Program, information processing system and information processing method

The game system systematizes input operations and processes into manageable groups, improving player understanding and flexibility, and simplifying game development and hardware transitions.

JP7760108B2Active Publication Date: 2025-10-27CAPCOM CO LTD
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Patent Information

Application Number
JP2022110294
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-07-08
Publication Date
2025-10-27
Estimated Expiration
2042-07-08

AI Technical Summary

Technical Problem

Conventional game systems lack systematization, making it difficult for players to understand input operation specifications and game screens, particularly in action games, leading to cumbersome and complex input operations.

Method used

A game system that manages multiple groups determining the flow of processing within the game, allowing players to select a target group based on game progress or input operations, and executes preset game processes when input information satisfies predetermined conditions, with the ability to prevent overlapping conditions within groups and allow overlap between different groups.

Benefits of technology

Enhances player understanding and freedom by systematizing input operations and game processes, facilitating easier game development and porting across hardware.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game system with a high degree of freedom for a player in an easier-to-understand manner.SOLUTION: Input information acquisition means 60 acquires input information transmitted from a game terminal 2. Progress status information acquisition means 70 acquires progress status information transmitted from the game terminal 2. Group determination means 72 determines one object group of a plurality of managed groups according to a progress status of a game or contents of an input operation of a player playing the game. First group determination means 80 determines whether or not the input information acquired by the input information acquisition means 60 satisfies a predetermined condition. When the first group determination means 80 determines that the predetermined condition is satisfied, first group execution means 82 transmits operation information for giving an instruction for an operation to be executed to the game terminal 2.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

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

[0002] In recent years, games have become widely recognized by the general public, and numerous games have been developed and enjoyed by many people. In this regard, "Unity" is known as a tool that allows developers to easily develop games. For example, Non-Patent Document 1 provides an overview of "Unity" and how to use it. [Prior art documents] [Non-patent literature]

[0003] [Non-Patent Document 1] [Unity User Manual 2021.1], [online], [Searched June 2, 2022], Internet<https: / / docs.unity3d.com / ja / 2021.1 / Manual / UnityManual.html> Summary of the Invention [Problem to be solved by the invention]

[0004] However, conventional technologies, including the technology described in Non-Patent Document 1 above, simply set conditions for executing each game process in a game, and each game process is executed independently, resulting in the problem that the game as a whole is not systematized. This problem is particularly evident in, for example, input operations in action games. For this reason, the input operation specifications and game screens (key configuration screens) for changing specifications in conventional action games have been very difficult to understand.

[0005] The present invention has been made in view of the above circumstances, and provides a game system that is easier to understand and has a higher degree of freedom for players.

[0006] In order to achieve the above object, a first aspect of the present invention is The computer involved in the game, an acquisition means for acquiring input information relating to the game from an input device; a management and selection means for managing a plurality of groups that determine the flow of processing within the game, and for selecting one target group from the plurality of managed groups in accordance with the progress of the game or an input operation by a user playing the game; an execution means for determining whether or not the input information satisfies a predetermined condition set for the target group selected by the management selection means, and for executing a preset game process when the input information satisfies the condition; It is a program that functions as a

[0007] Also, in the first aspect, the management and selection means can manage a plurality of groups including at least one of a group related to the operation of a character object, a group related to the operation of a movement assist object, and a group related to the operation of a virtual camera.

[0008] In the first aspect, the management and selection means can manage a plurality of groups including all of a group related to the operation of a character object, a group related to the operation of a movement assist object, and a group related to the operation of a virtual camera.

[0009] In addition, in the first aspect, the device can further function as an image generating means for generating a game image that can be used by the user to change the conditions within the game.

[0010] In addition, in the first aspect, the image generating means can generate the game image for each of the plurality of groups managed by the management and selection means.

[0011] In addition, in the first aspect, the execution means can prohibit the conditions from overlapping within the same group, and allow the conditions to overlap between different groups, for each of the plurality of groups.

