PROGRAM, IMAGE DRAWING METHOD, AND GAME DEVICE

The program addresses the issue of missed commentary and reduced engagement in fighting games by using a navigator character to deliver messages based on playback conditions, thereby increasing player motivation and enhancing the gaming experience.

JP7676516B1Active Publication Date: 2025-05-14CYGAMES INC
View PDF 2 Cites 0 Cited by

Patent Information

Application Number
JP2023207926
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-12-08
Publication Date
2025-05-14
Estimated Expiration
2043-12-08

AI Technical Summary

Technical Problem

In traditional fighting games, players may miss commentary lines due to high background music or sound volumes, and there is a lack of motivational content outside battle scenes, leading to reduced player engagement and motivation.

Method used

A program that selects a navigator character and manages playback conditions for each game scene, determining and displaying or playing messages based on these conditions, except in scenes where a playback prohibition flag is set.

Benefits of technology

The solution increases player motivation by providing timely and engaging commentary and motivational messages throughout various game scenes, enhancing the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007676516000001_ABST
    Figure 0007676516000001_ABST
Patent Text Reader

Abstract

To provide a program capable of increasing a player's motivation to play a game. [Solution] An information processing terminal 2 that draws multiple game scenes includes a selection unit 44 that selects at least one character from multiple characters as a navigator, a playback message determination unit 45 that manages at least one playback condition set for each game scene and multiple messages corresponding to the navigators linked to the playback conditions and determines at least one message selected from the multiple messages in accordance with the playback conditions as a playback message, and a drawing playback unit 46 that draws multiple different game scenes that all include a navigator in common and plays back the playback message.
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

[0001] The present invention relates to a program, an image rendering method, and a game device. [Background technology]

[0002] Conventionally, there has been known a fighting game that includes a mechanism in which a commentator or commentator selected in advance by a player provides commentary or commentary that is biased toward the player during gameplay.

[0003] For example, Patent Document 1 discloses a fighting game and examples of notification images that are notified to a player during the game.

[0004] Non-Patent Document 1 discloses a technology in which a character called a Navi, who supports the player, gives various advice depending on the situation. Non-Patent Document 1 also describes that this Navi can be changed. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] JP 2020-195432 A [Non-Patent Document 1] P4U2 / Persona 4U2 Fastest Strategy Wiki, [online], [Retrieved December 1, 2023], Internet (URL: https: / / spwiki.net / p4u2 / wikis / 203.html) Summary of the Invention [Problem to be solved by the invention]

[0006] In conventional fighting games, the commentary or commentary audio is played back, but the commentator's lines are not displayed. For this reason, if the volume of the background music is too loud or if the player is concentrating on the game, the player may miss the commentator's lines and is unable to know what was said. Even with the technology disclosed in Patent Document 1, commentary or commentary that seems to favor one player is not displayed on the screen.

[0007] In addition, in the technology disclosed in Non-Patent Document 1 or in other games, lines encouraging the player are emitted in the battle scenes of the fighting game. However, lines are not emitted outside the battle scenes, so there is a risk that the player's motivation will decrease in game scenes other than the battle scenes. In addition, lines unrelated to the player's operation are often emitted, making it difficult for the player to become attached to the character. In addition, when a player plays a game alone, even if the play content is good, the player is unable to share his / her feelings with others and is likely to feel lonely. For this reason, a mechanism that can increase the player's motivation in various game scenes has been demanded.

[0008] The present invention has been made in view of these circumstances, and has an object to increase the motivation of players to continue playing the game. [Means for solving the problem]

[0009] Ma In addition, the program of the present invention is for drawing a plurality of game scenes, and causes a computer to execute the steps of selecting at least one character from a plurality of characters as a navigator, managing at least one playback condition set for each game scene and a plurality of messages corresponding to the navigator linked to the playback condition, determining at least one message selected from the plurality of messages according to the playback condition as a playback message, not determining the playback message in the game scene for which a playback prohibition flag is set, and drawing or playing the determined playback message in a plurality of different game scenes. Effect of the Invention

[0010] According to the present invention, a message reproduced by the navigator is rendered or reproduced in a plurality of different game scenes, thereby increasing the player's motivation to continue playing the game. Problems, configurations and effects other than those described above will become apparent from the following description of the embodiments. [Brief description of the drawings]

[0011] [Figure 1] 1 is an overall configuration diagram showing an overview of a game system according to an embodiment of the present invention; [Diagram 2] 1 is a block diagram showing an example of the hardware configuration of a game system according to an embodiment of the present invention. [Diagram 3] 1 is a block diagram showing an example of a functional configuration of a game system according to an embodiment of the present invention. [Figure 4] FIG. 13 is a diagram showing an example of a main menu screen displayed after starting a game according to one embodiment of the present invention. [Diagram 5] FIG. 13 is a diagram showing an example of a display of an online lobby scene according to an embodiment of the present invention. [Figure 6] FIG. 13 is a diagram showing a display example of a battle waiting scene according to one embodiment of the present invention. [Figure 7] FIG. 13 is a diagram showing a display example of a battle result display scene according to one embodiment of the present invention. [Figure 8] FIG. 11 is a diagram showing an example of the configuration of a played list according to an embodiment of the present invention. [Figure 9] 11 is a flowchart illustrating an example of a playback process for a playback message according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0012] Hereinafter, an embodiment of the present invention will be described with reference to the accompanying drawings. In this specification and the drawings, components having substantially the same functions or configurations are designated by the same reference numerals, and redundant description will be omitted.

[0013] <Definition of terms> First, definitions of terms commonly used in this specification will be explained. The terms explained below are those used in the game to which the present invention is applied.

[0014] (game) First, the game will be described. A game is a game in which a predetermined effect can be obtained by executing a game program on various information processing terminals. A game includes at least one of video data, image data, audio data, book data, and text data, and is expressed by appropriately combining multiple data. Usually, a game can be progressed by a player, who is a natural person, performing various operations. However, it is also possible for the game to progress automatically by the player giving predetermined instructions.

[0015] (Game media) In games, various elements are assigned an identification ID. An element that is assigned an identification ID and managed by the identification ID is called a "game medium." Game medium is often used in the internal processing of a game. For this reason, unlike objects that are displayed on a screen, game mediums can be displayed on the screen or not.

[0016] For example, game media may include in-game characters, items (equipment items, consumable items, character costumes, etc.), cards, elements drawn in a lottery game, etc. Also, game media may include items that have one or more of the uses or actions listed below. For example, there are items that change (strengthen or weaken) other game media, items that change (strengthen or weaken) some parameter, items that can be paid for by consuming game media, items that are organized by the player and have an effect in the game, etc.

