Game device and program

The game device simplifies function selection by allowing display form switching and zoom level adjustment using a dial-type operation member, addressing the cumbersome input issue and enhancing user convenience.

JP7721779B1Active Publication Date: 2025-08-12BANDAI CO LTD
View PDF 5 Cites 0 Cited by

Patent Information

Application Number
JP2024233090
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-12-27
Publication Date
2025-08-12
Estimated Expiration
2044-12-27

AI Technical Summary

Technical Problem

Existing game devices require cumbersome operation inputs for selecting desired functions due to limited operation input means, especially when a wide variety of selectable functions are available, leading to a decrease in user convenience.

Method used

A game device with an operation input mechanism that allows for switching the display form of elements related to a character using a dial-type operation member, enabling selection of game elements by changing the display form, and adjusting the zoom level of the character and environment, thereby simplifying the selection process.

Benefits of technology

Improves user convenience by allowing intuitive selection of game elements through display form switching, reducing the complexity of operation inputs and enhancing the gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007721779000001_ABST
    Figure 0007721779000001_ABST
Patent Text Reader

Abstract

Improve convenience. [Solution] A game device that executes a game in which a character appears, comprising an execution means for executing the game, a display control means for displaying the character on a display means, and an operation input means for accepting operation inputs for the game, wherein the operation input means is capable of accepting at least a first operation input relating to switching the display form of display elements related to the character, and a second operation input relating to selecting game elements that act on the character, and upon acceptance of the first operation input, the display control means switches and displays the display form of the display elements, and the execution means changes the type of game element that can be selected by the second operation input.
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present invention relates to a game device and a program, and to an electronic game that progresses based on operational input. [Background technology]

[0002] There is a game device that can execute a character raising game in which a player raises a character while providing an opportunity to input necessary operation inputs (Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-013157 Summary of the Invention [Problem to be solved by the invention]

[0004] Incidentally, improvements in the computational performance of computing devices have made it possible to provide a wide variety of selectable functions as game elements acting on characters in electronic games executed on game devices. On the other hand, when operation input means is limited, as in the game device described in Patent Document 1, the operation inputs that a user must perform before using a desired function may become cumbersome, for example, requiring frequent operation inputs to an operation member before selecting a desired function from a list of all functions.

[0005] An object of the present invention is to provide a game device and program with improved convenience. [Means for solving the problem]

[0006] One aspect of the present invention is a game device that executes a game in which a character appears, and includes an execution means for executing the game, a display control means for displaying the character on a display means, and an operation input means for accepting operation inputs for the game, wherein the operation input means is capable of accepting at least a first operation input relating to switching the display form of display elements related to the character, and a second operation input relating to selection of game elements that act on the character, and upon acceptance of the first operation input, the display control means switches and displays the display form of the display elements, and the execution means changes the type of game element that can be selected by the second operation input. Another aspect of the present invention is a game device that executes a game in which a character appears, comprising: an execution means for executing the game; a display control means for displaying the character on a display means; and an operation input means for accepting operation inputs for the game, wherein the operation input means is capable of accepting at least a first operation input relating to switching the display form of display elements related to the character and a second operation input relating to selection of game elements that act on the character, and the display forms of the display elements include a plurality of display forms that display at least one of the character and the environment in which the character is located in at different zoom levels, and upon acceptance of the first operation input, the display control means switches the display form of the display elements to one of the plurality of display forms that is different from the display form of the current display elements, and the execution means changes the type of game elements that can be selected by the second operation input. [Effects of the Invention]

[0007] According to the present invention, it is possible to improve convenience. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a diagram illustrating an example of the external configuration of a game device 100 according to an embodiment and a modification of the present invention; [Figure 2] FIG. 1 is a block diagram illustrating a hardware configuration of a game device 100 according to an embodiment and a modification of the present invention. [Figure 3] 10A and 10B are diagrams illustrating various display modes that can be switched in the training game according to the embodiment and modified examples of the present invention; [Figure 4] FIG. 10 is a diagram illustrating a preliminary effect displayed in response to a change in display mode in the training game according to the embodiment and the modified example of the present invention. [Figure 5] FIG. 10 is a diagram illustrating a switching effect displayed when the display mode is switched in the training game according to the embodiment and the modified example of the present invention. [Figure 6] 10A and 10B are diagrams illustrating examples of display modes related to a training game according to an embodiment and a modified example of the present invention; [Figure 7] 10A and 10B are diagrams illustrating state displays related to a training game according to an embodiment and a modified example of the present invention; [Figure 8]10 is a flowchart illustrating a switching process executed in the game device 100 according to the embodiment and the modified example of the present invention. [Figure 9] FIG. 10 is a diagram illustrating an example of the structure of data referenced by the game device 100 according to the embodiment and modifications of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0009] [Embodiment] Hereinafter, the embodiments will be described in detail with reference to the accompanying drawings. Note that the following embodiments do not limit the scope of the invention as claimed, and not all combinations of features described in the embodiments are necessarily essential to the invention. Two or more of the features described in the embodiments may be combined in any desired manner. Furthermore, the same reference numerals are used to designate identical or similar components, and redundant descriptions will be omitted.

[0010] In the embodiment described below, an example of a game device will be described in which the present invention is applied to a game device capable of executing a game in which a character is trained (developed) (hereinafter referred to as a training game). However, the present invention can be applied to any device capable of executing an electronic game that includes an interesting element of acquiring game elements. In other words, it goes without saying that the electronic game to which the present invention is applied is not limited to a specific genre of game such as a training game.

[0011] <<Configuration of the Game Device>> 1 shows an example of the external configuration of a game device 100 according to this embodiment. In this embodiment, the game device 100 is configured as a portable toy and operates using power supplied from a battery or dry cell (not shown). In the battery-operated mode, the game device 100 is provided with a terminal (not shown) that can be connected to a power source, and is configured to be able to charge the battery by electrically connecting a commercial power source or the like to the terminal via a power supply cable.

[0012] <Hardware configuration of game device> Next, the hardware configuration of the game device 100 will be described with reference to Fig. 2. Fig. 2 is a block diagram illustrating the hardware configuration of the game device 100.

[0013] The control unit 101 is a processor such as a CPU, and performs various controls including operational control of each piece of hardware included in the game device 100. Specifically, the control unit 101 performs the relevant controls by, for example, reading out a necessary program stored in the storage device 102, expanding it into the memory 103, and executing it. The control unit 101 also has a built-in clock and is configured to be able to obtain the current time.

[0014] The storage device 102 is a device capable of permanently storing information, such as a non-volatile memory. The storage device 102 stores programs related to the operation of the game device 100, programs for the training game executed on the game device 100, and information on parameters required for implementing various controls. In addition, the storage device 102 also functions as a database of various data related to the training game (a character DB 121 and a friend character DB 122). The memory 103 is a storage device used for temporary data storage, such as a volatile memory. The memory 103 may be used not only as a development area for each program, but also as a storage area for temporarily storing data output during the operation of various hardware and various controls.

[0015] The character DB 121 is a database that manages, as records, information (character information) about characters that can be trained in a training game. In the training game executed on the game device 100 of this embodiment, a user can train a character that grows through multiple growth stages. A character is configured so that its appearance changes as the character changes growth stage. The character DB 121 manages, as records, various information about each appearance that a character can have at each growth stage. For example, as shown in FIG. 9, the character information for one record is associated with a character ID 901 that uniquely identifies the character (its appearance), and includes graphics information 902 for drawing the character's appearance, a growth stage 903 indicating the growth stage at which the character will have that appearance, and growth destination information 904 indicating the appearance to which the character can grow from that appearance. The growth destination information 904 may store information about the corresponding character ID 901.

