Game System and Server Device
The game system uses ambient light sensors to dynamically control horror effects in horror games, addressing the lack of environmental adaptation in conventional horror games and enhancing the gaming experience through adaptive horror production.
Patent Information
- Application Number
- JP2021054768
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-03-29
- Publication Date
- 2025-06-09
- Estimated Expiration
- 2041-03-29
AI Technical Summary
Conventional horror games lack effective control over horror effects based on the player's game play environment, particularly in terms of ambient light.
A game system equipped with a sensor unit to measure ambient light, which determines the game play environment and controls horror production accordingly, including switching between different horror effect modes based on light conditions.
Enables more effective and adaptive horror effects that respond to the player's environment, enhancing the horror gaming experience by adjusting visual, auditory, and vibrational elements based on light conditions.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a game system and a server device.
Background Art
[0002] Conventionally, a game system is known that calculates the degree of a player's agitation in a scene during a game (a horror game) and generates a horror effect event according to the calculated degree of agitation (see Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In conventional horror games, control of horror effects according to the player's game play environment has not been performed.
[0005] The present invention has been made in view of the above problems, and an object thereof is to provide a game system and a server device capable of performing more effective horror effects in a horror game.
Means for Solving the Problems
[0006] (1) The present invention relates to a game system that performs game processing for a horror game based on a player's operation on a player terminal equipped with a sensor unit that detects the amount of ambient light. The game system includes a game processing unit that performs the game processing based on the player's operation on the player terminal, a production control unit that controls the horror production in the horror game, and a play environment determination unit that determines whether the player's game play environment satisfies given conditions based on a parameter of the amount of light calculated from the output of the sensor unit. The production control unit controls the horror production based on the determination result of the play environment determination unit. The present invention also relates to a server device including the above-described units. The present invention also relates to a program for causing a computer to function as the above-described units. The present invention also relates to a computer-readable information storage medium storing the above program.
[0007] According to the present invention, by measuring the amount of ambient light with a sensor unit provided in a player terminal, determining the player's game play environment, and controlling the horror production based on the determination result, an effective horror production according to the player's game play environment can be performed.
[0008] (2) In the game system, server device, program, and information storage medium according to the present invention, the horror production may be a production that changes the output method of the game screen.
[0009] (3) In the game system, server device, program, and information storage medium according to the present invention, the horror production may be a production that changes the game events that occur in the horror game.
[0010] (4) In the game system, server device, program, and information storage medium according to the present invention, the play environment determination unit may determine that the play environment satisfies the given conditions when the calculated parameter is equal to or less than a certain value.
[0011] (5) Also, in the game system, server device, program, and information storage medium according to the present invention, the play environment determination unit may determine whether the play environment satisfies the given conditions based on the parameter calculated from the output of the sensor unit during a given period.
[0012] According to the present invention, it is possible to appropriately determine the game play environment by mitigating the influence of instantaneous changes in the light amount.
[0013] (6) Also, in the game system, server device, program, and information storage medium according to the present invention, the play environment determination unit compares the reference value stored in the storage unit and updated according to the player's past play environment with the calculated parameter, and based on the comparison result, determines whether the play environment satisfies the given conditions.
[0014] According to the present invention, it is possible to appropriately control the horror effect according to the difference between the player's usual game play environment and the current game play environment.
[0015] (7) Also, in the game system, server device, program, and information storage medium according to the present invention, the effect control unit may control the horror effect according to the magnitude of the calculated parameter.
[0016] (8) Also, in the game system, server device, program, and information storage medium according to the present invention, the horror effect may be an effect that changes the volume, sound quality, or type of sound output from the sound output unit provided in the player terminal.
[0017] (9) Also, in the game system, server device, program, and information storage medium according to the present invention, the horror effect may be an effect that adds sound output from the sound output unit provided in the player terminal.
[0018] (10) Also, in the game system, server device, program, and information storage medium according to the present invention, the horror effect may be an effect that changes the magnitude or type of vibration generated by the vibration generating unit provided in the player terminal.
[0019] (11) Also, in the game system, server device, program, and information storage medium according to the present invention, when it is determined that the play environment satisfies the given conditions, the effect control unit may perform control to switch from the first mode to a second mode in which the degree of the horror effect is higher than that in the first mode.
[0020] (12) Also, in the game system, server device, program, and information storage medium according to the present invention, when it is determined that the play environment satisfies the given conditions, it may further include a notification unit (or may further cause a computer to function as a notification unit) that notifies the player playing in the first mode that switching to the second mode is possible.
