game images and the like generated by the game processing execution means 60 on a display section (not shown) of the HMD 2. The display control means 72 also executes control to output game sounds and the like generated by the game processing execution means 60 to an output section (not shown) of the HMD 2.

[0041] As shown in FIG. 4, the control unit 400 of the server 4 executes various programs and the like, thereby causing a game information management means 420 to function.

[0042] The game information management means 420 of the server 4 manages various information required for the progress of the game by the game device 1, and executes various processes. Specifically, for example, the game information management means 420 executes authentication of account information transmitted from the game device 1, delivery of game information in response to a download request of various game information from the game device 1, and the like.

[0043] Next, specific game processing will be described with reference to Figures 5 to 8. Figure 5 is a diagram showing an example of an image displayed on the game device when an attacking action is performed in normal mode.

[0044] Fig. 5 shows a situation where the player is aiming to perform an attack while holding a weapon in only one hand (right hand). Specifically, in the example of Fig. 5, the angle of the front sight P1 and rear sight P2 is adjusted, and the player is aiming to perform an attack (fire the gun) at a door knob P3. Here, when aiming at a target with a gun (especially an iron sight), it is necessary to arrange the gun's front sight, the gun's rear sight, and your eyes in a straight line, as shown in Figure 6. In this regard, for example, a laser sight may be used to clearly display the aiming position, but without such specifications, it is difficult for the player to accurately attack the target. In other words, in the example of Figure 5, if the player wants to accurately attack the target, they will need to adjust the angle and direction of their grip on the controller in real space to point the gun in the virtual space in a straight line with the target and command the attack action.

[0045] In contrast, Fig. 7 is a diagram showing an example of an image displayed on the game device when an attacking action is performed in the assist mode. That is, in Fig. 7, the player is aiming to perform an attacking action while holding a weapon with both hands. As shown in Fig. 7, in the assist mode, corrections are automatically made so that the gun's front sight, gun's rear sight, and eyes are always aligned in a straight line. By performing an attacking action in this state, the player can easily determine the aim (for example, doorknob P3 in the example of Fig. 7) and accurately shoot the target of attack.

[0046] Fig. 8 shows a state transition diagram showing the operation when the player changes the game mode. In Fig. 8, each state is identified by a code including M1, and the transition to each state is displayed with a code including A. A state transition to each state is executed when a predetermined condition is satisfied.

[0047] In this embodiment, the normal mode M1 is the most basic state in the game. In normal mode M1, when the player brings the left and right controllers 3 close to each other (when a character in the game is holding a weapon), the state transitions to assist mode M2. That is, when the player performs an input operation instructing the in-game character to hold a weapon with both hands in normal mode M1, the state transitions to assist mode M2.

[0048] In the assist mode M2, when the player releases the left and right controllers 3 while holding a weapon with both hands, the state transitions to the normal mode M1. That is, in assist mode M2, when the player performs an input operation to instruct the in-game character not to hold a weapon with both hands, the state transitions to normal mode M1.

[0049] Although one embodiment of the present invention has been described above, the present invention is not limited to the above-described embodiment, and modifications and improvements within the scope that can achieve the object of the present invention are included in the present invention.

[0050] <Other embodiments>

[0051] Here, an example of additional specifications in this game will be described with reference to FIG. FIG. 9 is a diagram showing an example of an image displayed on a game device when an attack action is performed in the assist mode, and is a diagram showing an example different from the example of FIG. 7. Specifically, the example of FIG. 9 shows a situation in which a character is about to perform an attack action while holding a gun in his right hand and a flashlight in his left hand. That is, in the above-mentioned embodiment, in order to activate the assist mode, it was necessary to instruct the character in the game to hold a gun with both hands. However, the present system may adopt a specification that allows the assist mode to be activated by, for example, a character holding a specific game medium in his left hand and assuming a specific posture. In the example of FIG. 9, the character is holding a gun in his right hand and holding a flashlight in his left hand to illuminate the front. The present system may adopt a specification that allows the assist mode to be activated when such a special condition is met. This allows the player to play the game while feeling a greater sense of reality.

[0052] Although not described in the above embodiment, the system may determine the target of an attack by a weapon (gun) based on the height of the muzzle of the weapon, or based on the height of the front and rear sight. In this case, the system may use the height of the muzzle as a reference in normal mode, and the height of the front and rear sight as a reference in assist mode.

[0053] Furthermore, although not described in the above embodiment, the system may, for example, when an attack action is performed with a gun, perform a process to apply a recoil to the character or the player operating the character in response to the attack action (for example, making the character uncontrollable for a certain period of time, applying large vibrations to the controller or HMD, etc.). In this case, the system may employ specifications such as not executing or reducing this recoil processing when attacking in assist mode, for example.

