Program, information processing method and information processing device

The system addresses the difficulty in maintaining consistent input directions during gyro operations by adjusting virtual camera movements, enhancing game operability through a change amount adjustment mechanism.

JP7752310B2Active Publication Date: 2025-10-10CAPCOM CO LTD
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Patent Information

Application Number
JP2022166783
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-10-18
Publication Date
2025-10-10
Estimated Expiration
2042-10-18

AI Technical Summary

Technical Problem

Conventional input operations using sensors in games, particularly gyro operations, are difficult due to limitations in controller movement range, leading to challenges in maintaining consistent input directions, especially during continuous actions.

Method used

An information processing system that includes a change amount adjustment mechanism to reduce the movement or angle changes of a virtual camera based on input operations, utilizing a first and second determination process to ensure smooth and intuitive gyro operations by adjusting camera positions and angles.

Benefits of technology

Enhances game operability by allowing players to perform consistent input operations using gyro sensors, even when returning the controller to its basic position, thereby improving gameplay experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game system having higher operability in input operation using a sensor or the like.SOLUTION: Input operation reception means 62 receives input operation from a player. First condition determination means 66 determines whether a first condition is satisfied in a game. Second condition determination means 68 determines whether received input operation satisfies a second condition. Change amount adjusting means 70 executes a process for decreasing a change in a position and an angle of a virtual camera to be executed by a player's input operation when the first condition and the second condition are satisfied. Change amount determining means 72 determines the final amount of change for moving the virtual camera on the basis of input operation received by the input operation reception means 62 and a result of adjustment of the amount of change by the change amount adjusting means 70.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

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

[0002] In recent games, in order to realize complex operations, some games use multiple input means to operate characters or change the imaging direction of a virtual camera. For example, a technique has been proposed that aims to improve operability by using a plurality of input means including gyro operation (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2021-194259 Summary of the Invention [Problem to be solved by the invention]

[0004] However, with only the conventional technology including the technology described in Patent Document 1 mentioned above, input operations are difficult in some situations, especially when using sensors, etc., as will be described in detail later, and improvements in operability have been desired.

[0005] The present invention has been made in view of the above circumstances, and aims to provide a game system with higher operability in input operations using sensors and the like.

[0006] In order to achieve the above object, a first aspect of the present invention is An information processing device that executes processing related to a game, a control means for controlling the position and angle in a virtual space of a virtual camera that functions as a starting point for generating a game image of the game; an input receiving means for receiving an input operation by an input means including a sensor; a first determination means for determining whether a first condition is satisfied in the game; a second determination means for determining whether the received input operation satisfies a second condition; a change amount adjusting means that, when the first determining means determines that the first condition is satisfied and the second determining means determines that the second condition is satisfied, executes a process to reduce a change in the position or angle of the virtual camera based on the input operation; and It is a program that functions as a

[0007] Also, in the first aspect, the change amount adjustment means can reduce the amount of movement or amount of change in the imaging angle of the virtual camera based on the input operation when the input operation or the amount of change in the movement or imaging angle of the virtual camera due to the input operation is equal to or greater than a predetermined threshold.

[0008] Also, in the first aspect, the first determination means can determine that the first condition is satisfied when it determines that a state in which an attack action can be accepted in the game has ended or when it determines that an attack action has ended.

[0009] In addition, in the first aspect, the change amount adjustment means can determine the amount of change to be reduced based on the original amount of movement or amount of change in the imaging angle of the virtual camera due to the input operation.

[0010] In addition, in the first aspect, the change amount adjustment means can change the rule for the amount of change to be reduced in accordance with the original amount of movement or amount of change in the imaging angle of the virtual camera due to the input operation.