[0021] According to the present invention, it is possible to prevent an unexpected switch to the second mode with a high degree of horror effect and give the player a mental preparation period.
[0022] (13) Also, in the game system, server device, program, and information storage medium according to the present invention, the effect control unit may switch from the first mode to the second mode based on an operation instructing the player who has received the notification by the notification unit to switch to the second mode.
[0023] According to the present invention, the player can select to switch to the second mode.
[0024] (14) Also, in the game system, server device, program, and information storage medium according to the present invention, the effect control unit may invalidate the switching from the first mode to the second mode based on a preset by the player.
[0025] According to the present invention, a player who does not desire an increase in the degree of horror presentation can avoid switching to the second mode.
[0026] (15) Further, in the game system, server device, program, and information storage medium according to the present invention, the presentation control unit may switch from the second mode to the first mode based on an operation instructing the player to switch to the first mode.
[0027] According to the present invention, a player can arbitrarily select to switch to the first mode.
Brief Description of the Drawings
[0028]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Embodiments for Carrying Out the Invention
[0029] Hereinafter, the present embodiment will be described. Note that the present embodiment described below does not unduly limit the content of the present invention described in the claims. Also, not all of the configurations described in the present embodiment are essential constituent elements of the present invention.
[0030] 1. Configuration Figure 1 shows the game system of this embodiment. In this embodiment, it is composed of a plurality of terminals 10 (player terminals) and a server 20 (server device). That is, as shown in Figure 1, the game system of this embodiment is configured such that a server 20 that provides services and terminals 10 (10A, 10B, 10C ···) can be connected to a network.
[0031] The server 20 is an information processing device that provides an online game service in response to requests from the terminals 10. The server 20 can be composed of one or more servers (such as an authentication server, a matching server, a game processing server, a communication server, a billing server, a database server, etc.).
[0032] In this embodiment, a game is executed on the player's terminal 10, and the server 20 manages information such as the player's account information, the game results of the game executed on the terminal 10, game media (such as characters, items, etc.) that can be used in the game, and in-game currency that can be used in the game.
[0033] The terminal 10 is an information processing device such as a mobile terminal (smartphone, mobile phone, portable game machine, etc.), a personal computer (PC), or a game device, and is a device that can be connected to the server 20 via a network such as the Internet (WAN) or a LAN. Note that the communication line between the terminal 10 and the server 20 may be wired or wireless.
[0034] Figure 2 shows an example of the functional blocks of the terminal 10 of this embodiment. Note that the terminal of this embodiment may have a configuration in which some of the components (each part) in Figure 2 are omitted.
[0035] The input unit 150 is a device for inputting (detecting) input information from the player, and outputs the player's input information (operation information) to the processing unit 100. The functions of the input unit 150 can be realized by input devices such as a touch panel, a touch pad, a mouse, direction keys or buttons, and a keyboard.
[0036] The sensor unit 160 is a sensor (luminance sensor, illuminance sensor, ambient light sensor) that detects the amount of light around the terminal 10, and outputs a detection signal to the processing unit 100.
[0037] The storage unit 170 stores programs and various data for causing each part of the processing unit 100 to function as a computer, and functions as a work area for the processing unit 100. Its functions can be realized by a hard disk, RAM, etc.
[0038] The display unit 190 outputs the game image generated by the processing unit 100, and its functions can be realized by a display such as a touch panel, LCD, or HMD (head-mounted display) that also functions as the input unit 150.
[0039] The sound output unit 192 outputs the sound generated by the processing unit 100, and its functions can be realized by a speaker or headphones, etc.
[0040] The vibration generation unit 194 is a vibration source that generates vibration based on a control signal from the processing unit 100, and its functions can be realized by a vibration motor, etc.
[0041] The communication unit 196 performs various controls for communication with the server 20 and other terminals 10, and its functions can be realized by hardware such as various processors or communication ASICs, programs, etc.
[0042] Note that programs and various data for causing each part of the processing unit 100 to function as a computer, which are stored in the information storage medium or storage unit of the server 20, may be received via a network, and the received programs and data may be stored in the storage unit 170. Even when the terminal is made to function by receiving such programs and various data, it is included within the scope of the present invention.
[0043] The processing unit 100 (processor) performs processes such as game progress processing, image generation processing, and sound generation processing based on input information (operation information) from the input unit 150, detection signals from the sensor unit 160, programs, data received via the communication unit 196, and the like. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), and programs. The processing unit 100 of the terminal 10 includes a game processing unit 110, a production control unit 112, a play environment determination unit 114, an image generation unit 120, and a sound generation unit 130.