[0016] The display control device 104 performs display control to display various screens related to the training game on the display 110. In this embodiment, the display control device 104 also includes a drawing device such as a graphics chip or GPU, and executes drawing processing to generate various screens related to the training game. The display control device 104 includes a drawing memory (not shown), expands various graphics data read from the storage device 102, and performs predetermined calculations to generate various images (screens) related to the training game. The screens and images generated by the display control device 104 are presented to the user by being displayed on the display 110 provided in the game device 100, for example. The display 110 is a device provided in the game device 100 that displays information, such as a liquid crystal display.

[0017] The communication I / F 106 is a communication interface with an external device provided in the game device 100. As described above, the game device 100 of this embodiment is provided with connection terminals (not shown), and by connecting these connection terminals together, information communication with other game devices 100 is possible.

[0018] Operation I / F 105 is a user interface provided in game device 100 that accepts operation input. When operation I / F 105 detects that an operation input has been made, it outputs a control signal corresponding to the operation input to control unit 101. In an aspect in which display 110 is configured to be able to detect touch input, operation I / F 105 may include a touch input detection sensor provided on display 110. In addition, operation I / F 105 may include various operation members provided on the exterior of game device 100, for example.

[0019] (Operating member) Here, various operation members of the game device 100 of this embodiment will be described in more detail with reference to FIG.

[0020] The operation members of the game device 100 include a dial-type operation member (hereinafter simply referred to as the dial) 131. The dial 131 is provided along an axis 132 that extends from the side of the display 110 of the game device 100 in a radial direction of the game device 100, and is configured with a rotation mechanism that is rotatable around the axis 132. The user can perform an operation input to the dial 131 by rotating the rotation mechanism.

[0021] The dial 131 is configured to increase or decrease the input amount according to the operation amount during the period from when the operation input is first detected until the operation input continues. More specifically, during the period during which the operation input continues, the operation I / F 105 accumulates the operation inputs made via the dial 131 as a series of operation inputs and sets this as the input amount. That is, the operation I / F 105 can output the input amount for the series of operation inputs by accumulating the difference in the state of the dial 131 detected from moment to moment during the period during which the dial 131 is operated. The input amount is configured such that, for example, the greater the amount of rotation of the rotation mechanism of the dial 131, the greater its absolute amount becomes. Hereinafter, the input amount related to the operation input that increases or decreases due to the operation input to the dial 131 will be referred to as the "accumulated amount."

[0022] In an embodiment in which the rotation mechanism of dial 131 is configured to be freely rotatable, operation I / F 105 may be configured to start detecting the accumulated amount, for example, when the rotation mechanism is rotated from a non-operated state, and to be able to intermittently output the amount of rotation of the rotation mechanism that has occurred over a predetermined period as the accumulated amount. Also, in an embodiment in which the rotation mechanism of dial 131 is biased so that it always rotates to a fixed rotation angle (initial rotation angle) in a released state (non-operated state), operation I / F 105 may be configured to be able to intermittently output the amount of rotation of the rotation mechanism from the initial rotation angle as the accumulated amount. In this embodiment, the rotation mechanism is provided with a biasing mechanism (such as a rotation spring) that biases it to the initial rotation angle.

[0023] The rotation mechanism of the dial 131 can rotate around an axis 132 in a clockwise direction 133 and a counterclockwise direction 134, and the operation I / F 105 detects the rotation in each direction as a different operation input. That is, the operation I / F 105 can output information regarding the operation input made to the dial 131, such as whether the operation input is in the clockwise direction 133 or the counterclockwise direction 134, and information regarding the accumulation amount.

[0024] The operation members of the game device 100 also include button-type operation members (hereinafter simply referred to as buttons) 141. In the example of FIG. 1, three types of buttons 141 are provided on the surface of the game device 100 on which the display 110 is arranged, below the display 110. In one aspect, of the three types of buttons 141, the buttons other than the central button are used as operation members for changing the selection state of a display item, and the central button is used as an operation member for deciding to execute a function corresponding to the selected display item.

[0025] In the training game executed on the game device 100 of this embodiment, the dial 131 and the button 141 are configured to be used primarily for different purposes. More specifically, the dial 131 is primarily used to receive operational inputs for switching the display format of display elements displayed in relation to a character to be trained (hereinafter referred to as a training character) in the training game. Herein, the display elements refer to various graphics that constitute the screen displayed on the display 110 in relation to the training game. While details of the display format will be described later, in one aspect, the display elements may include graphics showing the appearance of the training character. Hereinafter, the display elements displayed in relation to the training character may be simply referred to as a "screen." In contrast, the button 141 is primarily used to determine the execution of various functions (game elements (primarily caring for the training character)) that produce effects that act on the training character and are necessary for progressing through the training game. In other words, the dial 131 and the button 141 have different roles in the training game in that the former is primarily used to switch the display format of the screen, while the latter is primarily used to determine the execution of functions that act on the training character. The dial 131 may be used to change the display item of the selected state in relation to the function selection.

[0026] Hereinafter, an operation input made to the dial 131 may be referred to as a "dial operation," and an operation input made to a button may be referred to as a "button operation."

[0027] Game Overview Below, an overview of a game that provides a play experience on the game device 100 of this embodiment will be described. In this embodiment, the game will be described as a training game that provides elements of training a training character, elements of communication between the user and the training character, and elements of interaction between characters as entertainment elements. However, a training game is merely one type of game in which characters appear, and the implementation of the present invention is not limited to this. The present invention is applicable to any game in which characters appear whose behavior is controlled in response to operational inputs made by the user. Here, "control of behavior" is not limited to direct action by the user on the character, but also includes indirect action on the character's actions and movements in response to changes in parameters or the environment as a result of evaluation of the operational inputs made by the user.

[0028] In a breeding game, a user can breed a character by performing operational inputs related to character care. A breeding game starts, for example, by hatching an egg, and progresses through growth stages by sequentially performing necessary care-related operational inputs, presenting the character's growth as it changes appearance. The growth stages are, for example, a concept that refers to each of the multiple stages that divide the growth process (period) of a character being raised in a breeding game (egg stage (before birth), baby stage (infancy), kids stage (childhood), young stage (adolescence), friend stage (adulthood), etc.), and progress is achieved by satisfying certain conditions, such as the elapsed breeding time.

[0029] Here, characters at each growth stage are configured to have a predetermined appearance for that growth stage. In other words, in the raising game of this embodiment, the appearances that characters can have at each growth stage are predetermined, and the appearance that a character will have growing into is determined, for example, depending on the selected egg and the care situation up to that point in the growth stage. As described above, the character's appearance is determined as graphics information 902 in the character information registered in character DB 121.

[0030] Overview of display format switching As described above, the training game of this embodiment is provided with various functions for progressing through the game. However, requiring a user to find and select a specific function from a list of all functions in order to use that function requires the user to perform complex operational inputs, which is time-consuming, especially when a wide variety of functions are provided. In particular, in devices such as the game device of this embodiment that have only a limited number of operational components or a device with a limited number of pixels in the display area, the user may need to operate the operational components multiple times before using the desired function. Because the operational methods for using such functions have low affinity with the content of the game content and are difficult to intuitively understand, users must become accustomed to the operational methods before they can master them.

[0031] Therefore, the training game of this embodiment is configured to provide multiple display modes for the screen related to the training character, and to vary the types of functions available for each display mode. The functions available in each display mode are configured to be related to the content shown on the screen in that display mode, as described below. This makes it easy for the user to intuitively understand which display mode to use in order to use a desired function, and after switching the screen to a display mode that is highly related to the function, the user can easily select the desired function from a smaller set of functions.

[0032] In the game device 100 of this embodiment, the display mode can be switched by operating the dial as described above. The training game has multiple display modes, and by operating the dial, the user can play the training game on a screen with a display mode different from the currently displayed display mode.