[0017] (Object) In a game, a screen is displayed on the display device of the terminal on which the player plays the game. Various computer graphics images (hereinafter abbreviated as "images") are displayed as objects on the screen. Here, objects are broadly divided into two-dimensional images and three-dimensional images. An object in a two-dimensional image is an image configured by two-dimensional computer graphics, such as an illustrated image of the game medium (characters, items, etc.) or an image of a user interface (buttons, virtual pads, etc.). Similarly, an object in a three-dimensional image is an image configured by three-dimensional computer graphics, such as a character, item, background, etc.

[0018] (attribute) An attribute is data used to classify game media, and is a part of data commonly assigned to multiple game media or multiple objects. For example, an attribute may be data for distinguishing a certain character, or data for determining the rarity of a certain item. Attributes are often displayed on the screen when playing a game. However, attributes may be used only in the internal processing of a program and may not be displayed on the screen.

[0019] (currency) Games use currency to be exchanged for items and the like. This currency can be either paid currency that has value in the real world or parameters that are used only within the game. Paid currency includes, for example, cash, electronic money, in-game currency that is purchased for a fee, etc. Parameters that are used only within the game include in-game currency that is provided free of charge within the game. Furthermore, in-game currency also includes, for example, free currency that is consumed in a lottery process described below. Note that points and the like used in games may also be used in the same sense as currency.

[0020] (Reward) A player can obtain a reward by playing a game. Rewards are broadly divided into those that are given to a player ID that is assigned to identify the player, and those that are not given to a player ID. Rewards given to a player ID include, for example, items, and rewards such as items are used to change predetermined parameters (experience points, stamina, lottery rights, etc.) or to progress in the game. Other examples of rewards include the release of playable quests, the ability to acquire character skills or abilities, and the ability to view music videos. Rewards that are not given to a player ID include, for example, the display of a reward image or reward video, the occurrence of an event specific to the game, and the like.

[0021] (Lottery process) In games, a lottery process may be conducted to award a reward to a player. The lottery process is a process that determines the result probabilistically by using software random numbers generated within the game. In software random numbers, if the seed value is the same, the same value is generated. In the lottery process, the result may be determined by using a pseudo-random number sequence created in advance instead of software random numbers. The lottery process is broadly divided into a process in which a reward is determined by a lottery process by consuming a specified amount (so-called gacha processing) and other processes.

[0022] The process of determining a reward by lottery processing by consuming a specified amount of money includes non-restoration lottery (processing in which the lottery probability is fixed or the lottery probability varies) and restoration lottery (processing in which the number of items is announced and the desired item can be obtained by repeating the lottery). Other processes include lottery processing for game rewards, matching processing in games in which characters fight each other, calculation processing of damage when an attack is made, and action decision processing for NPCs (Non Player Characters: characters not operated by the player).

[0023] (Game Effects) In games, there are effects (called "game effects") associated with game media or objects, etc. Examples of game effects include character skills, abilities, special abilities, etc. Game effects have some effect on the progress of the game, and are defined by any combination of activation conditions for activating the game effect, targets to which the game effect applies, and the effect amount of the game effect.

[0024] [One embodiment] <Example of overall game system configuration> First, an example of the configuration of a game system according to an embodiment of the present invention will be described. This game system is configured by combining a game server that distributes games with an information processing terminal. The games distributed by the game server include programs and data related to the games.

[0025] <Game System Overview> FIG. 1 is a diagram showing an overall configuration of a game system 10 according to an embodiment. The game system 10 includes a game server 1, a smartphone 2A, and a PC (Personal Computer) 2B. The smartphone 2A and the PC 2B can be connected to the game server 1 via a network N such as the Internet. In the following description, the smartphone 2A and the PC 2B are collectively referred to as an information processing terminal 2. As the information processing terminal 2, for example, a dedicated game terminal may be used.

[0026] The game server 1 is an example of a first information processing device constituting the game system 10. The game server 1 manages game programs and data, and distributes the game programs and data to the information processing terminal 2 based on a data acquisition request from an authenticated information processing terminal 2.

[0027] The information processing terminal 2 processes the game program and data received from the game server 1. The program according to this embodiment controls the display form of text, images, and the like displayed on the output device 27 (an example of a display unit) in accordance with the progress of the game, based on instructions input via the input device 26 (an example of an input unit).

[0028] The smartphone 2A uses a touch panel display device in which the input device 26 and the output device 27 are integrated. The smartphone 2A may be a tablet terminal. In addition, the input device 26 and the output device 27 are separate in the PC 2B. Note that the PC 2B may be a desktop PC to which the input device 26 and the output device 27 are separately connected.

[0029] The information processing terminal 2 is an example of a second information processing device constituting the game system 10. The information processing terminal 2 is capable of storing data including a program that is the basis of a game downloaded from the game server 1 in a storage device 22 shown in FIG. 2, which will be described later.

[0030] The information processing terminal 2 is also capable of reading data including a program that is the basis of a game from a memory, an optical disk, etc. The information processing terminal 2 then executes the program read from the storage device 22 to present a game. When the processing results of a game processed by the game server 1 are distributed to the information processing terminal 2, the information processing terminal 2 can display the processing results using, for example, an Internet browser, or allow a player to progress through the game.

[0031] The information processing terminal 2 selects a program based on an operation signal input from the input device 26 by an operation performed by the player, and outputs a video signal matching the screen of the output device 27 to the output device 27. The output device 27 displays a video based on the video signal. The operation signal input from the input device 26 is, for example, a signal corresponding to each of the operation sticks and operation buttons of a controller. The player can input instructions and control characters through the input device 26.

[0032] The information processing terminal 2 stores game data downloaded from the game server 1 in a storage device 22 shown in Fig. 2 described later. The information processing terminal 2 also performs processes such as reading game data from the storage device 22 and executing a program, drawing a screen in accordance with an operation signal input from the input device 26, and displaying the screen by the output device 27. For example, the information processing terminal 2 displays, in the output device 27, a screen on which various scenes including characters (hereinafter also referred to as game scenes) are drawn in accordance with an operation by a player via the input device 26.

[0033] The operations for the character input from the input device 26 include, for example, various command inputs such as giving instructions to move the character within the game scene, selecting a specific menu from various menus, selecting a character to be operated by the player, responding to conversations uttered by the character, etc. Furthermore, in the game system 10 according to this embodiment, a navigator is displayed in various game scenes, and has a function of the navigator speaking to the player when a specific condition is satisfied.