[0044] The game processing unit 110 executes game processing to progress the horror game based on the operation information (player's operation) from the input unit 150.
[0045] The production control unit 112 controls the horror production (production to make the player feel horror) in the horror game. The horror production may be a production that changes the output method of the game screen (brightness, contrast, hue, saturation of the game screen, filter applied to the game screen, etc.), or a production that changes (adds or deletes) the game events that occur in the horror game. Also, the horror production may be a production that changes the volume, quality, or type of the sound output from the sound output unit 192, or a production that adds the sound output from the sound output unit 192. Further, the horror production may be a production that changes the magnitude or type of the vibration generated by the vibration generation unit 194. The quality, type may be a production that changes the magnitude or type of the vibration generated by the vibration generation unit 194.
[0046] The play environment determination unit 114 determines whether the game play environment of the player satisfies given conditions based on a parameter (light quantity parameter) calculated from the output (detection signal) of the sensor unit 160. For example, the play environment determination unit 114 may determine that the play environment satisfies the given conditions when the calculated light quantity parameter is equal to or less than a certain value. Also, a reference value (reference value of the light quantity parameter) updated according to the player's past play environment is stored in the storage unit 170, and the play environment determination unit 114 compares the calculated light quantity parameter with the reference value and determines whether the play environment satisfies the given conditions based on the comparison result (for example, determines that the play environment satisfies the given conditions when the calculated light quantity parameter is equal to or less than the reference value). Further, the play environment determination unit 114 may perform the above determination based on a light quantity parameter calculated based on a plurality of detection signals acquired from the sensor unit 160 during a given period.
[0047] The effect control unit 112 controls the horror effect based on the determination result of the play environment determination unit 114. For example, the effect control unit 112 may perform control to switch the mode of the horror effect from the first mode to the second mode in which the degree of the horror effect is higher than that of the first mode when it is determined that the play environment satisfies the given conditions. Also, the effect control unit 112 may control the horror effect according to the magnitude of the calculated light quantity parameter, and perform control such that the degree of the horror effect becomes higher as the calculated light quantity parameter becomes smaller.
[0048] The processing unit 100 may further include a notification unit 116. When it is determined that the play environment satisfies a given condition, the notification unit 116 notifies a player who is playing in the first mode that switching to the second mode is possible (causing the display unit 190 to display a notification image related to the notification, outputting a notification sound related to the notification to the sound output unit 192). In this case, the effect control unit 112 may switch from the first mode to the second mode based on an operation that instructs the player who has received the notification by the notification unit 116 to switch to the second mode. Also, the effect control unit 112 invalidates the switching from the first mode to the second mode based on a preset by the player (even if it is determined that the play environment satisfies a given condition, does not switch to the second mode, and does not give a notification that switching to the second mode is possible). Further, the effect control unit 112 may switch from the second mode to the first mode based on an operation that instructs a player who is playing in the second mode to switch to the first mode.
[0049] The image generation unit 120 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating a game image and outputting it to the display unit 190. The image generation unit 120 may generate an image (so-called three-dimensional image) that can be seen from a virtual camera (a given viewpoint) within the object space (game space).
[0050] The sound generation unit 130 performs sound processing based on the results of various processes performed by the processing unit 100, generates game sounds such as BGM, sound effects, or voices, and outputs them to the sound output unit 192.
[0051] Alternatively, the game system of this embodiment may be configured as a server system. The server system can be composed of one or more servers (such as an authentication server, a game processing server, a communication server, a billing server, a database server, etc.). In this case, the server system performs the processing of each part of the processing unit 100 based on operation inputs (data input to the input unit of the terminal) transmitted from one or more terminals (such as smartphones, mobile phones, portable game machines, etc.) connected via a network, generates image generation data for generating an image, and transmits the generated image generation data to each terminal. Here, the image generation data refers to data for displaying an image generated by the method of this embodiment on each terminal, which may be the image data itself or various data (such as object data, game processing result data, etc.) used by each terminal to generate an image. Also, the game system may be configured such that the processing of each part of the processing unit 100 is distributed and executed between the server and the terminal.