[0033] Each display mode includes graphics of at least one of the breeding character and the environment in the breeding game in which the breeding character is placed. As described below, each display mode is associated with a display scale concept related to the breeding game, and displays the screen related to the breeding character in a different scale. That is, dial operation corresponds to a screen scaling operation, and a user can switch the screen to a display mode with a different scale by operating the dial 131 to play the breeding game. As described above, the dial 131 is configured to detect two types of operation input corresponding to a clockwise direction 133 and a counterclockwise direction 134. A rotation operation in the former direction accepts an enlargement instruction to further enlarge the display elements, and a rotation operation in the latter direction accepts a reduction instruction to further reduce the display elements. Therefore, for example, when an operation input is made to rotate the dial 131 in the clockwise direction 133, the screen displayed on the display 110 is switched to a display mode corresponding to a display scale one level larger than the current display mode. Furthermore, for example, when an operation input is made to rotate dial 131 counterclockwise 134, the screen displayed on display 110 is switched to a display mode corresponding to a display scale that is one step smaller than the current display mode. Hereinafter, the training game of this embodiment will be described assuming that four types of display modes are provided, each corresponding to a different enlargement / reduction mode.

[0034] Note that switching the display mode does not change the state of the character in the training game, but rather maintains the state while changing the zoom mode of the screen related to the character. In other words, the function related to switching the display mode allows the user to switch the mode in which the character and the environment in which the character is located are displayed without changing the environment in which the character is located or the health state of the character. In other words, this function allows the user to observe the character from various perspectives and provides various hints to help the user determine the care required for the character.

[0035] <Each display format and available functions> The four types of display modes that can be switched in the training game of this embodiment will be specifically described below with reference to the drawings. As described above, the four types of display modes provide a screen related to the training character with different scaling factors, and the display modes will be described below in order of the display scale of the training character on the screen (smallest scaling factor).

[0036] (Wide area display) The first display format is "wide-area display."

[0037] The wide-area display does not include graphics showing the appearance of the character being raised, but is a display form that captures the environment in which the character is placed from a macro perspective. In the raising game of this embodiment, the environment in which the character is raised is a planet unique to the game device, and the wide-area display displays the appearance of the planet. As shown in Figure 3(a), the wide-area display screen is configured in a way that the planet, which is the field in which the character is placed, is overlooked in outer space.

[0038] In the training game, a communication function can be used to allow for interaction with other users, such as for interaction between training characters and the exchange of items with other game devices 100. This communication function is performed by having a training character visit a planet related to one game device 100 from a planet related to the other game device 100. For this reason, functions available in wide-area display include functions related to communication with other game devices 100. In one aspect, this function is provided as a "boarding a spaceship" function that uses a means of transportation between planets.

[0039] Furthermore, because planets are unique to a game device and are user-specific display elements that can be presented to other users, a "decorate planet" function that allows users to change the appearance of the planet is also provided and available in the wide-area display. This function allows users to attach accessories, for example, acquired through the progression of the development game or through the communication function, to the planet, giving it a unique appearance.

[0040] Furthermore, in outer space beyond the planet, stars are scattered, some of which form constellations. In relation to this, functions available in wide-area display include a "stargazing" function. Constellations may be configured in a manner that resembles characters that the user has trained in the past and that meet certain conditions. This provides an interesting element of reminiscing about characters trained in the past.

[0041] (Field display) The second display format is "field display."

[0042] The field display is a display format that provides a viewpoint focused on a certain area (field) distributed on the planet. The field display is a display format that basically allows the user to observe the behavior of characters on the planet, including the character being trained. Unlike the wide-area display, as shown in FIG. 3(b), the field display includes graphics showing the character's appearance. In the training game of this embodiment, characters other than the character being trained may also be displayed in the field, and the field display may also show how the characters interact with each other. These other characters may include characters that the user has previously trained and allowed to stand on their own (released into the wild) (hereinafter referred to as wild characters).

[0043] In this way, since the field display provides a screen relating to the living environment surrounding the character being trained, the functions available in the field display include a "cleaning" function for tidying up the living environment.

[0044] In addition, various facilities are placed in the field to add excitement. Facilities are provided as gimmicks that characters can use, and when using the facilities, the characters will perform special motions, providing an element of interest for observing the character's behavior. Therefore, the functions available in the field display include a "focus" function that allows you to focus on a specific facility in the field while observing the field.

[0045] As will be explained in more detail later, the areas distributed on the planet are not limited to one type, and a "field movement" function that moves the training character to a different area is also available in the field display. In addition, an "independence" function that allows the training character to become independent is also available in the field display.

[0046] (Character display) The third display format is "character display."

[0047] The character display is a display mode that is more specialized for displaying the character being raised than the field display, and provides a screen in which the graphics of the character being raised and the background in the field display are enlarged. In the character display, as shown in FIG. 3(c), other wild characters on the field are not shown, and graphics showing the appearance of the character being raised are mainly displayed. In the raising game of this embodiment, the character display is a display mode that allows the use of various functions for taking care of the character being raised that directly affect the character being raised in the raising game.

[0048] Such functions include a "food and snack" function that provides meals and snacks to the training character, a "tool" function that provides items to the training character, and a "care" function that grooms the training character by brushing its teeth, etc. Functions available in the character display also include functions that can be used in limited states or time periods, such as an "injury treatment" function that treats injuries to the training character, a "wake up" function that wakes up a sleeping training character, and a "put to sleep" function that puts an awake training character to sleep.

[0049] (displayed in the body) The fourth display format is "intra-body display."

[0050] The internal display is a display form specialized for presenting to the user not changes occurring on the outside of the breeding character but changes occurring inside the breeding character's body. In other words, the internal display is a display form that captures the breeding character from a microscopic perspective. The internal display is not a display form that shows the external appearance of the breeding character but a display form that shows the inside of the breeding character's body, and in this embodiment, it is configured to display cells present inside the breeding character's body as shown in Figure 3(d).

[0051] In the training game of this embodiment, the character may not only suffer from external injuries but also from illness. Illness occurs when an abnormal condition occurs within the character's body, and in the training game, treatment for the illness requires treatment of the character's cells. Therefore, the functions available in the internal body display include a "treatment" function that provides treatment when the character becomes ill. Illnesses can be classified into various types, such as viral illnesses like colds and illnesses caused by external injuries. This provides an interesting element that allows the user to adaptively decide whether the character needs "treatment for the illness" in the internal body display, "treatment for the injury" in the character display, or both, when the character is unwell.

[0052] As such, the four display modes include both display modes that show the character's appearance and display modes that do not show the character's appearance. Specifically, as shown in FIG. 3, the field display and character display correspond to display modes that show the character's appearance, while the wide-area display and internal display correspond to display modes that do not show the character's appearance. As shown in the figure, the display modes that show the character's appearance include both graphics related to the character (character image) and graphics related to the environment in which the character is located (background image). On the other hand, the display modes that do not show the character's appearance include only graphics related to the environment in which the character is located (planet image), such as the wide-area display, or only graphics of the elements (cells) that make up the character, such as the internal display, that do not show the character's appearance. In other words, the display modes that do not show the character's appearance differ from the display modes that show the character's appearance in that they include only graphics related to the character or graphics related to the environment in which the character is located.

[0053] These display modes are configured to be switchable by operating the dial 131 as described above. The four display modes are configured to enlarge the display elements in the order of wide-area display → field display → character display → in-body display, and therefore the display modes are switched in this order by rotating the dial 131 in a clockwise direction 133. Conversely, the four display modes are configured to reduce the display elements in the order of in-body display → character display → field display → wide-area display, and therefore the display modes are switched in this order by rotating the dial 131 in a counterclockwise direction 134. In other words, a switching order is predetermined for the multiple display modes, and the display modes are switched in either the forward direction or the reverse direction of the order depending on the direction of rotation of the dial 131.

