Program and virtual space control device
The system automates voice chat management in games by using a chat switching unit to enable chat based on group proximity and relationships, enhancing player communication without manual intervention.
Patent Information
- Application Number
- JP2022170909
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-10-25
- Publication Date
- 2025-10-29
- Estimated Expiration
- 2042-10-25
AI Technical Summary
Switching voice chat on and off during a game is cumbersome and inefficient, particularly in action games where players need to manually manage chat settings.
A computer system with a chat switching unit that automatically enables voice chat based on predefined conditions such as group membership, proximity, and adversarial relationships, allowing players to set chat modes like 'linked' to synchronize with other players' settings, reducing the need for manual switching.
Automated voice chat management reduces the hassle of manual switching during gameplay, ensuring seamless communication among players while minimizing unnecessary chat activation.
Smart Images

Figure 0007761837000001 
Figure 0007761837000002 
Figure 0007761837000003
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a program and a virtual space control device. [Background technology]
[0002] Some computer games allow multiple players to chat with each other (see, for example, Patent Document 1). In the example of Patent Document 1, players in the same game situation are allowed to chat with each other. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2012-40055 Summary of the Invention [Problem to be solved by the invention]
[0004] It would be convenient if chat could be switched on and off, but it is cumbersome to manually switch chat on and off during a match in an action game, for example.
[0005] An object of the present disclosure is to reduce the hassle of switching chat on and off during a game. [Means for solving the problem]
[0006] A first aspect provides a computer comprising: a character control unit that controls a plurality of characters in a virtual space in response to operations by a plurality of users; a chat switching unit that receives a setting for enabling or disabling voice chat from the user; the plurality of users includes a first user and a second user; The chat switching unit is a program that enables the voice chat of the first user in accordance with the second user's setting of whether the voice chat is enabled or disabled when the first user has not enabled the voice chat.
[0007] In a first aspect, the plurality of users are divided into groups, The chat switching unit may enable the voice chat of the first user when the first user who has not enabled the voice chat and the second user who has enabled the voice chat belong to the same group.
[0008] In the above aspect, The chat switching unit may enable the voice chat of the first user when the distance in the virtual space between the character operated by the first user who has not enabled the voice chat and the character operated by the second user who has enabled the voice chat is within a predetermined range.
[0009] In the above aspect, the computer is caused to function as a game progression unit that progresses a competitive game in the virtual space based on an operation by the user, The chat switching unit may enable the voice chat of the first user when the first user who has not enabled the voice chat and the second user who has enabled the voice chat are in an adversarial relationship in the game.
[0010] In the above aspect, In the case where the voice chat function is implemented in a program external to the program, The chat switching unit may control the setting of whether the voice chat is enabled or disabled in the external program.
[0011] In addition, a second aspect is a storage unit that stores the program of the above aspect; a control unit that executes the program; It is a virtual space control device equipped with [Effects of the Invention]
[0012] According to the present disclosure, the complication of switching chat on and off during a game can be reduced. [Brief explanation of the drawings]
[0013] [Figure 1] FIG. 1 is a block diagram showing the configuration of a game system. [Figure 2] FIG. 2 is a block diagram illustrating an example of the configuration of a server device. [Figure 3] FIG. 2 is a block diagram showing an example of the configuration of a game device. [Figure 4] 1 is an example of a user interface. [Figure 5] 10 is a flowchart illustrating the operation of the game system. DETAILED DESCRIPTION OF THE INVENTION
[0014] [Embodiment] A game device 5 will be described as an embodiment of a virtual space control device. The game device 5 is connected to a game system 1. FIG. 1 is a block diagram showing an example configuration of the game system 1. The game system 1 executes a game program, which is an embodiment of a program.
[0015] A game in the game system 1 is played in a virtual space (e.g., three-dimensional). There are no limitations on the type of game. For example, the game may be a fighting action game in which a player character attacks and defeats enemy characters (e.g., monsters). In this embodiment, the following is assumed as an example of a game.
[0016] In this game, player characters may be organized into groups. In this game, groups can take on quests (challenges to be achieved in the game). Of course, in this game, player characters can also act independently in the virtual space.
[0017] This game allows users to chat using voice (hereinafter referred to as voice chat) with each other. Each user can enable or disable the voice chat function.
[0018] <Hardware Configuration> <overview> The game system 1 includes a server device 2. The server device 2 is configured so that a plurality of game devices 5 can communicate with each other via a communication network 6 (e.g., the Internet). Although two game devices 5 are shown in FIG. 1, a greater number of game devices 5 may be connected to the game system 1. In the game system 1, a game is played while these game devices 5 and the server device 2 communicate with each other.
[0019] <Configuration of Server Device 2> The server device 2 matches users (players) with each other, manages the progress of the game, etc. For example, the server device 2 manages game data of the game device 5. The server device 2 stores various programs and data for managing the progress of the game, etc.