[0052] 2. Method of this embodiment Next, the method of this embodiment will be described with reference to the drawings. The game system of this embodiment executes a horror game on the terminal 10. For example, a player character is placed in a virtual space, and the movement and actions of the player character in the virtual space are controlled based on the player's operations. The virtual camera in the virtual space moves in synchronization with the player character, and an image seen from the perspective of the player character is displayed on the game screen. Also, as the game progresses, game events such as enemy characters (such as ghost characters, zombie characters, etc.) appearing in the field of vision, screams or eerie sounds being heard, or the terminal 10 vibrating occur. The horror game has a screen configuration that is likely to make the player feel scared, with the game screen being overall dark (the average luminance of the pixels constituting the game screen is low), the number of colors constituting the game screen being small, and the ratio of black being high.
[0053] In the game system of this embodiment, the sensor unit 160 provided in the terminal 10 measures the ambient light amount to determine the player's game play environment (whether playing in a bright environment or a dark environment), and when the player is playing the game in a dark environment, controls the horror effects in the horror game so that the player is more likely to feel horror.
[0054] Specifically, as horror effect modes, a first mode and a second mode with a higher degree of horror effect than the first mode are provided. When the light amount parameter calculated from the output of the sensor unit 160 is equal to or less than a reference value, assuming that the play environment satisfies given conditions (is a dark environment), the horror effect mode is switched from the first mode to the second mode. At this time, the light amount parameter may be calculated based on the output of the sensor unit 160 within a predetermined period (the time within a predetermined time back from the current time) (for example, the average obtained by removing outliers from a plurality of output values). Thereby, it is possible to prevent a situation where the play environment cannot be appropriately determined due to an instantaneous change in the light amount detected when the sensor unit 160 is covered by the player's hand or the like. Also, the reference value to be compared with the light amount parameter may be a predetermined value, or may be a value updated according to the player's past (usual) play environment. In the latter case, the reference value may be set to be smaller as the player's usual play environment is darker. For example, the light amount parameter may be periodically calculated from the output of the sensor unit 160, and when the calculated light amount parameter is larger than the current reference value, the reference value may be increased, and when the calculated light amount parameter is smaller than the current reference value, the reference value may be decreased.
[0055] As for the control of the horror performance, control may be performed to change the output method of the game screen (brightness, contrast, saturation, hue of the game screen, filters applied to the game screen). For example, in the second mode, control may be performed so that the brightness of the game screen is lower and the contrast is higher than in the first mode, or control may be performed so that the saturation of the game screen is lower, or control may be performed so that the hue of the game screen becomes a hue with a blue or green tint. Also, in the second mode, control may be performed to apply a predetermined filter (for example, a filter that adds noise, a filter that distorts the video, etc.) to the game screen, or control may be performed to apply a filter stronger (more effective) than the filter applied in the first mode.
[0056] FIG. 3 shows an example of the game screen in the first mode, and FIG. 4 shows an example of the game screen in the second mode. As shown in FIG. 3, in the game screen GI in the first mode, as a horror performance, the brightness of the peripheral part of the screen is lowered. Also, as shown in FIG. 4, in the game screen GI in the second mode, by lowering the overall brightness of the game screen GI in the first mode and increasing the contrast, the area with high brightness in the center of the screen becomes narrower (the area with low brightness in the peripheral part of the screen becomes wider). This makes it more difficult for the player to grasp the situation in the game than in the first mode, and makes the player feel more uneasy than in the first mode. In the game screen GI in the second mode, by lowering the overall brightness of the game screen GI in the first mode and increasing the contrast, the area with high brightness in the center of the screen becomes narrower (the area with low brightness in the peripheral part of the screen becomes wider). This makes it more difficult for the player to grasp the situation in the game than in the first mode, and makes the player feel more uneasy than in the first mode.
[0057] Also, as control of horror effects, control may be performed to change game events that occur in the game. For example, in the second mode, a ghost character that does not appear in the first mode may be made to appear. Also, in the second mode, a route that could be passed through in the first mode may be made impassable, or an item that could be used in the first mode may be made unusable. Also, the hit points (physical strength value) of the ghost character that appears in the second mode may be made larger than those of the ghost character that appears in the first mode, the movement speed of the ghost character that appears in the second mode may be made larger than that of the ghost character that appears in the first mode, or the texture mapped to the ghost character that appears in the second mode may be made more realistic than the texture mapped to the ghost character that appears in the first mode.
[0058] Also, as control of horror effects, control may be performed to change the volume, sound quality, and type of sounds played in the game, or to add sounds played in the game. For example, in the second mode, the volume of the sounds that can be heard may be made larger than the sounds that can be heard in the first mode, or the sounds that can be heard in the second mode may be made more vivid sounds (e.g., more realistic voices) than the sounds that can be heard in the first mode. Also, in the second mode, sounds with changed sound quality by applying acoustic effects such as echo and noise effects to the sounds that can be heard in the first mode may be made to be heard, or sounds that cannot be heard in the first mode (e.g., unpleasant sounds such as the sound of insects moving around) may be made to be heard.