[0011] The second aspect of the present invention is An information processing method executed by an information processing device that executes processing related to a game, a control means for controlling the position and angle in a virtual space of a virtual camera that functions as a starting point for generating a game image of the game; an input receiving means for receiving an input operation by an input means including a sensor; a first determination means for determining whether a first condition is satisfied in the game; a second determination means for determining whether the received input operation satisfies a second condition; a change amount adjusting means that, when the first determining means determines that the first condition is satisfied and the second determining means determines that the second condition is satisfied, executes a process to reduce a change in the position or angle of the virtual camera based on the input operation; and The information processing method includes:

[0012] The third aspect of the present invention is a control means for controlling the position and angle in the virtual space of a virtual camera that functions as a starting point for generating game images of the game; an input receiving means for receiving an input operation by an input means including a sensor; a first determination means for determining whether a first condition is satisfied in the game; a second determination means for determining whether the received input operation satisfies a second condition; a change amount adjusting means that, when the first determining means determines that the first condition is satisfied and the second determining means determines that the second condition is satisfied, executes a process to reduce a change in the position or angle of the virtual camera based on the input operation; and The information processing device is provided with:

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

[0014] According to the present invention, it is possible to provide a game system with higher operability in input operations using sensors and the like. [Brief explanation of the drawings]

[0015] [Figure 1] 1 is a diagram illustrating an example of a configuration of an information processing system according to an embodiment of the present invention. [Figure 2] 1 is a diagram illustrating an example of a hardware configuration of a game device in an information processing system according to an embodiment of the present invention. [Figure 3] 3 is a diagram illustrating an example of the functional configuration of the game device of FIG. 2 and the server of FIG. 1. [Figure 4] 10A and 10B are diagrams showing correspondence between input operations by a player and game images displayed on the game device in normal mode. [Figure 5] 5 is a diagram showing the correspondence between input operations by the player and game images displayed on the game device in normal mode, and is a diagram showing an example different from the example of FIG. 4. FIG. [Figure 6] 10A and 10B are diagrams showing the correspondence between input operations by a player and game images displayed on the game device in the assist mode. [Figure 7] FIG. 7 is a diagram showing the correspondence between input operations by the player and game images displayed on the game device in the assist mode, and is a diagram showing an example different from the example in FIG. 6. [Figure 8] FIG. 8 is a diagram showing the correspondence between input operations by the player and game images displayed on the game device in the assist mode, and is a diagram showing an example different from the examples of FIGS. 6 and 7. [Figure 9] 4 is a flowchart illustrating an example of the flow of a change amount adjustment process among the processes executed by the server of FIG. 3. DETAILED DESCRIPTION OF THE INVENTION

[0016] [Embodiment] First, before explaining an embodiment of the present invention, we will briefly explain the input operations of a game (hereinafter referred to as "this game") to which an information processing system (hereinafter referred to as "this system") according to one embodiment of the present invention is applied. This game is a so-called action game in which the player moves through a virtual space, repeatedly engaging in battles and events set within the game, with the aim of ultimately clearing the game. The player freely controls a character displayed in the virtual space by performing various input operations, and progresses through the game by defeating enemy characters within the game using guns, explosives, etc. In addition to input operations using analog sticks and push buttons, this game also employs input operations using various sensors such as gyro sensors and acceleration sensors (hereinafter referred to as "gyro operations"). Specifically, this system achieves gyro operations by using a game controller equipped with an inertial sensor in the input unit 17 of the game device 1. Gyro operations typically involve calculating the amount of change in the controller (such as the amount of change in position or angle in three-dimensional space) from a posture that allows the player to play the game naturally (hereinafter referred to as the "basic posture"), and using this information as input information to execute various game processes. Therefore, one advantage of employing gyro operations is that the player can perform input operations very intuitively. However, with gyro control, the player's hand orientation is typically fixed to the display, limiting the range of movement (tilting) of the controller. This can make it difficult to perform input operations in the same direction regardless of the game situation. Experienced players naturally want to return the controller to its basic position after tilting it, which is easier to play. However, assuming normal game processing, including conventional games, returning the controller to the basic position results in an input operation in the opposite direction, and the game processing is executed. One of the objectives of the present system is to resolve this problem and provide a game environment that is easy for players to play, even when performing continuous input operations in the same direction using gyro control. Details of gyro control in this game will be described later with reference to Figures 4 to 8. In the following description, when the term "character (object)" is used, it does not mean only one independent character, but also includes an image of only a part of a character (for example, a hand).