[0020] 2 is a block diagram showing an example configuration of the server device 2. The server device 2 includes a network interface 21, a storage unit 22, and a control unit 23. The network interface 21 and the storage unit 22 are electrically connected to the control unit 23 via a bus 29.
[0021] The network interface 21 is communicably connected to the game device 5 via a communication network 6 such as the Internet or a LAN.
[0022] The storage unit 22 is composed of an HDD, SSD, RAM, ROM, etc. The storage unit 22 stores game data and various programs including parts of the game program.
[0023] The control unit 23 controls the operation of the server device 2. The control unit 23 includes a CPU (microcomputer) and a semiconductor memory (not shown). The semiconductor memory stores programs for operating the CPU, etc.
[0024] <Configuration of Game Device 5> The game device 5 executes a game based on the player's operations. The game device 5 may be a commercially available device such as a personal computer, PlayStation (registered trademark), XBox (registered trademark), PlayStation Vita (registered trademark), or Nintendo Switch (registered trademark).
[0025] The game device 5 may receive (download) a game program and game data from the server device 2 via the communication network 6. Upon receiving the game program, etc., the game device 5 installs the received game program, etc.
[0026] The game device 5 starts the game based on the operation of each player. The game device 5 progresses the game while outputting game images and sounds to the display 61 and speaker 62 (both described below) based on the operation of each user. As described above, users can use the game device 5 to engage in voice chat.
[0027] 3 is a block diagram showing an example of the configuration of the game device 5. The game device 5 has a display 61, a speaker 62, and a controller 63 either externally connected or built-in.
[0028] The game device 5 has a network interface 51, a graphics processing unit 52, an audio processing unit 53, an operation unit 54, a storage unit 55, and a control unit 56. The network interface 51, the graphics processing unit 52, the audio processing unit 53, the operation unit 54, and the storage unit 55 are electrically connected to the control unit 56 via a bus 59.
[0029] The network interface 51 is communicably connected to the communication network 6. The network interface 51 realizes transmission and reception of various data between the game device 5 and the server device 2 via the communication network 6.
[0030] The graphics processing unit 52 is connected to the display 61. The display 61 is, for example, a liquid crystal display. The graphics processing unit 52 renders game images including various objects related to the virtual space in a moving image format in accordance with game image information output from the control unit 56. The game images rendered in a moving image format are displayed on the display 61 as a game screen.
[0031] The audio processing unit 53 is connected to the speaker 62. The audio processing unit 53 plays and synthesizes game sounds in accordance with instructions from the control unit 56, and outputs the sounds from the speaker 62.
[0032] The audio processing unit 53 receives audio input from the user via a microphone (not shown) connected to the game device 5. The audio processing unit 53 outputs audio data to the server device 2 under the control of the control unit 56.
[0033] The operation unit 54 is connected to the controller 63. The operation unit 54 transmits and receives data related to operation inputs to and from the controller 63. The user inputs operation signals to the game device 5 by operating various controls such as buttons on the controller 63.
[0034] The storage unit 55 is composed of an HDD, an SSD, a RAM, a ROM, etc. The storage unit 55 stores game data downloaded from the server device 2, various programs including parts of the game program, etc.
[0035] The control unit 56 controls the operation of the game device 5. The control unit 56 includes a CPU (microcomputer) and a semiconductor memory (not shown). The semiconductor memory stores programs for operating the CPU, etc.
[0036] <<Functional Configuration of the Control Unit 56 in the Game Device 5>> The control unit 56 functions as a matching request unit 561, a character control unit 562, a chat switching unit 563, and a voice transmission / reception unit 564 by the CPU executing various programs (see FIG. 3).
[0037] -Matching request section 561- In response to a user's operation, the matching request unit 561 transmits a signal (matching request) requesting matching (joining a group in this game) to the server device 2. At this time, the matching request is transmitted to the server device 2 via the network interface 51. The matching request includes information indicating the user's intention to join a group, the user ID, the user's level, and other information.
[0038] The matching request unit 561 waits for a matching notification to be sent from the server device 2. The matching notification is information (signal) indicating the success or failure of the matching. The matching notification may include information on the members of the group (for example, information such as the user's level and user ID).
[0039] If the matching is successful, the matching request unit 561 writes predetermined information (hereinafter, matching information) to a semiconductor memory or the like of the control unit 56. The matching information includes, for example, information specifying the group to which the user belongs. The matching information is used to control voice chat, record game results, etc. If the matching is unsuccessful, the matching request unit 561 notifies the user of this fact.
[0040] -Character control unit 562- The character control unit 562 moves the player character in the virtual space in response to the user's operation. The character control unit 562 also moves the non-player characters and predetermined objects in the virtual space. The character control unit 562 controls the movements of the non-player characters and predetermined objects using, for example, AI (artificial intelligence).