[0059] Also, as control of horror effects, control may be performed to change the magnitude (amplitude) and type (vibration pattern, etc.) of vibrations generated in the game. For example, the vibrations generated in the second mode may be made larger than the vibrations generated in the first mode. Also, in the second mode, vibrations with a different period from the vibrations generated in the first mode may be generated, or irregular vibrations or vibrations like waves that do not occur in the first mode may be generated.
[0060] Also, the horror effect may be controlled according to the magnitude of the calculated light quantity parameter, such that the smaller the calculated light quantity parameter, the higher the degree of the horror effect. For example, the smaller the calculated light quantity parameter, the lower the brightness, the higher the contrast, and the lower the saturation of the game screen, or the larger the number of ghost characters that appear, or the larger the number of routes that become impassable or items that become unusable, or the larger the hit points or movement speed of the ghost characters, or the larger the volume of the audible sound or the degree of the applied acoustic effect, or the larger the number and types of audible sounds, or the larger the generated vibration, or the larger the number and types of generated vibrations.
[0061] When it is determined that the play environment satisfies given conditions in the first mode, instead of unconditionally switching to the first mode, display (for example, pop-up display) on the game screen of the player playing in the first mode that it is possible to switch to the second mode, and when the player performs a predetermined operation (an operation instructing switching to the second mode) on the game screen, switch from the first mode to the second mode. By doing so, it is possible to prevent an unexpected switch to the second mode with a high degree of horror effect and give the player a mental preparation period. Also, prepare a setting to disable the switch from the first mode to the second mode, and if the player has made such a setting in advance, even if it is determined that the play environment satisfies given conditions, the switch to the second mode (and the notification that it is possible to switch to the second mode) may not be performed. By doing so, players who do not want the degree of the horror effect to increase can avoid switching to the second mode. Also, when a player playing in the second mode performs a predetermined operation (an operation instructing switching to the first mode) on the game screen, it may be possible to switch from the second mode to the first mode.
[0062] According to the game system of this embodiment, the sensor unit 160 provided in the terminal 10 measures the ambient light amount to determine the player's game play environment, and controls the horror effect based on the determination result (when the player is playing the game in a dark environment, the degree of the horror effect is increased), so that an effective horror effect corresponding to the player's game play environment can be performed.
[0063] 3. Processing Next, an example of the processing of the game system (terminal 10) of this embodiment will be described with reference to the flowchart of FIG. 5.
[0064] First, the game processing unit 110 executes the game processing of the horror game based on the player's operation (step S10). At this time, the effect control unit 112 controls the horror effect in the horror game based on the current horror effect mode. Next, the play environment determination unit 114 calculates a light amount parameter from the output of the sensor unit 160 (step S11), and determines whether the calculated light amount parameter is less than or equal to a reference value (the play environment satisfies a predetermined condition) (step S12).
[0065] When the calculated light amount parameter is less than or equal to the reference value (Y in step S12), the effect control unit 112 determines whether the current horror effect mode is the first mode (step S13). When the current mode is the first mode (Y in step S13), the notification unit 116 notifies the player that it is possible to switch to the second mode (step S14). Next, the effect control unit 112 determines whether there is an operation instructing the player to switch to the second mode (step S15). When there is such an operation (Y in step S15), the horror effect mode is switched from the first mode to the second mode (step S16).
[0066] Next, the production control unit 112 determines whether there is an operation instructing the player (the player playing in the second mode) to switch to the first mode (step S17). If there is such an operation (Y in step S17), the horror production mode is switched from the second mode to the first mode (step S18). Next, the game processing unit 110 determines whether to continue the game processing (step S19). If the game processing is to be continued (Y in step S19), the process proceeds to step S10.
[0067] The present invention is not limited to those described in the above embodiments, and various modifications can be made. For example, terms cited as broad or synonymous terms in the description in the specification or drawings can be replaced with broad or synonymous terms in other descriptions in the specification or drawings.