[0054] 〈Display performance〉 In this way, the four types of display modes are provided for discrete enlargement / reduction modes, and therefore, when switching between display modes, the display presentation is presented so as to make the transition appear smooth.

[0055] As shown in FIG. 1 , the dial 131 is provided in a manner that protrudes from the outer periphery of the game device 100, and therefore may be accidentally operated, for example, when bumping into a finger or when putting the device in a pocket. Furthermore, since the training game of this embodiment is configured so that available functions change depending on the display mode, such an erroneous operation may unintentionally switch the display mode, which may increase the number of operations required for the user to use the desired function. Therefore, the display mode is not switched immediately upon detection of a dial operation, but is configured to be switched only when the accumulated amount related to the dial operation exceeds a threshold. In other words, a so-called "play" area is provided for the dial operation, and switching does not occur until the accumulated amount exceeds the threshold.

[0056] On the other hand, a state in which no display change occurs until the accumulated amount related to dial operation exceeds the threshold value may give the user the impression that game device 100 is not operating properly. In other words, if the system is configured to disable dial operation until the accumulated amount reaches the threshold value in order to avoid a change in the display mode due to an erroneous operation, no display change occurs even when the user is intentionally operating dial 131, which may give the impression of poor responsiveness and prevent the user from experiencing a proper operational feel.

[0057] For this reason, the display effect related to the switching of the display mode is composed of two stages. The first stage display effect is displayed when, after the start of a dial operation is detected, the accumulated amount related to the dial operation does not exceed a threshold and the input state continues, i.e., when the dial operation is being performed but a request to switch the display mode has not yet occurred (hereinafter referred to as the first state). The second stage display effect is displayed when, after the start of a dial operation is detected, the accumulated amount related to the dial operation exceeds a threshold, i.e., when a request to switch the display mode has actually occurred (hereinafter referred to as the second state). As will be described later, these display effects have different contents, and are presented with display changes corresponding to the input state of the dial operation. Hereinafter, the display effect displayed in the first state will be referred to as the "preliminary effect," and the display effect displayed in the second state will be referred to as the "switching effect." In addition, in the following description, the display mode of the screen before switching by the dial operation, i.e., the current display mode, will be referred to as the "first display mode," and the screen mode after switching due to the accumulated amount related to the dial operation exceeding the threshold will be referred to as the "second display mode."

[0058] The difference between the preliminary effect and the switching effect is which display form the graphics displayed in the display effect are based on. More specifically, the difference is that the display content of the preliminary effect is configured using the graphics of the first display form, while the display content of the switching effect is configured using the graphics of the second display form. However, both display effects basically have in common the fact that they involve displaying graphics of the development character (character image, cell image) or graphics of the environment in which the development character is located (planet image) in the center of the display area of the display 110, and enlarging or reducing them.

[0059] (Preliminary production) The preliminary effect displayed before the switch from the first display mode to the second display mode is confirmed is presented by changing the display size of the graphics constituting the first display mode according to the accumulated amount related to the dial operation. That is, the preliminary effect is presented by enlarging or reducing the graphics of the first display mode according to the accumulated amount.

[0060] More specifically, when the dial operation is an enlargement operation (dial 131 is rotated in clockwise direction 133), the graphics constituting the first display mode are controlled to be displayed on a screen enlarged from a predetermined reference size for the first display mode to a display size corresponding to the accumulation amount, as shown in Fig. 4(a). When the dial operation is a reduction operation (dial 131 is rotated in counterclockwise direction 134), the graphics constituting the first display mode are controlled to be displayed on a screen reduced from the reference size to a display size corresponding to the accumulation amount, as shown in Fig. 4(b).

[0061] In this way, by configuring the system to present the preliminary effect even before the change in the display mode is finalized, it is possible to inform the user that the operation of dial 131 by the user has been detected as an operation input by game device 100. Furthermore, since the preliminary effect is configured to display different content depending on whether the dial operation is an enlargement operation or a reduction operation, even if the user forgets in which direction to rotate dial 131 to enlarge / reduce the display scale, the preliminary effect can inform the user without waiting for the change in the display mode.

[0062] (Switching effects) On the other hand, when the switch from the first display mode to the second display mode is confirmed, the switch effect displayed in place of the preliminary effect is presented by changing the display size of the graphics constituting the second display mode. The switch effect is intended to seamlessly transition from the display of the preliminary effect when the accumulation amount related to the dial operation is at a threshold to the screen of the second display mode, and is configured to ultimately bring the display size of the graphics constituting the second display mode to a predetermined reference size for the second display mode. For this reason, the switch effect starts with the display size of the graphics constituting the second display mode being different from the reference size. Here, the display size of the graphics at the start of the switch effect is changed by whether the dial operation that initiated the switch was a zoom-in operation or a zoom-out operation.

[0063] More specifically, when the dial operation is a zoom-in operation, the display size of the graphics constituting the second display form at the start of the effect is set smaller than the reference size, as shown in FIG. 5(a). That is, during the switching effect, the graphics constituting the second display form are displayed with their display size gradually increased. When the dial operation is a zoom-out operation, the display size of the graphics constituting the second display form at the start of the effect is set larger than the reference size, as shown in FIG. 5(b). That is, during the switching effect, the graphics constituting the second display form are displayed with their display size gradually decreased.

[0064] In this way, by configuring the display to present two stages of display effects, a preliminary effect and a switching effect, it is possible to increase the interest in switching the display form of the screen by operating the dial.

[0065] To enhance entertainment value, the display effect associated with the switching of display modes may also reflect a change in the state of the graphics of the development character. For example, in the development game of this embodiment, the character's illness is treated by performing operations that directly affect the cells within the development character's body. Therefore, when switching from the character display to the internal body display, a display effect may be presented accompanied by a change in the state of the graphics in which the development character opens its mouth, allowing the player to observe its interior. That is, when transitioning to the internal body display, in the preliminary effect, the graphics of the development character may open its mouth like a patient during a medical examination, presenting the appearance of the viewpoint (camera) entering the interior. In this case, by changing the size of the development character's opening depending on the accumulation amount related to the dial operation, a highly immersive preliminary effect linked to the dial operation can be presented. That is, by controlling the change in the state of the graphics so that the development character's mouth opens wider as the accumulation amount increases, the area occupied by the development character's mouth on the screen increases in response to the dial operation, effectively presenting the appearance of entering the development character's body.

[0066] As described above, in the raising game of this embodiment, the raising character is oviparous, and is in the egg stage, and upon hatching, acquires the appearance of a character and progresses to the baby stage. Therefore, there is no raising character to display inside the body during the egg stage. Therefore, switching from character display to internal display may be accepted on the condition that the raising character is in the baby stage or later. In other words, even if a dial is operated when the raising character is in the egg stage, the screen is controlled so as not to switch to internal display, and the above-described graphics state control, such as changing the mouth opening, is not performed.

[0067] Furthermore, the display effect may be configured to be presented not only when a display mode change occurs, but also when a dial operation is performed. That is, for example, even if an enlargement operation is performed when the display mode is set to the in vivo display, since the display mode is already the last display mode in the forward switching order, it is not possible to switch to a display mode with more enlarged content. However, even in such a situation, display control is performed to present a display effect in order to provide a comfortable operating feel. The display effect displayed at this time may not include a switching effect because a switch does not occur due to a dial operation, and may only display a preliminary effect. That is, the display effect presented when an enlargement operation is performed in the in vivo display changes (enlarges) the display size of the graphics (cell images) according to the accumulation amount related to the dial operation (enlargement operation), but even if the accumulation amount exceeds a threshold, no switching effect is presented, and the graphics of the in vivo display continue to be displayed.