[0041] -Chat Switching Unit 563- The chat switching unit 563 switches the voice chat mode (hereinafter referred to as chat mode) of the user between "on," "off," and "linked" in response to a user's operation. In this embodiment, the user can switch the chat mode by operating a user interface such as a button displayed on the display 61 with the controller 63.
[0042] An example of the user interface is shown in Figure 4. In the example of Figure 4, "linked" is selected as the chat mode.
[0043] Here, the "on" chat mode is a mode in which the user's voice transmission and reception is enabled. The "off" chat mode is a mode in which the user's voice transmission is disabled. The "linked" chat mode is a mode in which voice chat is switched between enabled and disabled, taking into account the chat modes of other game devices 5.
[0044] The chat switching unit 563 may transmit a signal (hereinafter referred to as a mode confirmation signal) inquiring about the chat mode set by other game devices 5 (users) in the group to the server device 2. In this example, the chat switching unit 563 transmits the mode confirmation signal to the server device 2 when the chat mode is set to linked mode.
[0045] A mode confirmation signal may be transmitted from the server device 2 to the chat switching unit 563. When the chat switching unit 563 receives the mode confirmation signal from the server device 2, it transmits information indicating the current chat mode (hereinafter, mode information) to the server device 2.
[0046] Here, it is assumed that a first user U1 and a second user U2 are included in the multiple users that make up the group. If the first user U1 has not enabled voice chat, the chat switching unit 563 of the game device 5 of the first user U1 enables voice chat for the first user U1 in accordance with the chat mode setting of the second user U2.
[0047] More specifically, the following are examples of conditions under which the chat switching unit 563 of the game device 5 of the first user U1 enables voice chat for the first user U1. All of these example conditions may be adopted, or some of them may be combined, or only one of them may be adopted.
[0048] (Condition 1) The first user U1 has not set voice chat to on, and the second user U2 has set the chat mode to something other than off (on or linked).
[0049] (Condition 2) A first user U1 does not have voice chat turned on, and a second user U2 who has enabled voice chat belongs to the same group.
[0050] (Condition 3) The distance in the virtual space between the character operated by the first user U1 who has not enabled voice chat and the character operated by the second user U2 who has enabled voice chat is within a specified range (the distance is below a threshold).
[0051] (Condition 4) When a character operated by a first user U1 who has not enabled voice chat and a character operated by a second user U2 who has enabled voice chat are in the same section in the virtual space, examples of the same section include the same room or the same map (area).
[0052] (Condition 5) A first user U1 who has not enabled voice chat and a second user U2 who has enabled voice chat have a predetermined relationship. Examples of the predetermined relationship include a friend relationship, a follow relationship, a follower relationship, a teacher-student relationship, etc.
[0053] In each condition, "the first user U1 has not set voice chat on" corresponds to the case where the chat mode is linked in this embodiment. That is, in this embodiment, "the first user U1 has not set voice chat on" excludes the case where the chat mode is off. However, depending on the implementation, the meaning of the case where "the first user U1 has not set voice chat on" may also include the case where the chat mode is off. Note that in this embodiment, the chat switching unit 563 enables voice chat when condition 1 is met.
[0054] -Audio Transmitter / Receiver 564- The audio transmitting / receiving unit 564 transmits and receives audio in audio chat. For example, when audio chat is enabled, the audio transmitting / receiving unit 564 transmits the user's audio input to the audio processing unit 53 as digital data (hereinafter referred to as chat signal) to the server device 2. When audio chat is disabled, the audio transmitting / receiving unit 564 does not transmit chat signals.
[0055] When the voice transmission / reception unit 564 receives a chat signal from the server device 2, it outputs the chat signal to the audio processing unit 53. The audio processing unit 53 converts the chat signal received from the voice transmission / reception unit 564 into an analog signal and outputs it to the speaker 62.
[0056] <Functional Configuration of the Control Unit 23 in the Server Device 2> The control unit 23 functions as a matching unit 231 and a chat control unit 233 by the CPU executing various programs (see FIG. 2).
[0057] -Matching Section 231- The matching unit 231 accepts and processes a matching request received from the game device 5. Specifically, the matching unit 231 determines (matches) members to form a group from among a plurality of users who have transmitted matching requests, using information included in the matching request. Matching criteria may be determined arbitrarily by the game developer.
[0058] The matching unit 231 sends a matching notification to each user (member) who meets the matching criteria, whereby a plurality of users participating in the game are divided into groups.
[0059] -Chat control section 233- The chat control unit 233 has a function of relaying chat signals. Specifically, the chat control unit 233 transmits chat signals received by the server device 2 from a user (game device 5) to users in the same group as the user. The chat control unit 233 may also transmit chat signals received from a user to users who do not belong to the user's group.