[0017] <Summary> FIG. 1 is a diagram showing an example of the configuration of this system. As shown in FIG. 1, the system includes a game device 1 and a server 2. The game device 1 and the server 2 are connected to each other via a predetermined network N such as the Internet. However, the network N is not an essential component, and other technologies such as NFC (Near Field Communication), Bluetooth (registered trademark), or LAN (Local Area Network) may also be used. Note that hereinafter, when simply referring to an "image," it is intended to include any image such as a "moving image" or a "still image."

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

[0019] The server 2 is managed by an administrator of the system, etc. The server 2 is configured by a general-purpose PC, etc. While communicating with the game device 1, etc., the server 2 stores and manages various information required for the progress of the game.

[0020] <Hardware configuration> FIG. 2 is a diagram showing an example of the hardware configuration of a game device in this system.

[0021] As shown in FIG. 2, the game device 1 includes a control unit 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, an output unit 16, an input unit 17, a memory unit 18, a communication unit 19, and a drive 20.

[0022] The control unit 11 is configured by a microcomputer including a CPU, a GPU, a semiconductor memory, etc. The control unit 11 executes various processes according to a program recorded in a ROM 12 or a program loaded from a storage unit 18 to a RAM 13. The RAM 13 also stores information necessary for the control unit 11 to execute various processes as needed.

[0023] The control unit 11, ROM 12, and RAM 13 are connected to one another via a bus 14. An input / output interface 15 is also connected to this bus 14. An output unit 16, an input unit 17, a memory unit 18, a communication unit 19, and a drive 20 are connected to the input / output interface 15.

[0024] The output unit 16 outputs image information, audio information, etc. to a display, a speaker, etc. The image information or audio information output by the output unit 16 is output from the display, the speaker, etc. in a form that can be recognized by a person as an image or audio.

[0025] The input unit 17 is, for example, a game controller equipped with a sensor function, etc., and inputs various information in response to input operations by the player. The controller of the input unit 17 is provided with various buttons, a touch panel, etc., as well as an inertial sensor and a tracking function, etc., and can estimate the position and coordinates in real space.

[0026] The storage unit 18 is configured with a hard disk drive (HDD), a solid state drive (SSD), etc., and stores various information. For example, the storage unit 18 stores various game programs, save data, account information, etc., which are necessary for progressing through the game.

[0027] The communication unit 19 controls mutual communications with other hardware and the like via a network N including the Internet.

[0028] The drive 20 is provided as needed. Removable media 31, such as a magnetic disk, optical disk, magneto-optical disk, or semiconductor memory, is appropriately attached to the drive 20. Various programs for executing the game are stored in the removable media 31. The programs read from the removable media 31 by the drive 20 are installed in the storage unit 18 as needed. Furthermore, the removable medium 31 can also store various types of information stored in the storage unit 18 in the same manner as the storage unit 18.

[0029] Here, the hardware configuration of the server 2 is omitted here because it can be basically the same as the hardware configuration of the game device 1. Cooperation between such various hardware and various software enables the game device 1 and the server 2 to execute various processes.

[0030] FIG. 3 is a diagram illustrating an example of the functional configuration of the game device of FIG. 2 and the server of FIG. As shown in FIG. 3, the control unit 11 of the game device 1 executes various programs and the like, thereby causing a game processing execution means 60, an input operation reception means 62, a virtual camera control means 64, a first condition determination means 66, a second condition determination means 68, a change amount adjustment means 70, and a change amount determination means 72 to function.