[0068] Similarly, even if a zoom-out operation is performed when the wide-area display is set, the display is already at the end of the display mode in the reverse direction of the switching order, so it is not possible to switch to a display mode with a smaller content, but a display effect is presented in accordance with the dial operation.The display effect presented when a zoom-out operation is performed in the wide-area display is that the display size of the graphics (planet image) is changed (reduced) according to the accumulation amount related to the dial operation (zoom-out operation), but even if the accumulation amount exceeds the threshold, no switching effect is presented and the wide-area display graphics continue to be displayed.

[0069] The presentation of such display effects based only on the preliminary effects is not limited to the wide-area display and the in-body display, which are the last display forms in the forward or reverse switching order. As described above, when the development character is in the egg stage, switching to the in-body display is disabled, so the character display is essentially the last display form. Therefore, when the development character is in the egg stage, a display effect based only on the preliminary effects may be presented even when a dial operation is performed to switch from the character display to the in-body display. More specifically, when an enlargement operation is performed in the egg stage, a display effect is presented on the display 110 that increases the display size of the graphics (egg image) constituting the character display from the reference size according to the accumulated amount related to the dial operation.

[0070] (Display performance ends midway) Note that the display effect related to the switching of the display mode may be configured to be terminated midway even without a switching request. As described above, the presentation of the display effect is initiated upon detection of the start of a dial operation. When the dial operation ends, the display effect must be terminated so that it can be presented when the start of the next dial operation is detected. For this reason, if the accumulated amount related to the dial operation does not exceed the threshold, that is, if the operation input to the dial 131 ends without reaching the second state (hereinafter referred to as the third state), it is necessary to transition to a state in which the graphics of the first display mode are displayed at the standard size. On the other hand, during the first state, a preliminary effect is presented in which the graphics of the first display mode are enlarged or reduced according to the accumulated amount related to the dial operation. Therefore, immediately changing the graphics of the first display mode to the standard size may cause a sense of discomfort to the user. For this reason, when the third state is reached, the display effect is terminated midway by performing display control to gradually transition the graphics of the first display mode from a display size according to the accumulated amount to the standard size.

[0071] Here, the third state may be reached not only when no operational input to the dial 131 is detected, but also when the dial 131 remains in an unoperated state (a state in which there is no change in the accumulated amount) for a predetermined period of time.

[0072] <Display format> In the raising game of this embodiment, the user can use various functions related to caring for the raised character by switching between four display modes, each corresponding to a different scaling mode. In order to allow the user to easily understand the relationship between the scaling mode and the display mode and the order in which the display modes are switched, when the display mode is switched, a mode display may be included on the screen indicating which scaling mode the current display mode corresponds to.

[0073] The display mode may be configured with a plurality of display items 601 arranged at the bottom of the screen, as shown in Fig. 6. In Fig. 6, the display mode includes four display items 601a-d, each associated with a different zoom mode. Specifically, display item 601a is associated with a wide-area display, display item 601b with a field display, display item 601c with a character display, and display item 601d with an in-body display.

[0074] The display mode display also includes an indicator element 602 that indicates a display item corresponding to the current display mode in the display mode display. In the illustrated example, the indicator element 602 is configured with a triangular graphic, indicating that the display item 601 adjacent to the indicator element 602 is the current display mode among four display items 601. In this embodiment, the display item 601 corresponding to the current display mode is described as being identifiable by adding the indicator element 602, but the manner in which the display item 601 corresponding to the current display mode is indicated is not limited to this. For example, instead of a triangular shape like the indicator element 602, the display item 601 corresponding to the current display mode may be indicated by displaying a frame that surrounds the entire periphery of the relevant display item 601. Alternatively, for example, the indication may be performed by displaying only the display item 601 corresponding to the current display mode in an opaque state and displaying the display items 601 corresponding to the other display modes in a transparent state in the display mode display.

[0075] Here, the display items 601a-d are arranged in accordance with the order of display mode switching, so that the user can understand from the display mode display whether there is a display mode with a display scale larger or smaller than the current display mode and the scale of the current display mode in the training game. In the example shown in the figure, the display items 601 are arranged horizontally, and the rightward display items 601 correspond to display modes that enlarge the screen related to the training character more. Therefore, when an enlargement operation (dial operation in the clockwise direction 133) is performed, the display position of the instruction element 602 is changed so that it is adjacent to the display item 601 located one item to the right of the currently adjacent display item 601. On the other hand, when a reduction operation (dial operation in the counterclockwise direction 134) is performed, the display position of the instruction element 602 is changed so that it is adjacent to the display item 601 located one item to the left of the currently adjacent display item 601.

[0076] In addition, such a display mode may be controlled so that it is displayed only for a predetermined time after the display mode is switched, in order to ensure the amount of information related to the training game displayed on the screen.

[0077] <motion> To present the character as a living organism inhabiting a planet, motion is set for at least some of the graphics included on the screen in each display mode. For example, in the wide-area display, character display, and internal body display, the planet, character, and cell are each included on the screen as graphics, but if they are stationary, it is difficult for the user to perceive them as living organisms. For this reason, a predetermined motion, such as up and down movement, is set, and the state of the graphics is configured to change sequentially on the screen over time. Here, in the training game of this embodiment, the planet is also displayed as a character (different from the training character) as shown in FIG. 3(a) to give the user a sense of familiarity. In other words, the planet has facial features on its exterior, can be equipped with accessories, and can also have motion settable.

[0078] Similarly, in the field display, motions are set for some of the graphics placed on the screen. In the field display, in addition to the training characters, wild characters that the user has previously raised to the friend stage and made independent are also displayed on the field. Therefore, motions are set for each of the training characters and wild characters that have been decided to be placed on the field. The motions set for the characters may include motions that define the movements of the character alone, such as walking and jumping, as well as motions that utilize gimmicks (equipment) placed on the field.

[0079] The setting of motion for each type of graphics may be determined, for example, at the time when switching to each display mode is confirmed (at the time when a switching request occurs).

[0080] When the display mode is switched, the motion set for each graphic is interrupted so that the display effect caused by the dial operation is emphasized. The interrupted motion may be controlled to resume when the dial operation subsequently reaches the third state and the first display mode continues to be displayed.

[0081] Incidentally, the motions set for various characters, particularly in the field display, are configured with changes in display position to show them moving around the field. From the perspective of character development, it is expected that the user will focus on the development character to be developed, and so the field display screen is basically configured to center the development character. For this reason, information such as the display positions of the various characters placed and the progress of their motions is managed for the field displayed as the field display, and an overall image depicting the entire field is stored in the display buffer of memory 103. Then, the screen related to the field display is generated by extracting from the overall image a rectangular area of a predetermined number of pixels with the development character at its center.

[0082] On the other hand, functions available in the field display include a "focus" function for observing the field by focusing on a specific facility in the field, and the user can display an area on the screen that is independent of the position of the character being raised within the overall image, and observe, for example, how a wild character that has been raised in the past is using the facility. In other words, some functions can be configured to display a screen on the display 110 that is independent of the position of the character being raised, in order to provide, for example, an interesting element that is not limited to raising the character being raised.

[0083] In contrast, the operation related to switching the display mode received via the dial 131 is intended to change the enlargement / reduction state of the screen related to the development character so that it can be shown to the user. Therefore, when the start of a dial operation is detected, display control is performed so that the development character is at the center of the display area, even if a screen not based on the position of the development character is displayed on the display 110. In this way, as a display effect related to switching the display mode, the graphics related to the development character can be suitably enlarged and reduced and presented, and as a result, a highly entertaining play experience linked to the operation input to the dial 131 can be provided.