[0034] The navigator is a type of character that has the function of giving advice to the player and encouraging the player to maintain motivation to continue playing the game, regardless of whether the game is offline or online. The navigator is not a character operated by the player, and is different from the avatar operated in the mini-game described later. The game is provided with various game scenes shown in Figs. 4 to 7 described later. For example, when a playback condition corresponding to a game scene is satisfied, the navigator appears in a corner of the game scene, speaks a few words, and is displayed as an animation of the navigator exiting the scene. At this time, the navigator appears from outside the screen of the game scene. After that, a playback message suitable for the playback condition is displayed in a balloon, and the playback message is also read aloud.

[0035] The navigator can also take a pose or facial expression that matches the content of the message being played. It is expected that the navigator can praise the player, talk to the player, and play messages while playing the game, thereby reducing the player's stress or boredom during gameplay. After the navigator finishes reading the message being played, the navigator becomes invisible after a predetermined time has passed, or when the game transitions to another game scene. After the navigator becomes invisible, more detailed advice on how to conquer the game may be displayed in text form.

[0036] The player can perform an operation to select at least one character selected in advance from a plurality of characters as the navigator. An example of an operation performed from the input device 26 is a tap operation in which the screen of the output device 27 is touched with a finger or a pen. The character and the game scene displayed on the output device 27 change depending on the operation performed on the input device 26.

[0037] <Example of hardware configuration for game system> Next, an example of the hardware configuration of the game system 10 according to an embodiment will be described. FIG. 2 is a block diagram showing an example of the hardware configuration of the game system 10. As shown in FIG.

[0038] (Game server configuration example) The game server 1 is an example of a computer that operates as a computer capable of executing various programs. The game server 1 includes a processing device 11, a storage device 12, and a network interface 14, all of which are connected to a bus 13.

[0039] The processing device 11 is configured with at least one of, for example, a central processing unit (CPU), a microprocessor unit (MPU), a graphics processing unit (GPU), and a field programmable gate array (FPGA). The processing device 11 reads out program code of software that realizes each function according to the present embodiment from the storage device 12, loads the program code into a temporary storage unit (not shown) provided in the storage device 12, and executes the program code. The processing device 11 performs, for example, arithmetic processing of a game and processing required for drawing objects on the screen of the information processing terminal 2.

[0040] The storage device 12 is composed of, for example, a ROM (Read Only Memory) and a RAM (Random Access Memory). The ROM may be an optical disk, a magneto-optical disk, a DVD (Digital Versatile Disc)-ROM, a CD-ROM, a Blu-ray (registered trademark) disk, or the like. The RAM may be an SRAM (Static Random Access Memory), a DRAM (Dynamic Random Access Memory), or the like. Variables, parameters, etc. generated during the arithmetic processing of the processing device 11 are temporarily written to the storage device 12, and these variables, parameters, etc. are read out by the processing device 11 as appropriate.

[0041] The storage device 12 is composed of at least one of, for example, a hard disk drive (HDD), a solid state drive (SSD), and a flash memory. The storage device 12 stores the OS (operating system) of the game server 1, various parameters, and programs for operating the game server 1. As described above, the storage device 12 stores programs and data necessary for the processing device 11 to operate, and is used as an example of a computer-readable non-transitory storage medium that stores a program executed by the game server 1.

[0042] For example, a network interface card (NIC) is used as the network interface 14. The network interface 14 is capable of transmitting and receiving various data to and from the information processing terminal 2 via a dedicated line or the like connected to a terminal of the NIC and via the network N.

[0043] (Example of information processing terminal configuration) The information processing terminal 2 is an example of a calculator that operates as a computer capable of executing various programs. The information processing terminal 2 includes a processing device 21, a storage device 22, and a network interface 24, all of which are connected to a bus 13.

[0044] The processing device 21 is composed of at least one of a CPU, an MPU, a GPU, and an FPGA, for example. The processing device 21 reads out program code of software for realizing each function according to the present embodiment from the storage device 22, loads it into a temporary storage unit (not shown) provided in the storage device 22, and executes the program code. The processing device 21, for example, performs arithmetic processing of the game and performs processing required for drawing objects on the screen of the information processing terminal 2. The processing device 21 also performs processing such as processing of the OS of the information processing terminal 2 and management of input / output of data performed in each unit in the information processing terminal 2. When processing information related to the game, the processing device 21 can output not only image signals but also audio signals, actuator operation signals, and the like to the output device 27 through the input / output interface 25.

[0045] The storage device 22 is composed of, for example, a ROM and a RAM. The ROM may be an optical disk, a magneto-optical disk, a DVD-ROM, a CD-ROM, a Blu-ray (registered trademark) disk, or the like. The RAM may be an SRAM, a DRAM, or the like. Variables, parameters, and the like generated during the arithmetic processing of the processing device 21 are temporarily written to the storage device 22, and these variables, parameters, and the like are read out by the processing device 21 as appropriate. The processing device 11 also performs processing required to draw, for example, two-dimensional or three-dimensional objects constituting a character or background on the screen of the output device 27.

[0046] The storage device 22 is composed of at least one of, for example, an HDD, an SSD, and a flash memory. In addition to the OS and various parameters of the information processing terminal 2, the storage device 22 stores programs for functioning the information processing terminal 2, game programs, and the like. As described above, the storage device 22 stores programs and data necessary for the operation of the processing device 21, and is used as an example of a computer-readable non-transitory storage medium that stores a program executed by the information processing terminal 2.

[0047] For example, a NIC or the like is used as the network interface 24. The network interface 24 is capable of transmitting and receiving various data to and from the game server 1 and communicating with other information processing terminals 2 via a dedicated line or the like connected to a terminal of the NIC and via the network N.

[0048] The input / output interface 25 converts an operation signal received from the input device 26 into data of a predetermined format, and passes the converted data to the processing device 21. The input / output interface 25 also converts screen data drawn by the processing device 21 into a video signal, and outputs it to the output device 27.

[0049] The input device 26 is a device that accepts input instructions or various information from the player. As the input device 26, for example, there is a pointing device that can input coordinate information of a position specified by the player. This pointing device is a mouse, a touch panel device, etc. The touch panel device is configured by combining the input device 26 and the output device 27. The input device 26 may also be a game controller, a keyboard, a microphone, a GPS (Global Positioning System) device, or various sensors. As the various sensors, for example, an acceleration sensor (six-axis sensor, gyro sensor, etc.), an optical sensor (camera, etc.), a pressure sensor (pressure-sensitive touch sensor, etc.), an air pressure sensor, etc. are assumed.