[0031] The game processing execution means 60 of the game device 1 executes various processes related to the game. Specifically, the game processing execution means 60 reads virtual game space objects and textures included in the game information from a storage unit (not shown) in accordance with various input operations by the player, etc., and generates two-dimensional or three-dimensional images, sounds, etc. related to the game while executing the game program. In other words, the game processing execution means 60 controls the progress of the game by generating and managing the results of the operation instructions given by the player. Furthermore, the game processing execution means 60 transmits various pieces of information relating to the game to the server 2 as appropriate.

[0032] The input operation receiving means 62 receives an input operation from the player. Here, the input operations accepted by the input operation accepting means 62 include, for example, information regarding pressing of various buttons provided on the controller of the input unit 17, information regarding the amount of change from the basic attitude of the controller of the input unit 17 (such as the amount of change in tilt or position of the controller), etc. In this embodiment, the movement of an object (for example, a playable character) displayed in the virtual space and the viewpoint for generating game images are determined based on the input information thus input to the input unit 17.

[0033] The virtual camera control means 64 controls the position and angle in the virtual space of the virtual camera that functions as a starting point for generating game images. Specifically, the virtual camera control means 64 controls the position and angle of the virtual camera for generating game images based on input information accepted by the input operation acceptance means 62.

[0034] The first condition determination means 66 determines whether or not a first condition is satisfied in the game. Here, in this embodiment, the first condition is satisfied when, for example, the playable character is in a preparation state for executing an attack action in the game (hereinafter referred to as a "ready state"). That is, the first condition determination means 66 determines that the first condition is satisfied if the game state is the ready state, and determines that the first condition is not satisfied if the game state is the normal state. Note that in this embodiment, the player can switch between the ready state and the normal state by pressing a predetermined input button.

[0035] The second condition determination means 68 determines whether or not the accepted input operation satisfies the second condition. In this embodiment, the second condition is satisfied when, for example, an input operation or a change in the movement amount or imaging angle of the virtual camera due to the input operation is equal to or greater than a threshold. That is, the second condition determination means 68 determines that the second condition is satisfied if, for example, the movement amount or change in the imaging angle of the virtual camera based on the input operation is equal to or greater than a threshold, and determines that the second condition is not satisfied if the movement amount or change in the imaging angle of the virtual camera is less than the threshold.

[0036] The change amount adjustment means 70 adjusts the amount of change in the position or angle of the virtual camera based on the input operation when the first determination means determines that the first condition is satisfied and the second determination means determines that the second condition is satisfied. Specifically, when the first condition and the second condition are satisfied, the change amount adjustment means 70 executes processing to reduce the change in the position or angle of the virtual camera executed in response to the input operation by the player.

[0037] The change amount determination means 72 determines the final change amount by which the virtual camera is to be moved, based on the input operation accepted by the input operation acceptance means 62 and the result of the change amount adjustment by the change amount adjustment means 70 . The virtual camera control means 64 controls the position and angle of the virtual camera in the virtual space based on the amount of change determined by the amount of change determination means 72 .

[0038] As shown in FIG. 3, the control unit 200 of the server 2 executes various programs and the like, thereby causing a game information management means 220 to function.

[0039] The game information management means 220 of the server 2 manages various information and executes various processes required for the progress of the game by the game device 1. Specifically, for example, the game information management means 220 executes authentication of account information transmitted from the game device 1, distribution of game information in response to a download request from the game device 1, and the like.

[0040] Next, with reference to FIGS. 4 and 5, a mode in which the present system executes game processing relating to normal gyro operation (hereinafter referred to as "normal mode") will be briefly described. 4 and 5 each show a combination of a player's input operation in real space and the game image displayed as the game screen at that time. Note that the examples in Figures 4 to 8 will be explained on the assumption that the game state is a ready state and the first condition described above is satisfied.