[0012] The second aspect of the present invention is An information processing system for a game, a management and selection means for managing a plurality of groups that determine the flow of processing within the game, and for selecting one target group from the plurality of managed groups in accordance with the progress of the game or an input operation by a user playing the game; a condition setting means for setting a condition for the execution of a predetermined in-game process for each of the plurality of groups; The information processing system includes:

[0013] The third aspect of the present invention is An information processing system for a game, an acquisition means for acquiring input information relating to the game from an input device; a management and selection means for managing a plurality of groups that determine the flow of processing within the game, and for selecting one target group from the plurality of managed groups in accordance with the progress of the game or an input operation by a user playing the game; an execution means for determining whether or not the input information satisfies a predetermined condition set for the target group selected by the management selection means, and for executing a preset game process when the input information satisfies the condition; The information processing system includes:

[0014] A fourth aspect of the present invention is An information processing method executed by a computer related to a game, an acquisition means for acquiring input information relating to the game from an input device; a management and selection means for managing a plurality of groups that determine the flow of processing within the game, and for selecting one target group from the plurality of managed groups in accordance with the progress of the game or an input operation by a user playing the game; an execution means for determining whether or not the input information satisfies a predetermined condition set for the target group selected by the management selection means, and for executing a preset game process when the input information satisfies the condition; The information processing method includes:

[0015] An information processing system and an information processing method according to one aspect of the present invention are also provided as an information processing system or an information processing method corresponding to a program according to one aspect of the present invention. [Effects of the Invention]

[0016] According to the present invention, it is possible to provide a game system that is easier to understand and has a high degree of freedom for players. [Brief explanation of the drawings]

[0017] [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] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server in the information processing system according to one embodiment of the present invention. [Figure 3] 3 is a diagram illustrating an example of the functional configuration of the server of FIG. 2 and the game terminal of FIG. 1. [Figure 4] FIG. 1 is an image diagram for explaining an overview of an operation group according to the present invention. [Figure 5] 4 is a flowchart illustrating an example of the flow of information processing executed by the server of FIG. 3. [Figure 6] 4 is a diagram showing an example of an image displayed on the game terminal of FIG. 3 in a normal game mode. FIG. [Figure 7] 4 is a diagram showing an example of an image displayed on the game terminal of FIG. 3 in a specific game mode. FIG. DETAILED DESCRIPTION OF THE INVENTION

[0018] [Embodiment] An information processing system according to one embodiment of the present invention (hereinafter referred to as "this system") will be described with reference to the drawings.

[0019] <Summary> FIG. 1 shows an example of the configuration of this system. As shown in Fig. 1, the system includes a server 1 and a game terminal 2. The server 1 and the game terminal 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 for example, NFC (Near Field Communication), Bluetooth (registered trademark), LAN (Local Area Network), etc. may be used. In the following description, when simply referring to an "image," it is intended to include both a "moving image" and a "still image."

[0020] The server 1 is managed by an administrator of the system, etc. The server 1 is configured with a general-purpose PC, etc. The server 1 communicates with the game terminals 2, etc., and stores and manages various information required for the progress of the game.

[0021] The game terminal 2 is used by a player who wishes to use this system. The game terminal 2 may be a general-purpose home game console, a PC (Personal Computer), a smartphone, a tablet, or the like. The game terminal 2 executes various processes required for the player to progress through a game involving this system (hereinafter referred to as "this game").

[0022] Before describing the embodiments, the background of the game and the invention will be explained. The game is, for example, an action game in which a player progresses through the game while freely controlling a character in a virtual space. Action games require the character to perform a variety of actions to progress through the game, which tends to result in a large number of cumbersome input operations for defining in-game processes. For example, while the number of instruction commands included in game input devices (e.g., placement buttons on a game controller or command keys on a keyboard) is limited, the number of in-game processes that can be performed within the game is extremely large, which can result in multiple input operations being required for a single in-game process, or multiple game processes being required for a single input operation. Furthermore, recent action games may require even more complex elements, such as the ability to control multiple characters, or for characters to fight while riding vehicles or animals, etc. Note that this game is also described as being able to execute various in-game processes while the character is riding a vehicle. In this regard, when developing a typical action game and setting multiple in-game processes for a single input operation, methods have been adopted such as controlling the execution or prohibition of multiple in-game processes depending on the individual game situation (for example, controlling a character that is not in combat, or fighting while riding an animal, etc.). However, such complex specifications that change depending on the game situation can make it difficult for players to grasp the game's detailed specifications. This can also cause problems when porting the game to other hardware. For this reason, it is desirable for games, particularly action games and fighting games, which tend to have complex input operations, to have a clear systematization of the relationship between input operations and the in-game processing that is executed at the time of game development. Against this background, one of the objectives of the inventors of the present disclosure is to provide a game development environment that can easily systematize the relationship between input operations and in-game processing, and to present this systematized operating environment to players in an easy-to-understand manner.