[0050] The output device 27 is a device that outputs information processed by the processing device 21. Examples of the output device 27 include a display device (display device, touch panel device, etc.), an audio device (speaker, headphones, etc.), and an actuator (vibration device, haptic feedback, etc.). When the output device 27 is a display device, an image based on an image signal received from the input / output interface 25 is displayed on the display device. When the output device 27 is an audio device, sounds such as BGM (Back Ground Music), sound effects, and character voices are emitted. When the output device 27 is an actuator, it vibrates or provides haptic feedback according to the game scene.

[0051] <Example of game system functional configuration> Next, an example of the functional configuration of the game system 10 will be described with reference to FIG. 3 is a block diagram showing an example of a functional configuration of the game system 10. In FIG. 3, the communication network N is omitted.

[0052] (Example of game server functional configuration) The game server 1 includes a communication unit 31, a game processing unit 32, and a storage unit 33.

[0053] The communication unit 31 controls communication with the information processing terminal 2. For example, when the communication unit 31 receives a data acquisition request or the like transmitted from the information processing terminal 2, the communication unit 31 outputs the data acquisition request to the game processing unit 32 and transmits game data processed by the game processing unit 32 to the information processing terminal 2. The functions of the communication unit 31 are realized by the processing device 11, the network interface 14, etc. shown in FIG. 2.

[0054] The game processing unit 32 selects and reads out data of the game to be used in the information processing terminal 2 from the storage unit 33, based on a data acquisition request input from the communication unit 31. Then, the game processing unit 32 outputs the read-out game data to the communication unit 31. Note that the game processing unit 32 can also perform processing based on the read-out game data, and then output data of the processing result to the communication unit 31. The functions of the game processing unit 32 are realized by the processing device 11 and the storage device 12 shown in FIG. 2.

[0055] The storage unit 33 stores game data. The function of the storage unit 33 is realized by the storage device 12 shown in Fig. 2. The storage unit 33 also stores data of players who play the game. The player data is used for player authentication processing, etc.

[0056] (Example of functional configuration of information processing terminal) The information processing terminal 2 includes a communication unit 41 , an input unit 42 , an input receiving unit 43 , a selection unit 44 , a playback message determination unit 45 , a drawing playback unit 46 , an image output unit 47 , an output unit 48 , and a storage unit 49 .

[0057] The communication unit 41 transmits data etc. requested by the game played by the player as a data acquisition request to the game server 1. Then, the communication unit 41 writes the game data distributed from the game server 1 to the storage unit 49. The function of the communication unit 41 is realized by the processing device 21 and the network interface 24 shown in FIG. 2.

[0058] The input unit 42 outputs an operation signal generated based on an operation input by the player to the input receiving unit 43. An operation input by the player is, for example, an operation of tapping the screen of the input device 26, an operation of specifying a specific icon on the screen with the input device 26, etc. The player also performs an operation of selecting various items from a menu screen or selecting a navigator. These operations can be input by the player tapping or clicking. The function of the input unit 42 is realized by the input device 26 shown in FIG. 2. In the following description, the operation performed by the input unit 42 is assumed to be a tap. An operation by clicking can be read as an operation by tapping.

[0059] The input receiving unit 43 receives an operation signal from the input unit 42. The input receiving unit 43 receives, as the operation signal, for example, an instruction to select a navigator from the input unit 42. The function of the input receiving unit 43 is realized by the input / output interface 25 shown in FIG.

[0060] The selection unit 44 selects at least one character from the plurality of characters as a navigator based on an operation by the input unit 42. Here, the selection unit 44 can select an operable character from the plurality of characters to be operated by the player in the game via the input unit 42. The selection unit 44 can also select a navigator that cannot be operated by the player from the plurality of characters. The selection of the navigator may be performed automatically or via the input unit 42. Therefore, even if the player has not selected a navigator, a special character may be selected as the navigator by the selection unit 44.

[0061] The playback message determination unit 45 manages at least one playback condition set for each game scene and a plurality of messages corresponding to the navigator linked to the playback condition. The message corresponding to the navigator linked to the playback condition is expected to be, for example, a line from the navigator encouraging the player, or advice on playing. Once the navigator is determined, the messages that can be played are determined. In other words, only messages that correspond to the navigator can be played. It is expected that the tone and ending of the message will be different for each navigator even if the gist of the message is the same.

[0062] Then, the playback message determination unit 45 determines at least one message selected from the plurality of messages according to the playback conditions as the message to be played. The playback message determination unit 45 performs a lottery process when determining at least one message from the plurality of messages as the message to be played. This lottery process enables the playback message determination unit 45 to determine the messages to be played in an order that is difficult for the player to predict. Furthermore, the playback message determination unit 45 stores the playback message identifiers of the messages played back by the drawing playback unit 46 in a played back list 100 (see FIG. 8 described later) created in the storage unit 49. By using the played back list 100, the playback message determination unit 45 can manage the playback order so that duplicate playback is not performed until a certain number or more of different messages are determined as messages to be played and played back.

[0063] However, the playback message determination unit 45 does not determine a playback message in a game scene where a playback prohibition flag is set. For example, in an option selection scene (not shown) transitioning from a main menu scene 60 shown in Fig. 4 described later, many items are displayed, so when the navigator and playback message are displayed, some items become difficult to see. In such a game scene where it would be unnatural if the navigator and playback message were displayed, the navigator and playback message are not played.

[0064] The drawing playback unit 46 draws or plays the playback message in a plurality of different game scenes. The playback by the drawing playback unit 46 includes not only displaying the navigator and the playback message, but also audio playback in which the playback message is read out by a voice corresponding to the navigator. The drawing playback unit 46 draws an image to be displayed on the output unit 48 based on an operation signal accepted by the input acceptance unit 43. The drawn image includes, for example, text, as well as two-dimensional or three-dimensional images of objects including a player character operated by a player and other characters. The drawing playback unit 46 also plays the audio of the navigator reading out the playback message, and draws a game scene including the navigator and the text of the playback message.

[0065] The image output unit 47 outputs the image drawn by the drawing reproduction unit 46 to the output unit 48. For example, images of each game scene shown in Figs. 4 to 7 described later are output to the output unit 48. The function of the image output unit 47 is realized by the input / output interface 25 shown in Fig. 2.

[0066] The output unit 48 displays the image output by the image output unit 47. The output unit 48 also emits the sound of the playback message played back by the drawing playback unit 46 to a speaker, which is an example of the output device 27. The function of the output unit 48 is realized by the output device 27 shown in FIG.