[0084] In this embodiment, the display control is described as being performed to position the development character in the center of the display area when the display mode is switched, but the implementation of the present invention is not limited to this. For example, when the development character is in the middle of a motion to use equipment, the display control may be performed to position the equipment used by the development character in the center, rather than the development character, so that it is clear which equipment is being used. In this case, the equipment graphics are displayed in a fixed position in the display area of display 110, and the display position of the development character is controlled based on the equipment by the motion to use the equipment, so that the development character graphics may not be positioned in the center of the display area.

[0085] <Functional and display changes as the game progresses> As described above, the training game of this embodiment is configured so that the types of functions available for each display mode are different, thereby improving both the interest of the user in voluntarily switching between display modes and the convenience of function selection. To further enhance this effect, the functions available for each display mode and the screen configuration of each display mode may be changed as the training game progresses.

[0086] In the development game of this embodiment, a planet is provided with a plurality of fields with different attributes. In one aspect, the fields with different attributes may include plains, beaches, and highlands. Each of these fields may be configured so that it is easy to distinguish them from one another in the background graphics displayed as the fields, with the area occupied by land, the area occupied by water, and the area occupied by sky set to a high value.

[0087] As described above, a character development game involving one character begins with the character hatching from an egg in the egg stage, and progresses through the stages of growth of the character: baby stage, kid stage, young stage, and friend stage. The character's attributes from the young stage onward are determined by how the character is cared for during the baby and kid stages. Here, the character's attributes may be set to correspond to the attributes of multiple types of fields, for example.

[0088] In one embodiment, to enable the development of a character with desired attributes, the attributes of the development character may be determined based on the attributes of the field in which the development character was placed during the baby and child stages. For example, a development character placed in a seaside field in a development facility before the child stage is likely to grow into a character with attributes corresponding to the seaside in the young stage and beyond. For this reason, the functions available in the field display include a "field change" function. By using the "field change" function, the user can change the field in which the development character is placed.

[0089] In order to express the concept of a character's ecosystem in the character development game, the character development game of this embodiment is configured so that characters with determined attributes inhabit fields corresponding to those attributes. Therefore, the "field movement" function in the field display may be configured to be available only when the character being developed is in the baby or kid stage of development, and may be controlled to be unavailable when the character is in the young stage or later. Here, making a function unavailable may be achieved by not displaying the option for that function, or by displaying the option for that function but controlling it so that the function is not invoked even if selected.

[0090] Similarly, the "independence" function, which allows a character raised to the friend stage to stand on its own, may be configured to be available only when the character is in the friend stage. Note that a character raised to stand on its own using the "independence" function can be placed on the field in the training game as a wild character, as described above. Here, since the attributes of a character raised to the friend stage are determined, the wild character is controlled to be placed on a field corresponding to the attribute of the character. In other words, in the field display, the wild character placed on the field is a character that the user has previously raised and made independent and that has an attribute corresponding to the current field. The wild characters to be placed on the field displayed in the field display may be determined by determining, at the time of display, a maximum of a predetermined number of wild characters that have an attribute corresponding to the attribute of the field and are managed as wild characters. This configuration can create a field atmosphere for each attribute, allow the user to understand the ecosystem trends of the field, and provide hints for raising a character with desired attributes.

[0091] The appearance of the planet in the wide-area display can be configured to change depending on the achievements made in the development game. For example, if the user has developed many characters with attributes corresponding to plains up to the friend stage, the appearance of the planet may change to reflect development of the land (expanding forest areas, more greenery, etc.).

[0092] The training game is also configured so that time progresses within the game based on time information set in the game device 100. That is, the training game presents a flow of time similar to the transition of time periods in the real world, from morning → daytime → evening → night → morning → ..., in the game. Therefore, in the field display and character display, the state of the background graphics (changes in brightness, color, etc.) are changed according to the time period and reflected on the screen. The state of the graphics of the training character also changes according to the time period, such as being active during the day, gradually decreasing in activity in the evening, feeling sleepy and going to bed at night, and waking up in the morning, and so on, and these changes are reflected on the screen.

[0093] To provide such an element of interest related to the passage of time, for example, among the functions available in the character display, the "wake up" function may be controlled to be available only during a predetermined period when the time zone in the game transitions from night to morning, and may be controlled to be unavailable at other times. Similarly, the "put to sleep" function may be controlled to be available only during a predetermined period when the time zone in the game transitions from evening to night, and may be controlled to be unavailable at other times.

[0094] Note that such changes in the state of graphics according to the time of day in the game do not have to be limited to the display format showing the appearance of the character being raised. For example, even in a wide-area display, by changing the state of the planet graphics according to the time of day (such as the planet going to bed), the user can be informed of what kind of care is currently available in the game without having to check the appearance of the character being raised.

[0095] The game device 100 of this embodiment is configured to transition to a sleep state (standby state) to conserve battery power when, for example, no operations have been performed for a predetermined period of time. The sleep state is configured to be canceled when any operation input is performed, and the game device 100 returns to a state where game play is possible again. In the training game of this embodiment, it is assumed that the display mode is configured to be wide-area display when the game device 100 returns to a normal state. Therefore, changing the state of the graphics in the wide-area display according to the time of day indirectly indicates the state of the training character to the user, and can inform the user of what operations (care) should be performed after the game device 100 returns to a normal state.

[0096] As described above, in the training game of this embodiment, the wide-area display is frequently presented to the user, and is preferably configured to allow the user to easily grasp the progress of the training game. Therefore, the wide-area display displayed upon returning from a standby state may initially include a time display. The time display may be displayed until an operation input is detected, and may be controlled to be hidden upon detection of the operation input. After the time display is hidden, it may be controlled to be displayed again when a period of no operation, such as 10 seconds, occurs.

[0097] In addition, if the development character is in a state that requires treatment from the user due to injury, illness, etc., a status display informing the user of the state is displayed on the screen. More specifically, the status display is displayed when the development character's health state is in a state where the user needs to take specific care to improve the state, such as injury, illness, or near death. The status display is displayed on the screen in any display mode, for example, as shown in FIG. 7, to inform the user of the development character's health state. In the illustrated embodiment, the status display is represented by an icon 701. An icon 701 is provided for each health state, and the icon for the corresponding health state is selected and displayed.

[0098] Incidentally, when the development character is in a state of health where it is difficult for the development character to be active, such as when near death, it would be unnatural for the development character to open its mouth in the display effect when switching from character display to internal display. For this reason, when the development character is in a predetermined state of health, where it is not appropriate for the development character to open its mouth, the display effect when switching to internal display may be performed without including the development character opening its mouth.

[0099] <<Switching process>> The switching process executed in relation to switching of the display mode in the game device 100 of this embodiment having such a configuration will be specifically described using the flowchart in Fig. 8. The process corresponding to this flowchart can be realized by the control unit 101 reading out a corresponding processing program stored in the storage device 102, for example, and loading and executing the program in the memory 103. Note that this switching process will be described as being started when the start of an operation input to the dial 131, for example, is detected.

[0100] In S801, the control unit 101 determines whether the operation input to the dial 131 is an enlargement operation or a reduction operation. Based on the control signal output from the operation I / F 105, the control unit 101 identifies whether the operation input to the dial 131 is a rotation operation in the clockwise direction 133 or the counterclockwise direction 134, and performs the determination of this step.

[0101] In S802, the control unit 101 identifies the display mode (second display mode) after switching when the display mode is switched by the detected dial operation based on the determination result in S801. At this time, if the current display mode (first display mode) is the last display mode in the display mode switching order, the control unit 101 identifies that there is no display mode after switching.