[0054] Although not described in the above embodiment, the present system can employ, for example, the following method as a function for assisting the player. (1) The system may be equipped with a feature that allows the character to automatically replenish ammunition (including magazines) when the character touches a specific location on the clothing (an area used for managing ammunition). (2) When replenishing ammunition for a weapon, the system may be provided with specifications that enable the upper limit of ammunition that can be replenished and the conditions for replenishment (such as time) to be changed depending on the type of weapon. (3) The system may be configured so that, when an attack cannot be made because a weapon's ammunition is depleted, ammunition can be easily replenished by pressing a button, or the system may be configured so that ammunition cannot be replenished without pressing the button multiple times. (4) In this embodiment, when a grenade is used as a weapon, it is usually necessary to remove the safety (pin) before use. However, this system may be equipped with a specification that causes the grenade to explode automatically simply by throwing it without removing the safety (pin).

[0055] In the above embodiment, a part of the character's body (only the hands) is displayed on the game image, but this is not limited to this. For example, the system may display the character's entire body on the game image, or may display only other body parts such as the legs, arms, or face on the game image.

[0056] In the above embodiment, the assist mode is always activated when the character holds a weapon with both hands, but this is not limited to this. For example, the system may have a specification that allows the activation conditions of the assist mode and whether or not the assist mode is activated to be changed. Specifically, the system may have the following specifications. (1) For example, the conditions for activating the assist mode and whether or not it is activated may be changed depending on the type of weapon. (2) For example, the conditions for activating the assist mode and whether or not the assist mode is activated may be changed depending on the type of character operated by the player. (3) For example, the conditions for activating the assist mode and whether or not it is activated may be changed depending on the combination of the type of character and the type of weapon operated by the player. (4) For example, the conditions for activating the assist mode and whether or not it is activated may be changed depending on the difficulty level setting of the game. (5) For example, the conditions for activating the assist mode and whether or not the assist mode is activated may be changed depending on the player's settings.

[0057] In the above embodiment, when the assist mode is activated, all of the assist functions are activated, but this is not limited to this. The system may be capable of changing whether or not to activate individual assist functions, such as activating only the assist function that reduces recoil.

[0058] Although not described in the above embodiment, the system may include a means for indicating that the assist mode is activated. For example, when the assist mode is activated, the system may display a display (such as a mark or image) in the game image to indicate that the assist mode is activated, or may display objects in a special display mode, such as a weapon or character glowing.

[0059] Although not described in the above embodiment, the system may employ a specification in which the game images to be generated and the aiming operation with the weapon are focused on either the right or left eye (the center of the field of view is aligned). This allows the player to play the game in an environment that is more comfortable for him or her.

[0060] In the above embodiment, the input operation for making the character hold a weapon with both hands is described as being when the player brings the left and right controllers close to each other in real space, but this is not limited to this. The system may determine that the second state is present, for example, when a predetermined button is pressed by the player, when a predetermined action is performed by the player, or when the player takes a predetermined posture, and change the game mode to the assist mode.

[0061] In the above embodiment, an example of a method for the system to assist the player in the aiming operation has been introduced, but it is merely an example and is not limited thereto. The system may assist the player in the aiming operation by any method, such as displaying the impact point of a bullet using a laser sight, or determining that an attack is effective if it is within a predetermined range even if it does not hit an enemy player.

[0062] Also, although not described in the above embodiment, the game may be executed by any hardware (e.g., game device 1), such as a home game console such as a PlayStation (registered trademark), a portable game console such as a Nintendo Switch (registered trademark), various game consoles designed for commercial use, or electronic devices such as a personal computer, a smartphone, or a tablet.

[0063] Although the description has been omitted in the above embodiment, the content of the game related to this system is not limited. This system may be applied to any game, such as, for example, FPS (First Person Shooter), TPS (Third Person Shooter), RPG (Role Playing Game), action game, simulation game, sports game, card game, battle royale (symmetric type, asymmetric type), MOBA (Multiplayer online battle arena), music game, fighting game, quiz game, etc.

[0064] Furthermore, the above-described series of processes can be executed by hardware or software. In other words, the functional configurations in FIG. 4 and the like are merely examples and are not particularly limited. That is, it is sufficient that the information processing system is provided with a function capable of executing the above-mentioned series of processes as a whole, and the type of functional block used to realize this function is not limited to the example in Fig. 4, etc. Furthermore, the location of the functional block is not limited to the example in Fig. 4, etc., and may be arbitrary. Furthermore, one functional block may be configured as a single piece of hardware, may be configured as a single piece of software, or may be configured as a combination of both.

[0065] Furthermore, the number of different hardware components constituting this system and the number of users are optional, and the system may also include other hardware components.

[0066] Furthermore, when the series of processes is executed by software, the program constituting the software is installed in a computer or the like from a network or a recording medium.

[0067] The computer may be a computer built into dedicated hardware, or a computer capable of executing various functions by installing various programs. That is, for example, the various hardware in the above-described embodiment may be freely adopted as any computer, any mobile terminal such as a smartphone, any game machine, etc. Furthermore, any combination of types and contents of various input units and various output units may be adopted.