[0067] The storage unit 49 stores game data received by the communication unit 41 from the game server 1. The function of the storage unit 49 is realized by the storage device 22 shown in FIG.

[0068] Here, configuration examples of game scenes will be described with reference to Fig. 4 to Fig. 7. In this embodiment, the game scenes include at least one of a main menu scene 60 constituting a main menu, an online lobby scene 70 for waiting for entry to a battle, a battle waiting scene 80 for waiting for battle matching, and a battle result display scene 90 for showing the battle result. The main menu scene 60 shown in Fig. 4, the online lobby scene 70 shown in Fig. 5, the battle waiting scene 80 shown in Fig. 6, and the battle result display scene 90 shown in Fig. 7 are all examples of game scenes that can be transitioned to by a player's operation.

[0069] 4 shows an example of a main menu scene 60 that is displayed after the game is started. The main menu scene 60 is an example of a game scene that includes a main menu. The main menu scene 60 includes a navigator display area 61, a playback message display area 62, a menu display area 63, and a background image display area 64.

[0070] The lower right of the main menu scene 60 includes a navigator display area 61 and a playback message display area 62. The navigator display area 61 displays a navigator, which is an arbitrary character selected by the player from a plurality of characters. The playback message display area 62 displays a playback message determined by the playback message determination unit 45. In the main menu scene 60, messages containing information about the entire game, information to motivate the player who is about to play the game, and the like are determined as playback messages.

[0071] Examples of playback conditions and playback messages for the main menu scene 60 are given below. (Playback condition 1) The player has played the game for the first time today. Playback message: "Today's game is, let's go to that island." (Playback condition 2) New downloadable content has been distributed. Playback message: "Check out the new downloadable content." (Play Condition 3) There is a reward in the gift box. Playback message: "Let's check out the presents." (Playback condition 4) The game is played in a new year. Playback message: "Let's go on an adventure together again this year." (Playback Condition 5) The player completes the daily challenge. Playback message: "I completed the daily challenge."

[0072] The navigator and the playback message are not always displayed on the main menu scene 60. When a specific playback condition set on the main menu scene 60 is satisfied, the navigator is displayed in the navigator display area 61, and a playback message determined by lottery according to the satisfied playback condition is displayed in the playback message display area 62. In addition, in synchronization with the display of the playback message, a sound having the same content as the playback message is emitted from the speaker.

[0073] The playback conditions in the main menu scene 60 include, for example, that the player played the game for the first time today, that new downloadable content was distributed, that there was a reward in the gift box, that a new year had begun, that the daily challenge had been cleared, etc. When these playback conditions are met, a playback message corresponding to the navigator linked to the playback condition is displayed in the playback message display area 62.

[0074] When the playback of the playback message ends, the navigator disappears from the navigator display area 61, and the playback message disappears from the playback message display area 62. After the navigator and playback message are played in the main menu scene 60, for example, after 30 seconds (one example of the first specified time) have elapsed, a message different from the already played message is determined as the playback message and displayed in the playback message display area 62. Note that the first specified time may be set to a different value for each game scene. For example, the standby scene 80 shown in FIG. 6 described later is a waiting screen that is displayed until matching with another player is performed, so that the player feels more excited if the navigator and playback message are played immediately after transition to the standby scene 80. For this reason, the first specified time may be set to a short time such as one second in the standby scene 80.

[0075] The menu display area 63 includes, for example, menus for a single mode, a battle mode, a training mode, and a story mode. The single mode is a mode in which the player plays the game alone. The battle mode is a mode in which the player's own character 51 battles against an opponent character operated by another player. The opponent characters include characters operated by other players connected online, as well as non-player characters automatically operated by a computer program. The training mode is a mode in which the player can conduct battle training. The story mode is a mode in which the player can enjoy a story composed of a game scenario or the like.

[0076] The background image of the main menu scene 60 is displayed in the background image display area 64. Here, images of two characters are displayed in the background image display area 64. The background image display area 64 may be a landscape image or an image of any character selected by the player.

[0077] FIG. 5 is a diagram showing a display example of an online lobby scene 70. As shown in FIG. In the game according to this embodiment, the online lobby is a field in the game where avatars wait to play mini-games with characters operated by multiple players. In the mini-games, the players operate characters different from the characters used during the battle as three-dimensional avatars. The avatar is at least one character selected by the player from multiple characters. The avatar is a character different from the characters used during the battle and also different from the navigator. That is, the characters, avatars, and navigators used during the battle can be selected independently by the players. However, the characters, avatars, and navigators used during the battle can be selected arbitrarily by the players. For this reason, the players can select and set the same characters as the characters, avatars, and navigators used during the battle.

[0078] The online lobby scene 70 includes a navigator display area 71 , a playback message display area 72 , a playable character display area 73 , and a lobby information display area 74 .

[0079] A navigator is displayed in the navigator display area 71. A playback message is displayed in the playback message display area 72. The navigator displayed in the navigator display area 71 is the same character as the navigator displayed in the navigator display area 61 of Fig. 4. In the online lobby scene 70, a message is determined as a playback message for the player who has entered the online lobby, such as a message informing the player that he or she has participated in a mini-game and a message encouraging interaction with other players.

[0080] Examples of playback conditions and playback messages for the online lobby scene 70 are given below. (Playback condition 1) The player has entered the online lobby. Playback message: "Welcome to the online lobby." (Playback condition 2) The number of players in the online lobby exceeds x% of the specified number. Playback message: "It looks like the online lobby is busy today." (Playback condition 3) There is another player that the player is following in the online lobby. Playback message: "There's someone you're following, A. Let's say hello." (Playback condition 4) The player has entered the mini-game. Playback message: "Do your best in the mini-games."

[0081] In the playable character display area 73, a playable character is displayed. Information about the online lobby is displayed in the lobby information display area 74. The information about the online lobby includes, for example, information about the location of the online lobby, information about the date when the player entered the online lobby, and the like.

[0082] FIG. 6 is a diagram showing a display example of a battle waiting scene 80. As shown in FIG. The waiting for a battle is when the character operated by the player waits for a battle against a character operated by another player. The player can select any character from a number of characters and control the selected character to battle.

[0083] In the case of online battles, other players are required to be at roughly the same level as the player. For this reason, matching with the characters operated by other players is carried out. Since this matching takes time, a battle waiting screen 80 is displayed.

[0084] The battle waiting scene 80 includes a navigator display area 81, a playback message display area 82, a player's own controlled character display area 83, and a waiting information display area 84.