[0023] <Hardware configuration> FIG. 2 shows the hardware configuration of the server 1 that constitutes this system.

[0024] As shown in FIG. 2, the server 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.

[0025] 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.

[0026] The control unit 11, ROM 12, and RAM 13 are interconnected 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.

[0027] The output unit 16 outputs various types of information via various displays, speakers, and the like.

[0028] The input unit 17 inputs various information via various keyboards and the like.

[0029] The storage unit 18 is configured with a hard disk drive (HDD), a solid state drive (SSD), etc., and stores various data. For example, the storage unit 18 stores various game programs required for the progress of the game, information on the progress of the game being progressed on other hardware, etc.

[0030] The communication unit 19 controls communication with other hardware and the like via a network N including the Internet.

[0031] 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. Programs read from the removable media 31 by the drive 20 are installed in the storage unit 18 as needed. The removable media 31 can also store various data stored in the storage unit 18 in the same way as the storage unit 18.

[0032] The hardware configuration of game terminal 2 is basically the same as that of server 1, so a detailed description is omitted here. Cooperation between these various hardware and software enables the server 1 and game terminal 2 to perform various processes.

[0033] FIG. 3 shows an example of the functional configuration of the server 1 and the game terminal 2. As shown in FIG. As shown in Figure 3, the control unit 11 of the server 1 executes various programs, etc., causing an input information acquisition means 60, a group management means 62, a first group management means 64, a second group management means 66, and a third group management means 68 to function. Furthermore, an action DB 300 is provided in one area of ​​the storage unit 18. The action DB 300 stores information on the content of input information and the in-game processing (action) performed on the input information for each of the first to third groups. Note that this information is designed in advance by the developer of the game, etc., and is stored in advance in the action DB 300 in the form of a list, etc.

[0034] Input information acquisition means 60 acquires input information transmitted from game terminal 2 via communication unit 19 .

[0035] The group management means 62 manages a plurality of groups that determine the flow of processing within the game. That is, the group management means 62 manages each of three groups, the first group to the third group, that determine the action to be executed in response to the content of input information.

[0036] Here, the group management means 62 is provided with a progress status information acquisition means 70 and a group determination means 72. The progress status information acquisition means 70 acquires the progress status information transmitted from the game terminal 2 via the communication unit 19. The group determination means 72 determines one target group from among a plurality of managed groups according to the progress status of the game, etc. For example, the group determination means 72 determines one target group to be actually used in determining in-game processing from among the managed first to third groups, based on the progress status information acquired by the progress status information acquisition means 70. Note that in this embodiment, a case where the first group is determined as the target group will be described as an example.

[0037] The first group management means 64 manages the first group. The first group is, for example, a group that is referred to when the player controls the main character. That is, the first group management means 64 defines the content of the in-game process to be executed in a game situation where it is determined that the player is about to control the main character based on the progress status information. The first group management means 64 is provided with a first group determination means 80 and a first group execution means 82. The first group determination means 80 determines whether or not the input information acquired by the input information acquisition means 60 satisfies a predetermined condition. When the first group determination means 80 determines that a predetermined condition is satisfied, the first group execution means 82 executes an in-game process corresponding to the content of the input information. Specifically, when the first group determination means 80 determines that a predetermined condition is satisfied, the first group execution means 82 transmits information (hereinafter referred to as "operation information") for instructing the in-game process to be executed to the game terminal 2.