[0068] Furthermore, the recording medium containing such a program may not only be constituted by a removable medium (not shown) provided separately from the device main body in order to provide the program to a player, etc., but may also be constituted by a recording medium provided to the player in a state in which it is pre-installed in the device main body.

[0069] In this specification, the steps of describing the program to be recorded on the recording medium may be executed in parallel or individually, as well as in chronological order. Also, some of the steps described in the above embodiment may be omitted.

[0070] In addition, in this specification, the term "system" refers to an overall device that is composed of a plurality of devices or a plurality of means.

[0071] Even when these other embodiments are adopted, the effects of the present embodiment are exhibited. In addition, the present embodiment can be appropriately combined with other embodiments, and other embodiments can be appropriately combined with each other.

[0072] In summary, the program to which the present invention is applied can take various forms having the following configurations. An information processing device for a game in which a user plays a game while operating an object or a part of an object displayed in a virtual space, an attack action receiving means (e.g., attack receiving means 68) for receiving an attack action; A state determination means (e.g., a state determination means 64) that determines whether the state is a first state or a second state according to a state of a position or a posture of the object corresponding to a position or a posture of a user playing the game; an assist execution means (e.g., an assist execution means 66) that executes a process to assist the attacking action when the state determination means determines that the state is the second state; Any program that functions as such will suffice.

[0073] <Effects> This allows the player to play the game more easily without losing the sense of immersion in the game. Furthermore, since the player can play the game in a state that is closer to the sensation of playing in real space, the player can feel even more immersed in the game. [Explanation of symbols]

[0074] 1. Game device 11 Control section 60 Game processing execution means 62 Input operation acceptance means 64 State discrimination means 66 Assist execution means 68 Attack reception methods 70 Means of attack 72 Display control means 2 HMD 3. Controller 4 Server 400 Control section 420 Game information management means

Claims

1. An information processing device for a game in which a user plays a game while operating an object or a part of an object displayed in a virtual space, an attack action receiving means for receiving an attack action; a state determination means for determining whether the state is a first state or a second state according to a state of a position or a posture of the object corresponding to a position or a posture of a user playing the game; an assist execution means for executing a process of assisting the attacking motion when the state determination means determines that the state is the second state; Function as a The assist execution means executes a process including a process of reducing a reaction of the attack action. program.

2. An information processing device for a game in which a user plays a game while operating an object or a part of an object displayed in a virtual space, an attack action receiving means for receiving an attack action; a state determination means for determining whether the state is a first state or a second state according to a state of a position or a posture of the object corresponding to a position or a posture of a user playing the game; an assist execution means for executing a process of assisting the attacking motion when the state determination means determines that the state is the second state; Function as a the state determination means determines a first state when the object is operating a game medium for executing the attack action with one hand, and determines a second state when the object is operating the game medium with both hands; program.

3. The assist execution means executes a process including a process of assisting in aiming the attack action.

3. The program according to claim 1 or 2.

4. An information processing method executed by an information processing device for a game in which a player progresses while operating an object or a part of an object displayed in a virtual space, comprising: an attack action receiving step of receiving an attack action; a state determining step of determining whether the state is a first state or a second state depending on a state of a position or a posture of the object corresponding to a position or a posture of a user playing the game; an assist execution step of executing a process of assisting the attacking motion in the attacking motion when the second state is determined in the state determination step; Including, The assist execution step executes a process including a process of reducing a reaction of the attacking action. Information processing methods.

5. An information processing method executed by an information processing device for a game in which a player progresses while operating an object or a part of an object displayed in a virtual space, comprising: an attack action receiving step of receiving an attack action; a state determining step of determining whether the state is a first state or a second state depending on a state of a position or a posture of the object corresponding to a position or a posture of a user playing the game; an assist execution step of executing a process of assisting the attacking motion in the attacking motion when the second state is determined in the state determination step; Including, the state determining step determines a first state when the object is operating a game medium for executing the attack action with one hand, and determines a second state when the object is operating the game medium with both hands; Information processing methods.

6. An information processing device for a game in which a player progresses by operating an object or a part of an object displayed in a virtual space, an attack action receiving means for receiving an attack action; a state determination means for determining whether the state is a first state or a second state according to a state of a position or a posture of the object corresponding to a position or a posture of a user playing the game; an assist execution means for executing a process of assisting the attacking motion when the state determination means determines that the state is the second state; Equipped with The assist execution means executes a process including a process of reducing a reaction of the attack action. Information processing device.

7. An information processing device for a game in which a player progresses by operating an object or a part of an object displayed in a virtual space, an attack action receiving means for receiving an attack action; a state determination means for determining whether the state is a first state or a second state according to a state of a position or a posture of the object corresponding to a position or a posture of a user playing the game; an assist execution means for executing a process of assisting the attacking motion when the state determination means determines that the state is the second state; Equipped with the state determination means determines a first state when the object is operating a game medium for executing the attack action with one hand, and determines a second state when the object is operating the game medium with both hands; Information processing device.

Citation Information

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