[0041] In the example of FIG. 4(a), a state is displayed in which a player P1 is playing a game with a controller (e.g., input unit 17) placed in front of a liquid crystal display (e.g., output unit 16). The state of the player at this time is usually the player's basic posture. The game screen that serves as the reference for the situation of this basic posture is the game image of FIG. 4(b). Specifically, in the example of FIG. 4(b), a center point M indicating the target point for an attack action and an enemy character N1 are displayed to the left of the center point. In contrast, in the example of FIG. 5(a), player P1 intends to perform an attack action on enemy character N1 and tilts the controller significantly to the left. In response to this, a game image is displayed in the game in which the virtual camera has moved significantly to the left in accordance with the movement of the controller (the object appears to be moving relatively to the right). Specifically, in the example of FIG. 5(b), the aforementioned center point is displayed at the center of enemy character N1, and the player can attack enemy character N1 by issuing an attack command. However, a problem arises when, after attacking enemy character N1, player P1 attempts to attack enemy character N2. In other words, if player P1 attempts to attack enemy character N2 from the state shown in Figure 5, player P1 must tilt further to the left in real space from the state shown in Figure 5(a). As mentioned above, there is a limit to the range of physical movement that humans can perform, and it is difficult to tilt (move) the controller in the same direction multiple times in succession. To resolve this situation, for example, if the controller position is returned from the state shown in Figure 5(a) to the state shown in Figure 4(a), the player will return to the basic position and be able to move the controller freely. However, this will also cause the game screen to return from the state shown in Figure 5(b) to the state shown in Figure 4(b), making it difficult to have the character attack enemy character N2.

[0042] In such cases, a mode that executes game processing related to gyro operation specific to this game (hereinafter referred to as "assist mode") is effective. A specific method of gyro operation in assist mode will be described with reference to Figures 6 and 7. Figures 6 to 8 are diagrams showing the correspondence between the player's input operations and the game images displayed on the game device in assist mode. As with Figures 4 and 5, Figures 6 to 8 show the game state as a ready state.

[0043] Here, the examples of Figures 6 and 7 show game situations similar to those of the examples of Figures 4 and 5. That is, when the player P1 tilts the controller significantly to the left to change from the state of Figure 6(a) to the state of Figure 7(a), the game screen changes from the state of Figure 6(b) to the state of Figure 7(b), and the character operated by the player P1 is now in a state where it can attack the enemy character N1. In contrast, in the example of Figure 8(a), in real space, player P1 has once again returned the controller to its position in front of the LCD display. However, looking at the example of Figure 8(b), which shows the game screen at this time, it is clear that the game image displayed is not simply the same as that shown in Figure 6(b) (the original game image), but rather a game image generated in a state similar to that shown in Figure 7(b) (a state in which the virtual camera has moved slightly to the right). Therefore, by tilting the controller to the left from this state, player P1 can easily aim an attack at enemy character N2.

[0044] In this manner, in the assist mode of this embodiment, when two conditions are met: an attack action is possible during the game (a ready state, a first condition); and the amount of movement or change in the imaging angle of the virtual camera based on an input operation is equal to or greater than a threshold (a second condition), the change in the position or angle of the virtual camera due to the player's input operation is reduced compared to the amount of change set by the specifications of the normal game. This allows the player to easily perform gyro operations even when attempting to move the virtual camera in the same direction repeatedly using gyro operations.

[0045] FIG. 9 is a flowchart illustrating an example of the flow of the change amount adjustment process among the processes executed by the server of FIG.

[0046] In step S1, the input operation receiving means 62 receives an input operation from the player.

[0047] In step S2, the first condition determination means 66 determines whether or not a first condition is satisfied in the game. If the first condition determination means 66 determines that the first condition is satisfied, step S2 is determined as YES, and the process proceeds to step S3. On the other hand, if the first condition determination means 66 determines that the first condition is not satisfied, step S2 is determined as NO, and the process proceeds to step S4.

[0048] In step S3, the second condition determination means 68 determines whether or not the accepted input operation satisfies the second condition. If the second condition determination means 68 determines that the second condition is satisfied, step S3 is determined as YES, and the process proceeds to step S5. On the other hand, if the second condition determination means 68 determines that the second condition is not satisfied, step S3 is determined as NO, and the process proceeds to step S4.