[0085] A navigator is displayed in the navigator display area 81. A playback message is displayed in the playback message display area 82. The navigator displayed in the navigator display area 81 is the same character as the navigator displayed in the navigator display area 61 of Fig. 4. In the battle waiting scene 80, a message that encourages the player while waiting to be matched with another player or gives advice on how to battle is determined as the playback message.

[0086] Examples of playback conditions and playback messages for the game waiting screen 80 are given below. (Playback condition 1) The player has entered an online battle. Playback message: "I'm looking forward to seeing what kind of match it will be today." (Playback condition 2) The player is matched with another player in an online battle. Playback message: "He seems like a strong player, but I'm sure you can win."

[0087] In the player's own character display area 83, information on the character that the player controls is displayed. For example, a message indicating that an opponent is being searched for is displayed as information indicating that the player is waiting for a battle in the waiting information display area 84. Note that, if the player wishes to stop the battle, a message is also displayed indicating that the player can cancel the battle entry by pressing the B button of the input device 26 (for example, a controller) shown in FIG.

[0088] FIG. 7 is a diagram showing a display example of the battle result display screen 90. As shown in FIG. The battle result is a screen that displays the results of a battle game. In a battle game, the player's controlled character battles against the other player's controlled character. When the vitality value of either controlled character becomes zero during the battle, the battle ends. The controlled character whose vitality value becomes zero loses, and the controlled character whose vitality value remains above zero wins.

[0089] The battle result display scene 90 includes a navigator display area 91 , a playback message display area 92 , a player's own character information display area 93 , another player's character information display area 94 , and a battle result display area 95 .

[0090] A navigator is displayed in the navigator display area 91. A playback message is displayed in the playback message display area 92. The navigator displayed in the navigator display area 91 is the same character as the navigator displayed in the navigator display area 61 of Fig. 4. In the battle result display scene 90, a message that motivates or comforts the player is determined as the playback message according to the player's battle result.

[0091] Examples of playback conditions and playback messages for the battle result display scene 90 are given below. (Playback condition 1) The player has won y games. Playback message: "Awesome! That's y win. Let's try another game!" (Playback condition 2) The player has used a specific action (for example, a throwing technique) a specified number of times. Playback message: "You've really grown to be able to pull off that technique."

[0092] In the player's own character information display area 93, information on the player's own character, such as an image icon, name, and vitality gauge of the player's own character, is displayed. In the other player's character information display area 94, other player's character information such as the image icon, name, and vitality gauge of the other player's character is displayed.

[0093] The battle result display area 95 displays the battle result. Usually, "WIN" is displayed to indicate that the player's character won, and "DEFEAT" is displayed to indicate that the player's character lost. However, in the example of FIG. 7, the player's character's vitality value did not decrease, so "PERFECT" is displayed to indicate a complete victory.

[0094] In addition, in a scene during a match, since the reproduction of the navigator and the reproduction message may hinder the operation, it is assumed that the reproduction condition is not set or the reproduction prohibition flag is set. However, even in a scene during a match, there is a demand that the player cheers on the navigator. Therefore, a predetermined reproduction condition for the match game may be set during the match. In this case, the reproduction condition may be that the player is at a disadvantage (for example, the vitality value is half of the initial value), the reproduction prohibition flag may be turned off, and the navigator and the reproduction message may be reproduced. In addition, a predetermined first specified time for the match game may be set during the match. For example, the predetermined first specified time for the match game may be set longer than the first specified time specified for other game scenes, so that the navigator and the reproduction message are reproduced when the match time is prolonged, thereby livening up the match.

[0095] Fig. 8 is a diagram showing an example of the configuration of the played list 100. The played list 100 is configured in the storage unit 49 in Fig. 3, and stores information (e.g., played message identifiers) of messages played back by the drawing playback unit 46. The played list 100 stores played message identifiers up to the number that can be stored.

[0096] The message to be played back determination unit 45 accesses the played back list 100 and determines a message to be played back that is associated with a played message identifier that is not stored in the played back list 100. The message to be played back is determined, for example, by a lottery process.

[0097] Here, the played message identifiers stored in the played list 100 will be described. The played list 100 is provided, for example, for each game scene. The played message identifiers are stored in the played list 100 in order of playback, starting from the top. The played list 100 can store up to seven messages. Also, the played message identifier is represented, for example, by played message n (n is a natural number), and ten played messages are prepared.

[0098] (1) If seven played messages have already been played, seven played message identifiers are stored in the played list 100. Messages with played message identifiers stored in the played list 100 are excluded from the lottery. Therefore, a message with a played message identifier that is not stored in the played list 100 is selected by lottery, and a different played message is played. As a result, the same played message is not played repeatedly within a short period of time.

[0099] (2) Suppose that the playback conditions for a certain game scene are satisfied, and the playback message determination unit 45 determines playback message 8. However, the number of playback message identifiers stored in the played list 100 is the same as the maximum number that can be stored, which is "7." For this reason, the playback message determination unit 45 resets the played list 100. Resetting the played list 100 is a process of erasing all playback message identifiers stored in the played list 100.

[0100] (3) The playback message determination unit 45 stores the playback message identifier of at least one message played immediately before the reset in the reset played list 100. By storing the playback message identifier in the played list 100, the playback message determination unit 45 does not need to determine the message played immediately before the reset when determining the next message to be played.

[0101] (4) In the subsequent processing, the playback message determination unit 45 determines a playback message, and when the playback message is played back by the drawing playback unit 46, continues the processing of storing the playback message identifier of the playback message in the played back message list 100.

[0102] In addition, when the played list 100 is reset, some of the played message identifiers stored in the played list 100 may be left. For example, one or two played message identifiers may be left. Also, if a message is played only once for a specific event, after the message is played, the played message identifier of the message may be always stored in the played list 100. Therefore, even after the played list 100 is reset, a message that is played only once for a specific event will not be played.

[0103] 9 is a flowchart showing an example of a reproduction process of a reproduction message. This flowchart mainly shows the process of the reproduction message determination unit 45.

[0104] First, the game scene transitions (S1). When the game scene is changed by the game operation performed via the input unit 42, the playback message determination unit 45 stops the playback of the navigator and playback message performed in the game scene before the transition, and determines a new playback message. For example, after the game is started, the processing by the playback message determination unit 45 starts at the timing of transition to the main menu scene 60 shown in FIG. The subsequent processing is performed while the main menu scene 60 is being displayed. Also, when the playback message is being played in the following flowchart, the navigator is also being displayed.

[0105] Next, the playback message determination unit 45 starts periodically checking the playback conditions (S2). The playback message determination unit 45 may check the playback conditions, for example, immediately after the transition of the game scene, or after 5 seconds have elapsed since the transition of the game scene.