[0038] The second group management means 66 manages the second group. The second group is, for example, a group that is referenced when the player operates an object associated with the main character (for example, a vehicle that the character rides in, hereinafter referred to as a "related object"). That is, the second group management means 66 defines the content of the in-game processing to be executed in a game situation where it is determined that the player is about to operate a related object (that the main character rides in) based on the progress status information. The second group management means 66 is provided with a second group determination means 90 and a second group execution means 92 . The second group determination means 90 determines whether or not the input information acquired by the input information acquisition means 60 satisfies a predetermined condition. When the second group determination means 90 determines that a predetermined condition is satisfied, the second group execution means 92 executes an in-game process corresponding to the content of the input information.

[0039] The third group management means 68 manages the third group. The third group is a group that is referred to when the player changes the position or angle of the virtual camera that determines the background of the game image, regardless of the type of object being operated. In other words, the third group management means 68 defines the content of the in-game processing to be executed in a game situation where it is determined that the player is attempting to change the position or angle of the virtual camera based on the progress information. Here, the third group management means 68 is provided with a third group determination means 100 and a third group execution means 102. The third group determination means 100 determines whether or not the input information acquired by the input information acquisition means 60 satisfies a predetermined condition. When the third group determination means 100 determines that a predetermined condition is satisfied, the third group execution means 102 executes in-game processing corresponding to the content of the input information. Note that in this embodiment, as described above, the first group is selected as the target group, and therefore the functional blocks of the second group management means 66 and the third group management means 68 do not function.

[0040] As shown in FIG. 3, the control unit 140 of the game terminal 2 executes various programs and the like, thereby causing a game processing execution unit 200, an input reception unit 202, and an action information acquisition unit 204 to function.

[0041] The game processing execution means 200 executes various processes related to the game. Specifically, the game processing execution means 200 reads virtual game space objects and textures included in game information from a storage unit (not shown) in accordance with various input operations by the player, etc., and generates two-dimensional or three-dimensional images, sounds, etc. related to the game while executing the game program. In other words, the game processing execution means 200 controls the progress of the game by generating and managing the results of operation instructions by the player. Furthermore, the game processing execution means 200 acquires information relating to the progress of the game (hereinafter referred to as “progress information”) and transmits the progress information to the server 1 as appropriate.

[0042] The input receiving means 202 receives an input operation from a player, and transmits information relating to the received input operation to the server 1 as input operation information.

[0043] The operation information acquisition means 204 acquires the operation information transmitted from the server 1 . The game processing execution means 200 executes various in-game processes based on the action information acquired by the action information acquisition means 204 .

[0044] Next, examples of in-game processing specifically set for each of the first to third groups will be described with reference to Figures 4A to 4C. Note that in the examples of Figures 4A to 4C, a keyboard is used as the input device. First, Fig. 4A shows an example of in-game processing that is executed when the first group is determined as the target group. Specifically, the example in Fig. 4 shows examples such as "Move: Directional keys (up, down, left, right)", "Jump: P key", and "Open menu: Space key". That is, when a directional key (up, down, left, right) is pressed in a situation where it is determined that the player is trying to control the main character, the character moves in the specified direction in virtual space. In the same situation, when the P key is pressed, the character performs a jump action in virtual space. In the same situation, when the space key is pressed, a menu screen for setting up the game opens.

[0045] Next, Fig. 4B shows an example of in-game processing that is executed when the second group is determined as the target group. Specifically, the example in Fig. 4B shows examples such as "Steering: Directional keys (left, right)", "Accelerator: Q key", "Brake: W key", and "Open menu: Space key". That is, when a directional key (left, right) is pressed in a situation where it is determined that the player is attempting to operate a related object, the related object will steer in a predetermined direction. Similarly, when the Q key is pressed in a similar situation, the related object will accelerate in the direction of travel in virtual space. Similarly, when the W key or space key is pressed, predetermined in-game processing in the second group is executed.