[0102] In S803, the control unit 101 determines whether or not a display mode after switching exists. If the control unit 101 determines that a display mode after switching exists, the process proceeds to S804, and if the control unit 101 determines that a display mode after switching does not exist, the process proceeds to S811.

[0103] In S804, the control unit 101 determines whether the dial operation has reached the second state. That is, the control unit 101 determines whether the accumulation amount related to the dial operation has exceeded a threshold. If the control unit 101 determines that the dial operation has reached the second state, it proceeds to S805, and if it determines that the dial operation has not reached the second state, it proceeds to S807.

[0104] In S805, under the control of the control unit 101, the display control device 104 causes the display 110 to display a switching effect relating to the display mode after switching, and then the process proceeds to S806.

[0105] In S806, under the control of the control unit 101, the display control device 104 configures a screen of the post-switching display mode and displays it on the display 110. The control unit 101 also executes processing to change the functions that can be used to functions defined for the post-switching display mode, and completes this switching processing. That is, by the processing of this step, the screen displayed on the display 110 is fixed to the screen of the post-switching display mode, and the types of functions that the user can use from, for example, a menu screen, etc. are also changed to functions associated with the post-switching display mode.

[0106] On the other hand, if it is determined in S804 that the dialing operation has not reached the second state, the control unit 101 determines in S807 whether or not the dialing operation has reached the third state. That is, the control unit 101 determines whether or not the accumulation amount related to the dialing operation has ended without exceeding the threshold. If the control unit 101 determines that the dialing operation has reached the third state, it proceeds to S808, and if it determines that the dialing operation has not reached the third state, it proceeds to S810.

[0107] In S808, the display control device 104, under the control of the control unit 101, performs display control to terminate the preliminary effect related to the current display mode. That is, the display control device 104 performs display control to gradually transition the graphics of the current display mode, which have been changed by the preliminary effect, to the reference size, and then proceeds to S809.

[0108] In S809, under the control of the control unit 101, the display control device 104 creates a screen in the current display mode and displays it on the display 110, thereby completing this switching process.

[0109] On the other hand, if it is determined in S807 that the dial operation has not reached the third state, the display control device 104, under the control of the control unit 101, causes the display 110 to display the preliminary effect related to the current display mode in S810, and returns the process to S804. In the preliminary effect displayed in this step, the graphics of the current display mode are enlarged or reduced from the reference size according to the accumulated amount related to the dial operation.

[0110] On the other hand, if it is determined in S803 that there is no display mode after switching, the control unit 101 determines whether or not the dialing operation has ended in S811. If the control unit 101 determines that the dialing operation has ended, the process proceeds to S812, and if it determines that the dialing operation has not ended, the process proceeds to S814.

[0111] In S812, the display control device 104, under the control of the control unit 101, performs display control to terminate the preliminary effect related to the current display mode. That is, the display control device 104 performs display control to gradually transition the graphics of the current display mode, which have been changed by the preliminary effect, to the reference size, and then proceeds to S813.

[0112] In S813, under the control of the control unit 101, the display control device 104 creates a screen in the current display mode and displays it on the display 110, thereby completing this switching process.

[0113] On the other hand, if it is determined in S811 that the dial operation has not ended, the display control device 104, under the control of the control unit 101, causes the display 110 to display a preliminary effect related to the current display mode in S814, and returns the processing to S811.

[0114] As described above, the game device of this embodiment can improve convenience.

[0115] In this embodiment, the threshold value of the accumulated amount for determining whether or not to switch the display mode is the same, but the present invention is not limited to this. The threshold value may be changed for switching between some display modes. For example, in the field display and the character display, some common graphics (the character being trained and the background) are loaded into memory to generate the screen, but the graphics loaded into memory for the wide-area display and the in-body display are different. Therefore, taking into account the time required to load the graphics, the threshold value for switching between the field display and the wide-area display and between the character display and the in-body display may be set relatively higher than the threshold value set between the field display and the character display.

[0116] [Variation 1] In the above-described embodiment, it has been described that the wide-area display is selected when the game device 100 returns from a sleep state, but the implementation of the present invention is not limited to this. For example, in a situation where urgent treatment is required, the user must operate the dial to switch the display mode multiple times before switching from the wide-area display to the character display or the internal body display. During this time, the illness of the character being trained may progress, which may be disadvantageous to the user. Furthermore, if the user is a child, for example, in a situation where some kind of treatment by the user is required, the user may not be able to intuitively identify the display mode (character display or internal body display) to switch to and perform an operation related to function use.

[0117] For this reason, when the development character is in a predetermined state, the game device 100 may be configured to wake up from the sleep state with the display mode switched to one in which the functions necessary to resolve the state are available. For example, when the development character is in a health state requiring treatment for an illness, the game device 100 may be configured to display a screen showing the inside of the body, which is different from the wide-area display, after waking up. In other words, when waking up the game device 100 from the sleep state, the display control device 104 causes the display 110 to display a screen in a display mode corresponding to the state of the development character.

[0118] By configuring the game device 100 in this manner, when the game device 100 is restored from sleep mode, a display form that allows the use of a function that can change the state of the character being trained is automatically selected and displayed, thereby providing game content that is easy for even young users to play.

[0119] [Variation 2] In the above-described embodiment and modified example, the display mode is switched in response to an operation input to the dial 131 having a rotatable rotation mechanism. However, the present invention is not limited to this. The operation member that accepts the operation input for switching the display mode may be any operation member configured to detect a state in which an operation input is continuously being made, accumulate and store the amount of operation input made during that continuous state, and output a value corresponding to the accumulated amount. In one aspect, the operation member may be a button configured to allow a long press operation, which increases the accumulated amount while the button is pressed. Alternatively, the operation member may be realized by an operation I / F 105 configured to detect the operation member and operation inputs made to the operation member, which is configured to accumulate and store information on the number of operation inputs detected within a predetermined period after the first operation input, and sequentially output information on the accumulated number of operation inputs as the accumulated amount.

[0120] [Other embodiments] The invention is not limited to the above-described embodiment, and various modifications and variations are possible within the scope of the gist of the invention.

[0121] [Summary of the embodiment] The above-described embodiment discloses at least the following game device and program.

[0122] (1) A game device for executing a game in which a character appears, an execution means for executing the game; a display control means for displaying the character on a display means; operation input means for receiving operation input for the game; Equipped with the operation input means is capable of receiving at least a first operation input related to switching a display form of a display element related to the character, and a second operation input related to selecting a game element that acts on the character; On the condition that the first operation input is accepted, the display control means switches the display form of the display element to display it; The execution means changes the type of the game element that can be selected by the second operation input.

[0123] (2) The display form of the display element includes a plurality of display forms; The game device according to (1), wherein the display control means switches to a display form of the plurality of display forms that is different from the current display form of the display element, on the condition that the first operation input is accepted.

[0124] (3) The game device according to (2), wherein each of the plurality of display modes displays at least one of the character and the environment in which the character is placed in a different zoom mode.

[0125] (4) The display control means When switching to a display mode corresponding to a smaller scaling mode, the display element of the display mode is displayed while the display size is reduced stepwise; The game device according to (3), wherein when switching to a display mode corresponding to a larger scaling mode, the display elements of the display mode are displayed while the display size is increased in stages.

[0126] (5) A game device as described in (2) or (3), wherein the display control means, on the condition that the display form of the display element has been switched, further causes the display means to display a form display indicating which of the plurality of display forms is the display form.

[0127] (6) The display mode includes display items corresponding to each of the plurality of display modes, The game device according to (5), wherein the display control means displays display items corresponding to each of the plurality of display modes in a manner that enables identification of a display item corresponding to the current display mode of the display element.