[0106] Next, the playback message determination unit 45 judges whether or not a certain function of the game scene is a function for which a playback prohibition flag is set (S3). The playback prohibition flag is set in order to prohibit playback of the navigator even if the game scene satisfies the playback conditions. For example, in addition to the above-mentioned option selection scene, when the game scene goes dark, playback of the navigator and playback message is prohibited during a pause or other timing. For this reason, the playback prohibition flag is set in accordance with the timing of the game scene going dark.

[0107] If the function has a playback prohibition flag set (YES in S3), the playback message determination unit 45 ends this process. On the other hand, if the function does not have a playback prohibition flag set (NO in S3), the playback message determination unit 45 judges whether or not a playback message is being played back by the drawing playback unit 46 (S4). If one playback message is long, the playback conditions are checked in step S2 while the playback message is being played back, but if the playback conditions are met, it is necessary to prevent another playback message from being played back on top of the currently being played back message. For this reason, the process of step S4 is performed.

[0108] If the playback message is being played back (YES in S4), the playback message determination unit 45 ends this process. On the other hand, if the playback message is not being played back (NO in S4), the playback message determination unit 45 determines whether or not a first specified time has elapsed after playback of the playback message has ended (S5). The first specified time is, for example, one minute. The process of step S5 is performed to avoid a hectic display in which the navigator is displayed again and playback of the next playback message is started immediately after playback of the playback message ends and the navigator goes hidden. For this reason, the playback message determination unit 45 determines a message different from the already played message as the playback message after the first specified time has elapsed since the navigator and playback message were played back in the game scene.

[0109] If the first specified time has not elapsed after the playback of the message has ended (NO in S5), the playback message determination unit 45 ends this process. On the other hand, if the first specified time has elapsed after the playback of the message has ended (YES in S5), the playback message determination unit 45 determines whether the playback condition has been satisfied (S6).

[0110] If the playback condition is not met (NO in S6), the playback message determination unit 45 ends this process. On the other hand, if the playback condition is met (YES in S6), the playback message determination unit 45 selects a message to be played by lottery (S7). Here, the lottery process for selecting a message to be played by the playback message determination unit 45 will be described.

[0111] The playback message determination unit 45 selects one message from the multiple messages by lottery, priority order, or playback frequency order, and stores information about the message played back by the drawing playback unit 46 in the played back list 100. When determining the message to be played back, the playback message determination unit 45 excludes messages linked to information about messages that have already been played back and stored in the played back list 100 from the messages to be played back.

[0112] In the lottery process of the message to be played by the message to be played back determination unit 45, first, a game scene is specified to narrow down the items to be checked for the playback conditions. This process corresponds to steps S1 and S2 described above. Since different playback conditions are linked to each game scene, the playback conditions are narrowed down to the specified game scene. Next, the message to be played back determination unit 45 checks whether the playback conditions linked to the game scene are satisfied. This process corresponds to step S6 described above.

[0113] Next, the playback message determination unit 45 judges whether or not to hold a final lottery. Here, in the lottery process, messages are narrowed down in order of playback frequency and priority, and one message is determined as the playback message in the final lottery. In the narrowing down process in order of playback frequency, the playback message determination unit 45 uses a parameter in order of playback frequency attached to the message. The playback frequency is a value expressed by a probability, and is set to a specified value, but may be set to a variable value that varies depending on the level of the player, for example.

[0114] A message with a high playback frequency (e.g., 1.0) is selected so that it will be played more frequently than messages with a lower playback frequency (e.g., 0.9). At this time, a calculation is performed to multiply the playback frequency order. A message with a high playback frequency (e.g., 1.0) has a 100% chance of moving on to the next stage, since 1.0 x 1.0 = 1.0. On the other hand, a message with a low playback frequency (e.g., 0.9) has a 81% chance of moving on to the next stage, since 0.9 x 0.9 = 0.81.

[0115] When there are multiple messages that have progressed to the next stage according to the above calculation of the order of playback frequency, the playback message determination unit 45 selects a message to proceed to the final drawing according to the priority assigned to each message. For example, assume that there are three messages, and the priorities assigned to the messages are "4", "3", and "4". The playback message determination unit 45 advances the two messages with the high priority of "4" to the final drawing. Thereafter, the playback message determination unit 45 executes a final drawing for the two messages. In this final drawing, the probability that one message will be drawn is equally likely. Through the above processing, the playback message determination unit 45 determines one message from the multiple messages as the playback message by the drawing process.

[0116] Next, the message-to-be-played determining unit 45 determines whether the message to be played back determined by lottery has already been played back (S8). For messages that have already been played back, the played message identifier is stored in the played back list 100. Therefore, when the message-to-be-played determining unit 45 determines that the message to be played back determined by lottery has already been played back (YES in S8), the process returns to step S7 and the message to be played is selected again by lottery.

[0117] On the other hand, when the playback message determination unit 45 determines that the message to be played back determined by lottery has not already been played back (NO in S8), it determines one message selected from the multiple messages as the message to be played back. The drawing and playing unit 46 draws or plays the message to be played back determined by lottery by the playback message determination unit 45 (S9), and ends this process.

[0118] In step S9, when the game scene in which the navigator is drawn and the message is being played back transitions to a different game scene, the drawing playback unit 46 erases the drawn navigator and stops playing the message. When the game scene transitions, the playback message determination unit 45 returns to step S1 again to start this process.

[0119] In step S9, after the second specified time has elapsed from the start of drawing the navigator and the start of playing the played message, the drawing playback unit 46 erases the drawn navigator and stops playing the played message. The time when the reading of the played message ends is set as the second specified time. The second specified time may be the same for all characters, such as 30 seconds, or may be different for each character. Alternatively, the second specified time may be a time obtained by adding a few seconds to the playback time of the played message.

[0120] Also, in step S7, when the number of reproduced message identifiers stored in the reproduced list 100 increases, the number of messages selectable by the reproduced message determination unit 45 decreases. In this case, the reproduced message determination unit 45 may extract a message with a high priority and perform a final lottery without calculating the order of reproduction frequency. Furthermore, when the number of reproduced message identifiers stored in the reproduced list 100 increases and the number of messages selectable by the reproduced message determination unit 45 becomes two, the final lottery may be performed without calculating the order of reproduction frequency and selecting based on priority. Also, when the number of messages selectable by the reproduced message determination unit 45 becomes one, the reproduced message determination unit 45 may ignore the order of reproduction frequency and the priority assigned to that message and determine it as a reproduced message without performing a final lottery.