[0049] In step S4, if it is determined that the first condition is not satisfied in step S2 or if it is determined that the second condition is not satisfied in step S3, the game process execution means 60 executes various game processes in the normal mode, after which the process returns to step S1.

[0050] In step S5, if the first condition and the second condition are satisfied, the change amount adjusting means 70 executes a process to reduce the change in the position or angle of the virtual camera that is executed in response to an input operation by the player.

[0051] In step S6, the change amount determination means 72 determines the final change amount by which to move the virtual camera, based on the input operation accepted by the input operation acceptance means 62 and the result of the change amount adjustment by the change amount adjustment means 70. This completes the change amount adjustment process.

[0052] Although one embodiment of the present invention has been described above, the present invention is not limited to the above-described embodiment, and modifications and improvements within the scope of achieving the object of the present invention are included in the present invention.

[0053] <Other embodiments>

[0054] In the above embodiment, only a part of the character's body (only the hands) is displayed on the game image, but this is not limited to this. For example, the system may display the character's entire body on the game image, or only other body parts such as the legs, arms, or face on the game image.

[0055] Although not described in the above embodiment, the system may also include a means for indicating that the assist mode is activated. For example, when the assist mode is activated, the system may display a display (such as a mark or image) on the game image to indicate this, or may display objects in a special display mode, such as a glowing weapon or character.

[0056] Although the above-described embodiment has been merely a simplified explanation, input operations performed during a game are not limited to gyro operations. The input unit 17 (for example, a game controller) may be provided with any input operation function such as an analog stick or various buttons, and the player can perform any input operation during a game by operating the input unit 17 in any way.

[0057] In the above embodiment, the playable character is assumed to be in a ready state when the first condition is met, but this is not limited to this. The system may determine that the first condition is met when any condition related to an attacking action is met, such as when the playable character is simply performing an attacking action, is able to perform an attacking action, or has not yet finished performing an attacking action.

[0058] Although not described in the above embodiment, the game may be provided with a function for resetting the center point (basic posture). For example, the system may employ a specification that allows the player to update the reference position of the virtual camera by pressing a predetermined button.

[0059] In the above embodiment, the system is described as displaying the center point M on the game image, but this is not limited to this. For example, the system may adopt a specification in which the center point M is not displayed on the game image.

[0060] Furthermore, although not explained in the above embodiment, the criteria by which the system determines that the second condition is satisfied may be, for example, an angle at which it can be determined that the arm has moved significantly, and the game controller may be determined to have moved at a standard of approximately 25 to 30 degrees from the player as the starting point.

[0061] Although not described in the above embodiment, the present system may take into consideration the length of time during which the input operation is being performed as a criterion for determining that the second condition is satisfied. Specifically, for example, the system may determine that the second condition is satisfied only for input operations performed while a gyro operation is being performed for up to approximately 0.4 seconds. Note that a gyro operation being performed for approximately 0.4 seconds means, for example, that the time from when a gyro operation starts to when it is determined that the gyro operation has ended is approximately 0.4 seconds. In other words, the system may determine that the second condition is satisfied if the time the gyro operation is being performed is short, within 0.4 seconds, and may determine that the second condition is not satisfied if the time is long, 0.4 seconds or longer. Note that the present system may set the time to be longer than 0.4 seconds when the movement amount or angle of the gyro operation (input operation) is large.