Explanation of Signs
[0068] 10…Terminal, 20…Server, 100…Processing unit, 110…Game processing unit, 112…Production control unit, 114…Play environment determination unit, 116…Notification unit, 120…Image generation unit, 130…Sound generation unit, 150…Input unit, 160…Sensor unit, 170…Memory unit, 190…Display unit, 192…Sound output unit, 194…Vibration generation unit, 196…Communication unit
Claims
1. A game system that performs game processing for a horror game based on a player's operation on a player terminal equipped with a sensor unit that detects the amount of ambient light, a game processing unit that performs the game processing based on the player's operation on the player terminal, a production control unit that controls the horror production in the horror game, and a play environment determination unit that determines whether the player's game play environment satisfies given conditions based on a parameter of the amount of light calculated from the output of the sensor unit. The production control unit, controls the horror production based on the determination result of the play environment determination unit, The play environment determination unit, compares a reference value stored in a storage unit and updated according to the player's past play environment with the calculated parameter, and determines whether the play environment satisfies the given conditions based on the comparison result. A game system characterized by that.
2. A game system that performs game processing for a horror game based on a player's operation on a player terminal equipped with a sensor unit that detects the amount of ambient light, a game processing unit that performs the game processing based on the player's operation on the player terminal, a production control unit that controls the horror production in the horror game, and a play environment determination unit that determines whether the player's game play environment satisfies given conditions based on a parameter of the amount of light calculated from the output of the sensor unit. The production control unit, controls the horror production based on the determination result of the play environment determination unit, and when it is determined that the play environment satisfies the given conditions, switches from the first mode to a second mode in which the degree of the horror production is higher than that of the first mode. A game system characterized by performing control.
3. In Claim 2, when it is determined that the play environment satisfies the given conditions, the game system further includes a notification unit that notifies that the player playing in the first mode can be switched to the second mode.
4. In Claim 3, The production control unit, switches from the first mode to the second mode based on an operation instructing the player who has received the notification by the notification unit to switch to the second mode. A game system characterized by that.
5. In any one of Claims 2 to 4, The production control unit, A game system characterized by disabling the switching from the first mode to the second mode based on a preset by the player.
6. In any one of Claims 2 to 5, the production control unit A game system characterized by switching from the second mode to the first mode based on an operation instructing the player to switch to the first mode.
7. In any one of Claims 1 to 6, The horror production is a production that changes the output method of the game screen, characterized by a game system.
8. In any one of Claims 1 to 7, The horror production is a production that changes the game events occurring in the horror game, characterized by a game system.
9. In any one of Claims 1 to 8, the production control unit A game system characterized by controlling the horror production according to the magnitude of the calculated parameter.
10. In any one of Claims 1 to 9, The horror production is a production that changes the volume, sound quality, or type of sound output from the sound output unit provided in the player terminal, characterized by a game system.
11. In any one of Claims 1 to 10, The horror production is a production that adds sound output from the sound output unit provided in the player terminal, characterized by a game system.
12. In any one of Claims 1 to 11, The horror production is a production that changes the magnitude or type of vibration generated by the vibration generating unit provided in the player terminal, characterized by a game system.
13. In any one of Claims 1 to 12, the play environment determination unit A game system characterized by determining that the play environment satisfies the given conditions when the calculated parameter is equal to or less than a certain value.
14. In any one of Claims 1 to 13, the play environment determination unit A game system characterized by determining whether or not the play environment satisfies the given conditions based on the parameter calculated from the output of the sensor unit for a given period.
15. A server device that performs game processing of a horror game based on a player's operation on a player terminal equipped with a sensor unit that detects the amount of ambient light. A game processing unit that performs the game processing based on the player's operation on the player terminal; An effect control unit that controls the horror effects in the horror game; A play environment determination unit that determines whether the player's game play environment satisfies given conditions based on a parameter of the amount of light calculated from the output of the sensor unit, and The effect control unit: Controls the horror effects based on the determination result of the play environment determination unit; The play environment determination unit: Compares a reference value stored in a storage unit and updated according to the player's past play environment with the calculated parameter, and determines whether the play environment satisfies the given conditions based on the comparison result. A server device characterized by this.
16. A server device that performs game processing of a horror game based on the player's operation on a player terminal equipped with a sensor unit that detects the ambient light amount, A game processing unit that performs the game processing based on the player's operation on the player terminal; An effect control unit that controls the horror effects in the horror game; A play environment determination unit that determines whether the player's game play environment satisfies given conditions based on a parameter of the amount of light calculated from the output of the sensor unit, and The effect control unit: Controls the horror effects based on the determination result of the play environment determination unit, and when it is determined that the play environment satisfies the given conditions, performs control to switch from a first mode to a second mode in which the degree of the horror effect is higher than that of the first mode. A server device characterized by this.
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