[0121] In the game system 10 according to the embodiment described above, at least one character selected in advance from a plurality of characters by the player acts as a navigator, and when a playback condition for a game scene is satisfied, a playback message for encouraging the player is played. By drawing or playing the playback message by the navigator in various game scenes, the player's motivation to continue playing the game can be increased.

[0122] The navigator and playback message are displayed in the lower right corner of the screen on the topmost display layer of the game scene, so that they are not hidden by other objects in the game scene and are easily visible to the player. The player does not need to transition to a dedicated screen for displaying the navigator and playback message, so that the number of operations and display time of the player are not increased. This reduces the stress felt by the player due to the display of the navigator and playback message. In addition, the navigator and playback message are displayed for only a few seconds, which is the time it takes to read out the playback message, and then are hidden, so that there is no hindrance to the player's operations. In addition, because the playback message is displayed, even when the player is playing the game with the sound turned off, it is easy to check what kind of playback message the navigator has played.

[0123] In addition, the navigator and playback message are displayed whenever possible when the playback conditions for the game scene are met, which makes it easier for the player to have a sense of anticipation for the navigator to be displayed and the playback message to be played. In addition, the navigator and playback message are not displayed in situations where playback is inappropriate, such as when the game scene goes dark, which makes it easier for the player to become immersed in the game they are playing. In this way, even in competitive games, which can easily become lonely, the navigator can cheer on and encourage the player, and give advice on how to beat the game, thereby increasing the player's motivation for the game.

[0124] Furthermore, the main menu scene 60, the battle waiting scene 80, the battle result display scene 90, etc., allow messages with optimal content to be played in each scene before and after a battle with another player. For example, before a battle, the main menu scene 60 or the battle waiting scene 80 plays a message encouraging the player to battle or making the player look forward to winning. After a battle, the battle result display scene 90 plays a message praising or comforting the player. This increases the player's motivation to battle again.

[0125] In addition, multiple messages are prepared and linked to each character selected as the navigator, matching the character's personality. Therefore, the player can increase their affection for the character by selecting their favorite character as the navigator.

[0126] The displayed navigator and playback message are automatically hidden when the playback message finishes being read aloud. Also, if the player performs an operation to transition to another game scene, even if the playback message is being read aloud, the reading will automatically stop and the navigator will automatically be hidden. Therefore, the display of the navigator and the playback of the playback message do not impede the player's progress in the game.

[0127] The game scene changes based on the input operation of the player. Reproduction conditions are managed in association with each game scene. In addition, multiple messages corresponding to the navigator associated with the reproduction conditions can be selected as the reproduction message. However, in order to prevent the same message from being repeatedly determined as the reproduction message within a short period of time, the message identifiers of messages that have already been reproduced are managed by the reproduced message list 100. As a result, even if the same character of the navigator is displayed in the same game scene, the player can expect what kind of reproduction message this navigator will speak.

[0128] [Variations] In the above embodiment, the same character acts as a navigator to encourage the player in different game scenes. However, a different navigator may be set for each different game scene, and messages from each navigator to the player may be played.

[0129] Also, the navigator moves from off-screen to the lower right corner of the game scene and is displayed, but the navigator and playback message may be displayed in other locations (the upper right corner, upper left corner, or lower left corner of the game scene). Also, the navigator may be displayed by fading in and hidden by fading out.

[0130] Furthermore, if the priority level given to a message is a predetermined value (for example, "99"), the playback message determination unit 45 may determine the message as the playback message without drawing lots. For example, when the current date and time in the game is January 1st, which is the New Year, the navigator may play back a special message to the player. This process allows the player to receive a special message, for example, immediately after starting the game.

[0131] 9 may be calculated by the number of frames of an image. For example, the first specified time may be set to frame a, and the second specified time may be set to frame b. Each specified time may be calculated by dividing frame a and frame b by the frame rate (fps: frames per second).

[0132] The present invention is not limited to the above-described embodiment, and various other applications and modifications are possible without departing from the gist of the present invention as set forth in the claims. For example, the above-mentioned embodiment describes the system configuration in detail and specifically in order to explain the present invention in an easily understandable manner, and is not necessarily limited to a system having all of the described configurations. In addition, it is also possible to add, delete, or replace part of the configuration of the present embodiment with other configurations. In addition, the control lines and information lines shown are those that are considered necessary for the explanation, and not all control lines and information lines in the product are necessarily shown. In reality, it can be considered that almost all components are connected to each other. [Explanation of symbols]

[0133] 1...game server, 2...information processing terminal, 10...game system, 44...selection unit, 45...playback message determination unit, 46...drawing playback unit, 47...image output unit, 48...output unit, 49...storage unit, 60...main menu scene, 61...navigator display area, 62...playback message display area, 70...online lobby scene, 80...match waiting scene, 90...match result display scene, 100...played list

Claims

1. A program for rendering a plurality of game scenes, comprising: selecting at least one character from a plurality of characters as a navigator; managing at least one playback condition set for each of the game scenes and a plurality of messages associated with the navigator linked to the playback condition, and determining at least one of the messages selected from the plurality of messages in accordance with the playback condition as a playback message; a step of not determining the message to be played in the game scene in which a playback prohibition flag is set; A step of drawing or reproducing the determined reproduction message on a plurality of different game scenes. A program for a computer to execute.

2. 1. An image rendering method for rendering a plurality of game scenes, comprising: selecting at least one character from a plurality of characters as a navigator; managing at least one playback condition set for each of the game scenes and a plurality of messages associated with the navigator linked to the playback condition, and determining at least one of the messages selected from the plurality of messages according to the playback condition as a playback message; not determining the message to be played in the game scene in which a playback prohibition flag is set; drawing a plurality of different game scenes each including the navigator in common, and drawing or playing the determined playback message in the plurality of different game scenes. Image drawing methods.

3. A game device that renders a plurality of game scenes, comprising: a selection unit for selecting at least one character from a plurality of characters as a navigator; a playback message determination unit that manages at least one playback condition set for each of the game scenes and a plurality of messages associated with the navigator linked to the playback condition, determines at least one of the messages selected from the plurality of messages according to the playback condition as a playback message, and does not determine the playback message in the game scene for which a playback prohibition flag is set; a drawing and reproducing unit that draws a plurality of different game scenes each including the navigator in common, and draws or reproduces the determined reproduction message in the plurality of different game scenes; Gaming device.

Citation Information

Patent Citations

  • Program, terminal, game system, and game management device

    JP2020116365A

  • Information processing program, information processing method, and game device

    JP2020195432A