[0062] Although not described in the above embodiment, the present system may adjust the amount of change by multiplying the amount of change due to the input operation by an arbitrary function. Note that the arbitrary function referred to here is an arbitrary function that contributes to reducing the amount of change due to the input operation, and may be a predetermined function that is 0 times the amount of change at the time the input operation is performed (completely invalidating the input operation) and then gradually changes it to 1 time the amount of change (maintaining the input operation as is). In this case, the system may also reflect the time the gyro operation was performed in the content of the arbitrary function. For example, the system may limit the process of reducing the amount of change by the arbitrary function to approximately 0.4 seconds. This is because a gyro operation that simply returns a controller tilted left or right to its basic position is likely to be completed in a short time of approximately 0.4 seconds. Note that the system may set a longer time of 0.4 seconds if the movement amount or angle of the gyro operation (input operation) is large. Furthermore, when the present system employs such a function, the present system may change the value of the function to be employed in accordance with the magnitude of the amount of change in the input operation (gyro operation), for example.

[0063] Furthermore, although not explained in the above embodiment, the game may be executed by any hardware (e.g., game device 1), such as a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), various game consoles designed for commercial use, or electronic devices such as a personal computer, smartphone, or tablet.

[0064] Although not described in the above embodiment, the content of the game related to this system is not limited. This system may be applied to any game, such as a first-person shooter (FPS), a third-person shooter (TPS), a role-playing game (RPG), an action game, a simulation game, a sports game, a card game, a battle royale (symmetric or asymmetric), a multiplayer online battle arena (MOBA), a music game, a fighting game, or a quiz game.

[0065] The above-described series of processes can be executed by hardware or software. In other words, the functional configurations in FIG. 3 and the like are merely examples and are not particularly limited. That is, it is sufficient that the information processing system is provided with a function that can execute the above-described series of processes as a whole, and the type of functional block used to realize this function is not limited to the example shown in Fig. 3. Furthermore, the location of the functional block is not limited to the example shown in Fig. 3, and may be arbitrary. Furthermore, one functional block may be configured by hardware alone, by software alone, or by a combination of these.

[0066] Furthermore, the number of various hardware components constituting this system and the number of users are optional, and the system may also include other hardware components.

[0067] Furthermore, when a series of processes is executed by software, the programs that make up the software are installed into a computer or the like from a network or a recording medium.

[0068] The computer may also be a computer that is built into dedicated hardware, or a computer that can execute various functions by installing various programs. That is, for example, the various hardware in the above-described embodiments may be freely adopted as any computer, any mobile terminal such as a smartphone, any game console, etc. Furthermore, any combination of types and contents of various input units and various output units may be adopted.

[0069] Furthermore, the recording medium containing such a program may be configured not only as a removable medium (not shown) provided separately from the device main body in order to provide the program to the player, etc., but also as a recording medium provided to the player in a state where it is pre-installed in the device main body.

[0070] In this specification, the steps of writing the program to be recorded on the recording medium may be executed in a time-series manner, or may be executed in parallel or individually. Also, some of the steps described in the above embodiments may be omitted.

[0071] In addition, in this specification, the term "system" refers to an overall device that is made up of a plurality of devices or a plurality of means.

[0072] The effects of this embodiment can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate.

[0073] To sum up, the program to which the present invention is applied can take various forms having the following configurations. An information processing device that executes processing related to a game, A control means (e.g., a virtual camera control means 64) for controlling the position and angle in the virtual space of a virtual camera that functions as a starting point for generating game images of the game; an input receiving means (for example, input operation receiving means 62) that receives an input operation by an input means including a sensor; a first determination means (for example, a first condition determination means 66) for determining whether a first condition is satisfied in the game; a second determination means (for example, a second condition determination means 68) that determines whether or not the received input operation satisfies a second condition; a change amount adjusting means (e.g., a change amount adjusting means 70) that executes a process to reduce a change in the position or angle of the virtual camera based on the input operation when the first determining means determines that the first condition is satisfied and the second determining means determines that the second condition is satisfied; Any program that functions as such is sufficient.

[0074] That is, the virtual camera control means 64 functions as a control means. The input operation receiving means 62 functions as an input receiving means. The first condition determining means 66 functions as a first determining means. The second condition determining means 68 functions as a second determining means. The variation adjusting means 70 functions as a variation adjusting means.