[0128] (7) The display form of the display element is configured to be switchable in a predetermined order based on the corresponding enlargement / reduction mode; The game device according to (6), wherein the mode display is configured by arranging display items corresponding to each of the plurality of display modes in the order.

[0129] (8) The game device according to any one of (5) to (7), wherein the display control means terminates the display of the aspect display on the condition that the aspect display has been displayed for a predetermined time.

[0130] (9) The game device according to any one of (3) to (8), wherein the plurality of display modes include a display mode that shows the appearance of the character and a display mode that does not show the appearance of the character.

[0131] (10) The game device according to (9), wherein the display form showing the appearance of the character includes the character and the environment in which the character is placed.

[0132] (11) A game device as described in (10), wherein the game elements selectable by the second operation input include an environment change element relating to changing the environment in which the character is placed when the display element is displayed in a display form showing the appearance of the character.

[0133] (12) The game device described in (11), wherein the execution means includes the environment change element in the game elements selectable by the second operation input, on the condition that the character's growth stage has not reached a predetermined stage.

[0134] (13) On the condition that the character's growth stage has grown beyond the predetermined stage, the display control means fixes an environment in which the character is placed to an environment corresponding to attribute information of the character; The game device according to (12), wherein the execution means does not include the environment change element in the game elements selectable by the second operation input.

[0135] (14) A game device according to any one of (9) to (13), wherein the display mode that does not show the appearance changes the appearance of the environment in which the character is placed depending on an evaluation of the progress of the game.

[0136] (15) The game progresses while the time period within the game changes. the display control means changes the display elements in some of the plurality of display modes to a state that reflects a time period within the game; The execution means further changes the type of game element that can be selected by the second operation input according to the time period when the display element is displayed in a display form that reflects the time period within the game.

[0137] (16) A game device described in any one of (2) to (15), wherein the display control means displays the display elements in a predetermined display form among the plurality of display forms when the game device returns from a standby state.

[0138] (17) The game device described in (16), wherein the display control means displays the display element in a display form different from the predetermined display form among the plurality of display forms when the game device returns from a standby state, provided that the state of the character is a predetermined state.

[0139] (18) The game device according to (2), wherein the display control means displays the display elements in a display form according to the state of the character when the game device returns from a standby state.

[0140] (19) The game device described in (18), wherein the display control means, when the game device returns from a standby state, displays the display element in a display form in which the game element that changes the state of the character is selectable by the second operation input, provided that the state of the character is in a predetermined state.

[0141] (20) The game device according to any one of (1) to (19), wherein the display form of the display element is switched without changing the state of the character in the game.

[0142] (21) The game device according to (20), wherein the state of the character includes at least one of the environment in which the character is placed in the game and the health state of the character.

[0143] (22) The game device according to (21), wherein the display control means further causes the display means to display a status display indicating the health status of the character.

[0144] (23) The game device according to (22), wherein the display control means displays the status display on condition that the health state of the character is a predetermined health state.

[0145] (24) The game device according to (23), wherein the display control means displays the status display regardless of the display form of the display element.

[0146] (25) A program for causing a computer to function as each means of the game device described in any one of (1) to (24). [Explanation of symbols]

[0147] 100: Game device, 101: Control unit, 104: Display control device, 105: Operation I / F, 110: Display, 131: Dial

Claims

1. A game device for executing a game in which a character appears, an execution means for executing the game; a display control means for displaying the character on a display means; operation input means for receiving operation input for the game; Equipped with the operation input means is capable of receiving at least a first operation input related to switching a display form of a display element related to the character, and a second operation input related to selecting a game element that acts on the character; the display forms of the display elements include a plurality of display forms in which at least one of the character and the environment in which the character is placed is displayed in different enlarged or reduced forms; On the condition that the first operation input is accepted, the display control means switches the display form of the display element to a display form different from the current display form of the display element among the plurality of display forms, and displays the display element; The execution means changes the type of the game element that can be selected by the second operation input.

2. The display control means When switching to a display mode corresponding to a smaller scaling mode, the display element of the display mode is displayed while the display size is reduced stepwise; When switching to a display mode corresponding to a larger enlargement / reduction mode, the display element of the display mode is displayed while the display size is increased in stages.

2. The game device according to claim 1.

3. the display control means, on the condition that the display form of the display element has been switched, further causes the display means to display a form display indicating which of the plurality of display forms is being used; 2. The game device according to claim 1.

4. the display mode includes display items corresponding to the plurality of display modes, the display control means displays the display items corresponding to the respective display modes in a manner that enables identification of the display items corresponding to the current display mode of the display elements; 4. The game device according to claim 3.

5. The display form of the display element is configured to be switchable in a predetermined order based on the corresponding enlargement / reduction mode; the display mode is configured by arranging display items corresponding to each of the plurality of display modes in the order.

5. The game device according to claim 4.

6. the display control means terminates the display of the aspect display on the condition that the aspect display has been displayed for a predetermined time.

4. The game device according to claim 3.

7. The plurality of display modes include a display mode showing the appearance of the character and a display mode not showing the appearance of the character.

2. The game device according to claim 1.

8. The display form showing the appearance of the character includes the character and an environment in which the character is placed.

8. The game device according to claim 7.

9. the game elements selectable by the second operation input include an environment change element related to a change of an environment in which the character is placed when the display elements are displayed in a display form showing the appearance of the character; 9. The game device according to claim 8.

10. the execution means includes the environment change element in the game elements selectable by the second operation input on condition that the character has not reached a predetermined growth stage; 10. The game device according to claim 9.

11. On the condition that the character's growth stage has grown beyond the predetermined stage, the display control means fixes an environment in which the character is placed to an environment corresponding to attribute information of the character; the execution means excludes the environment change element from the game elements selectable by the second operation input; The game device according to claim 10.

12. the display mode that does not show the appearance varies the appearance of the environment in which the character is placed depending on an evaluation regarding the progress of the game; 8. The game device according to claim 7.

13. The game progresses while the time period within the game changes, the display control means changes the display elements in some of the plurality of display modes to a state that reflects a time period within the game; when the display elements are displayed in a display form that reflects a time period within the game, the execution means further changes the types of the game elements selectable by the second operation input in accordance with the time period; 2. The game device according to claim 1.

14. the display control means, when the game device returns from a standby state, causes the display elements to be displayed in a predetermined display form among the plurality of display forms; 2. The game device according to claim 1.

15. the display control means, when the game device returns from a standby state, displays the display element in a display form different from the predetermined display form among the plurality of display forms, on condition that the state of the character is a predetermined state; 15. The game device according to claim 14.

16. the display control means, when the game device returns from a standby state, displays the display elements in a display form corresponding to the state of the character.

2. The game device according to claim 1.

17. the display control means, when the game device returns from a standby state, displays the display element in a display form in which the game element that changes the state of the character is selectable by the second operation input, on condition that the state of the character is in a predetermined state; 17. The game device according to claim 16.

18. The display form of the display element is switched without changing the state of the character in the game.

2. The game device according to claim 1.

19. the state of the character includes at least one of the environment in which the character is placed in the game and the health state of the character; 20. The game device according to claim 18.

20. the display control means further causes the display means to display a status display indicating a health state of the character; 20. The game device according to claim 19.

21. the display control means displays the status display on condition that the health state of the character is a predetermined health state; 21. The game device according to claim 20.

22. the display control means displays the status display regardless of the display form of the display element.

22. The game device according to claim 21.

23. A program for causing a computer to function as each means of the game device according to any one of claims 1 to 22.

Citation Information

Patent Citations

  • Game system and information storage medium

    JP2002018127A

  • Game device and program

    JP2016013157A

  • Game device, program, and game system

    JP2020006054A

  • Information processing program, information processing method, and information processing system

    JP2023026184A

  • Terminal device, program, and method

    WO2018016074A1