[0046] 4C shows an example of in-game processing that is executed when the third group is determined as the target group. Specifically, the example in FIG. 4C shows examples such as "Camera movement: Direction keys (up, down, left, right)," "Zoom in: Z key," "Zoom out: X key," and "End camera operation: Ctrl key." Note that the player may operate the virtual camera when, for example, it becomes necessary to operate the position or angle of the virtual camera in the course of the game, or when the player performs an input operation to instruct the operation of the virtual camera.

[0047] Next, the flow of various processes executed in this system will be described with reference to Fig. 5. Fig. 5 is a flowchart showing an example of the flow of information processing executed by the server of Fig. 3.

[0048] In step S1, the input information acquisition means 60 of the server 1 acquires the input information transmitted from the game terminal 2 via the communication unit 19.

[0049] In step S2, the progress status information acquisition means 70 acquires the progress status information transmitted from the game terminal 2 via the communication unit 19.

[0050] In step S3, the group determination means 72 determines one target group from among the multiple groups being managed, depending on the progress of the game or the content of the input operation by the player playing the game. Note that in this embodiment, the group determination means 72 will be described taking as an example a case where the first group is determined as the target group.

[0051] In step S4, the first group determination means 80 determines whether or not the input information acquired by the input information acquisition means 60 satisfies a predetermined condition. If the input information satisfies the predetermined condition, the determination in step S4 is YES, and the process proceeds to step S5. On the other hand, if the input information does not satisfy the predetermined condition, step S4 is judged as NO, and the process returns to step S1.

[0052] In step S5, when the first group determination means 80 determines that the predetermined condition is satisfied, the first group execution means 82 transmits action information for instructing the action to be executed to the game terminal 2. This ends the series of group operation processes executed by the server 1.

[0053] 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.

[0054] <Other embodiments>

[0055] In some action games, the player may be permitted to change the input operation (input key) corresponding to each in-game process to an arbitrary input operation (input key) to make it easier for the player to perform input operations. In such cases, a game image (hereinafter referred to as a "config screen") for setting the input key is displayed to the player. An example of a configuration screen for this game will be described with reference to FIGS. Figure 6 is an example of a configuration screen that is normally displayed in this game. Looking at Figure 6, the input key combinations for each in-game process are displayed as a list in the form of "Space key to open the menu screen," "Direction keys for movement," "P key for jump," "Q key for acceleration," and "W key for braking." The player can set any input key for each in-game process while checking the in-game processes displayed as a list in this way. However, the configuration screen shown in Figure 6 simply displays a list of in-game processes, making it difficult to understand the conditions under which each in-game process is performed, and it is also impossible to confirm whether duplicate input keys can be assigned to each in-game process. In other words, input key assignments must be unique and therefore usually cannot be assigned duplicately. However, if the in-game processes are incompatible in a single game situation, such as a character's jump action and a related object's acceleration action, there may be cases where it is acceptable to assign duplicate input keys. The configuration screen shown in Figure 6 makes it almost impossible for players to grasp such subtle differences, and they are forced to assign input keys based on intuition and experience. In contrast, the configuration screen shown in Figure 7 displays all in-game processes categorized into groups 1 to 3. The player can set any input key for each in-game process displayed for each group. Therefore, when the configuration screen shown in Figure 7 is displayed, a player can easily confirm that if the in-game processing is displayed as the first group, it is the in-game processing that is executed when the main character is operated, and if the in-game processing is displayed as the second group, it is the in-game processing that is executed when a related object is operated. Furthermore, in consideration of the problem of overlapping input key settings mentioned earlier, the present system can adopt a specification that prevents overlapping input keys from being set in each of the first to third groups, but allows the same input key to be set for in-game processing between different groups. By adopting such a specification, the present system allows the player to more accurately grasp the input keys that can be set. The display of the groups shown in FIG. 7 may be performed in any manner by the administrator of the system, such as classification by tabs or color coding.