[0075] <Effects> This allows the player to more easily perform input operations using an inertial sensor or the like. [Explanation of symbols]

[0076] 1. Game device 11 Control section 60 Game processing execution means 62 Input operation acceptance means 64 Virtual camera control means 66 First condition determination means 68 Second condition determination means 70 Means for adjusting the amount of change 72 Means for determining the amount of change 2 Server 200 control section 220 Game Information Management Method

Claims

1. An information processing device that executes processing related to a game, an input receiving means for receiving an input operation by an input means including a sensor for detecting a first amount of change in a position or angle of an input device of the game; a control means for controlling a position and an angle in a virtual space of a virtual camera that functions as a starting point for generating a game image of the game in accordance with the first change amount detected by the sensor; a first determination means for determining whether a first condition is satisfied in the game, the first condition being a state in which an attacking action is being performed or a state in which an attack is possible; a second determination means for determining whether the received input operation satisfies a second condition that a movement amount or a change amount of an imaging angle of the virtual camera is equal to or greater than a predetermined threshold; a change amount adjusting means for executing a process to reduce a change in a position or an angle of the virtual camera based on the second input operation when the input accepting means accepts a first input operation for tilting the input device to the left or right from a reference position serving as a reference and a second input operation for returning the input device to the reference position, which is performed after the first input operation, and when the first determining means determines that the first condition is satisfied and the second determining means determines that the second condition is satisfied by the input operation based on the first input operation; A program that functions as a

2. the first determination means determines that the first condition is not satisfied when it is determined that a state in which an attack action can be accepted in the game has ended or when it is determined that the attack action has ended; The program according to claim 1.

3. the change amount adjustment means determines the amount of change to be reduced by multiplying the original amount of movement or amount of change in the imaging angle of the virtual camera caused by the second input operation by a predetermined function. The program according to claim 1.

4. An information processing method executed by an information processing device that executes processing related to a game, an input receiving step of receiving an input operation by an input means including a sensor that detects a first amount of change related to a position or an angle of an input device of the game; a control step of controlling a position and an angle in a virtual space of a virtual camera that functions as a starting point for generating a game image of the game in accordance with the first change amount detected by the sensor; a first determination step of determining whether or not a first condition is satisfied in the game, the first condition being a state in which an attacking action is being performed or a state in which an attack is possible; a second determination step of determining whether the received input operation satisfies a second condition that a movement amount or a change amount of an imaging angle of the virtual camera is equal to or greater than a predetermined threshold; a change amount adjusting step of executing a process to reduce a change in a position or an angle of the virtual camera based on the second input operation when a first input operation for tilting the input device to the left or right from a reference position serving as a reference and a second input operation for returning the input device to the reference position, which is performed after the first input operation, are accepted in the input accepting step, and when it is judged in the first determination step that the first condition is satisfied and when it is judged in the second determination step that the second condition is satisfied by the input operation based on the first input operation; An information processing method including:

5. input receiving means for receiving an input operation by an input means including a sensor for detecting a first amount of change in a position or angle of an input device for a game; a control means for controlling a position and an angle in a virtual space of a virtual camera that functions as a starting point for generating a game image of the game in accordance with the first change amount detected by the sensor; a first determination means for determining whether a first condition is satisfied in the game, the first condition being a state in which an attacking action is being performed or a state in which an attack is possible; a second determination means for determining whether the received input operation satisfies a second condition that a movement amount or a change amount of an imaging angle of the virtual camera is equal to or greater than a predetermined threshold; a change amount adjusting means for executing a process to reduce a change in a position or an angle of the virtual camera based on the second input operation when the input accepting means accepts a first input operation for tilting the input device to the left or right from a reference position serving as a reference and a second input operation for returning the input device to the reference position, which is performed after the first input operation, and when the first determining means determines that the first condition is satisfied and the second determining means determines that the second condition is satisfied by the input operation based on the first input operation; An information processing device comprising:

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