[0056] Although the above embodiment has been described simply, the relationship between this system and game development will be supplemented. This system is not only provided to players, but can also be used in game development. Specifically, as shown in Figures 4 and 7, by classifying and systematizing in-game processes into three groups, it is possible to develop games in which input operations and in-game processes are uniquely systematized. This concept makes it possible for this system to present players with an easy-to-understand configuration screen, as shown in Figure 7. Furthermore, games in which input operations and in-game processes are simply systematized also function effectively when changing game hardware (so-called porting). In other words, even if the number or type of input keys needs to be changed due to a hardware change, it is easy to associate them with in-game processes, eliminating the need for complex condition settings or specification changes, and allowing for easy changes to game hardware. As mentioned above, information regarding the combinations of input keys and in-game processes in each of the first to third groups set by game developers, etc., is stored in advance in the operation DB 300, etc., and is available for use.

[0057] In the above embodiment, the input key is set as a condition that the input key is simply pressed, but this is not limited to this. The system may set more detailed input conditions as conditions, such as when a specific input key is pressed, when it is released, or when it is held down for several seconds or more. The system may also use input devices other than a keyboard, such as a game controller, a mouse, or a touch panel. In this case, the system may set various panel operations, such as vector operations in a predetermined direction, touches, or swipes, as conditions.

[0058] Although only a simple explanation has been given in the above embodiment, a method for determining a target group by the group determination means 72 will be further described below. An example of a method for determining a target group in a specific game situation will be described below. (1) For example, an example of switching from the operation of the first group to the operation of the second group is when a character gets into a vehicle (such as a car or an animal) in the game. When the progress status information acquisition means 70 acquires progress status information indicating such a game status, the group determination means 72 cancels the setting of the first group as the target group and newly sets the second group as the target group. (2) For example, an example of switching from the operation of the second group to the operation of the third group is when a menu screen is opened in the second group. In this embodiment, when the menu screen is opened, a specification is adopted in which the operation target is automatically switched from a character or related object to a virtual camera. When the progress status information acquisition means 70 acquires progress status information indicating such a game status, the group determination means 72 cancels the setting of the second group as the target group and newly sets the third group as the target group. (3) If there are multiple characters that the player can control, the player can change the character that the player controls. In this case, for example, the player may change only the character (object) that the player controls, without changing the target group from the first group.

[0059] Although not described in the above embodiment, the present system may display the group currently selected (set) in the game on the game image. The system may also display on the game image the contents of combinations of input keys and in-game processes in the currently selected group. Note that the system may also display on the game image the contents of combinations of input keys and in-game processes in groups that are not currently selected.

[0060] In the above embodiment, the groups managed by the group management means 62 are described as the first to third groups, but this is not limited thereto. For example, the definition and details of each group, the number of groups, etc. are at the discretion of the administrator of this system or the developer of this game.

[0061] In the above embodiment, the group determination means 72 is described as determining one of the managed first to third groups to be actually used in determining an action based on progress status information, but this is not limited thereto. For example, the group determination means 72 may determine one target group based on input information from the player, etc.

[0062] Although not described in the above embodiment, in a game, there are cases where it is desired to simultaneously operate multiple control objects, such as operating a virtual camera while operating a character. The present system can realize such complex operations by, for example, presetting input keys in the first group that can operate the virtual camera in conjunction with the operation of the character.

[0063] Furthermore, although not explained in the above embodiment, since this system systematizes in-game processing particularly relating to the operation object, it is also possible to display game images (operation guides) to the player in an easy-to-understand format for each operation object to assist the player in operating the game.

[0064] Furthermore, although not explained in the above embodiment, the game may be executed by any hardware (e.g., game terminal 2), 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.

[0065] Although not described in the above embodiment, the content of the game to which the present system is applied is not limited. The present system may be applied to any game, such as a first-person shooter (FPS), a third-person shooter (TPS), a role-playing game (RPG), 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.

[0066] 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.

[0067] 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.

[0068] 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.

[0069] 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.

[0070] 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.

[0071] 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.

[0072] 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.

[0073] 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.

[0074] To sum up, the program to which the present invention is applied can take various forms having the following configurations. The computer involved in the game, acquisition means (e.g., input information acquisition means 60) for acquiring input information related to the game from an input device; a management and selection means (e.g., group management means 62) that manages a plurality of groups that determine the flow of processing within the game, and selects one target group from the plurality of managed groups in accordance with the progress of the game or an input operation by a user playing the game; execution means (e.g., first group management means 64, second group management means 66, third group management means 68, etc.) for determining whether or not the input information satisfies a predetermined condition set for the target group selected by the management selection means, and for executing a predetermined game process if the input information satisfies the condition; Any program that functions as such is sufficient.

[0075] <Effects> This allows players to easily understand the game's operation specifications and enjoy the game even more. [Explanation of symbols]

[0076] 1 server 11 Control section 60 Input information acquisition means 62 Group Management Measures 70 Progress status information acquisition means 72 Group Decision Measures 64 First Group Management Measures 80 First group determination means 82 Group 1 Implementation Methods 66 Second Group Management Measures 90 Second group determination means 92 Group 2 Implementation Methods 68 Third Group Management Measures 100 Third group determination means 102 Group 3 Implementation Methods 300 operation DB 2. Game consoles 140 Control Unit 200 Game processing execution means 202 Input acceptance means 204 Operation information acquisition means

Claims

1. The computer involved in the game, input information acquisition means for acquiring input information relating to the game from an input device; progress status information acquisition means for acquiring progress status information relating to the progress status of the game; a first management means for managing game processing relating to the movement of the game character; a second management means for managing game processing relating to the operation of an object associated with the game character; a third management means for managing game processing related to the virtual camera of the game; a management selection means for selecting one management means to be used for in-game processing from among the first management means, the second management means, and the third management means based on the progress status information; an execution means for determining whether or not the input information satisfies a condition related to an input operation set in any one of the first management means, the second management means, and the third management means selected by the management selection means, and for executing a predetermined game process when the input information satisfies the condition; A program that functions as a

2. an image generation means for generating a game image that can be used by a user of the game to change the conditions within the game; The program according to claim 1, further functioning as:

3. the image generation means generates the game image in each of the first management means, the second management means, and the third management means; The program according to claim 2.

4. the management selection means, when a predetermined game image is displayed in a game situation in which the game processing by the second management means is selected, switches the game processing to be executed from the second management means to the third management means; The program according to claim 1 or 3.

5. the execution means prohibits the conditions in the first management means, the conditions in the second management means, and the conditions in the third management means from overlapping with each other, and permits the conditions in the different management means to overlap with each other. The program according to claim 1.

6. An information processing system for a game, a first management means for managing game processing relating to the movement of the game character; a second management means for managing game processing relating to the operation of an object associated with the game character; a third management means for managing game processing related to the virtual camera of the game; a management selection means for selecting one management means to be used for in-game processing from among the first management means, the second management means, and the third management means based on the progress of the game; a condition setting means for setting a condition for execution of a predetermined in-game process for each of the first management means, the second management means, and the third management means; An information processing system comprising:

7. An information processing system for a game, input information acquisition means for acquiring input information relating to the game from an input device; progress status information acquisition means for acquiring progress status information relating to the progress status of the game; a first management means for managing game processing relating to the movement of the game character; a second management means for managing game processing relating to the operation of an object associated with the game character; a third management means for managing game processing related to the virtual camera of the game; a management selection means for selecting one management means to be used for in-game processing from among the first management means, the second management means, and the third management means based on the progress status information; an execution means for determining whether or not the input information satisfies a condition related to an input operation set in any one of the first management means, the second management means, and the third management means selected by the management selection means, and for executing a predetermined game process when the input information satisfies the condition; An information processing system comprising:

8. An information processing method executed by a computer related to a game, an input information acquisition step of acquiring input information related to the game from an input device; a progress status information acquisition step of acquiring progress status information relating to the progress status of the game; a first management step for managing game processing relating to movement of the game characters; a second management step of managing game processing related to the operation of an object associated with the game character; a third management step for managing game processing related to the virtual camera of the game; a management selection step of selecting one management step to be used for in-game processing from among the first management step, the second management step, and the third management step based on the progress status information; an execution step of determining whether or not the input information satisfies a condition related to an input operation set in any one of the first management step, the second management step, and the third management step selected in the management selection step, and executing a preset game process when the input information satisfies the condition; An information processing method including:

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