[0060] In response to the mode confirmation signal received from the game device 5 (chat switching unit 563), the chat control unit 233 inquires about the chat mode of the other game devices 5. The chat control unit 233 makes this inquiry by transmitting (transferring) the mode confirmation signal to the game devices 5 of users who belong to the same group as the user of the game device 5 that transmitted the mode confirmation signal.
[0061] When the chat control unit 233 receives mode information from another game device 5, it transmits (transfers) the mode information to the game device 5 that made the chat mode inquiry.
[0062] <<Example of operation>> 5 is a flowchart illustrating the operation of the game system 1. In this example, two players (a first user U1 and a second user U2) are participating in the game. The first user U1 and the second user U2 wish to participate in a quest with multiple people (group activity).
[0063] The first user U1 and the second user U2 operate the game device 5 to transmit a matching request to the server device 2 (steps S01 and S02). In the server device 2, the matching unit 231 receives the matching request (step S03).
[0064] The matching unit 231 matches members to form a group using information included in the matching request. Here, it is assumed that a first user U1 and a second user U2 are matched to form a group. The matching unit 231 transmits a matching notification to the game device 5 of the first user U1 and the game device 5 of the second user U2 (step S04).
[0065] The matching request unit 561 of the game device 5 of the first user U1 and the game device 5 of the second user U2 receives the matching notification. Each matching request unit 561 writes necessary information to a semiconductor memory or the like (steps S05 and S06).
[0066] The second user U2 can set the chat mode (step S07). The chat switching unit 563 controls the voice chat function in accordance with the setting (step S08). Here, it is assumed that the second user U2 performs an operation to set the chat mode on (step S07). In response to the operation, the chat switching unit 563 activates the voice chat in the game device 5 of the second user U2 (step S08).
[0067] The first user U1 can also set the chat mode (step S09). Here, it is assumed that the first user U1 performs an operation to set the chat mode to linked mode (step S09). If the chat mode is linked mode, the chat switching unit 563 transmits a mode confirmation signal to the server device 2 (step S10).
[0068] When the server device 2 receives the mode confirmation signal, it transmits (relays) the mode confirmation signal to the game device 5 of the user in the same group as the sender of the signal (step S11). In the example of Fig. 5, the server device 2 transmits the mode confirmation signal to the game device 5 of the second user U2.
[0069] Upon receiving the mode confirmation signal from the server device 2 (step S12), the game device 5 of the second user U2 transmits mode information to the server device 2 (step S13). The server device 2 receives the mode information transmitted from the game device 5 of the second user U2 (step S14). In the server device 2, the chat control unit 233 transmits the mode information to the game device 5 of the first user U1 (the sender of the mode confirmation signal) (step S14).
[0070] The game device 5 of the first user U1 controls the voice chat according to the mode information (step S15). In the example of FIG. 5, the second user U2, who is in the same group as the first user U1, has set the chat mode to ON. Therefore, the above-mentioned condition 1 is met. Since the condition for activating voice chat is met, the chat switching unit 563 activates voice chat for the first user U1 (step S15).
[0071] Once user matching is complete, the server device 2 waits for the game to start. Once the game starts, the character control unit 562 of each game device 5 moves the player character in the virtual space in response to user operations. The character control unit 562 also moves non-player characters and predetermined objects in the virtual space.
[0072] Now, let us consider a situation in which the first user U1 needs to communicate something to the second user U2 by voice during a game (e.g., during a match). In this case, the first user U1 simply inputs the voice into the game device 5 using a microphone. In other words, the first user U1 does not need to set the chat mode at this point.
[0073] In the game device 5 of the first user U1, the voice transmitting / receiving unit 564 transmits the voice input from the first user U1 as a chat signal to the server device 2 (step S16). In the server device 2, the chat control unit 233 relays the chat signal (step S17). In this example, the chat control unit 233 transmits the chat signal from the first user U1 to the game device 5 of the second user U2.
[0074] In the game device 5 of the second user U2, the voice transmitting / receiving unit 564 receives the chat signal (step S18). In the game device 5 of the second user U2, the voice transmitted by the first user U1 is reproduced.
[0075] By the above operation, in the game system 1, a voice chat can be established between the first user U1 and the second user U2 without the need to set the chat mode each time during the game.
[0076] To summarize the above, the present embodiment causes a computer (control units 23, 56) to function as a character control unit 562 that operates multiple characters in a virtual space in response to operations by multiple users, and a chat switching unit 563 that accepts settings for enabling or disabling voice chat from the users, the multiple users including a first user and a second user, and the chat switching unit 563 is a program that enables the voice chat of the first user in accordance with the second user's setting for enabling or disabling the voice chat when the first user has not enabled the voice chat.
[0077] Effect of this embodiment As described above, when a predetermined condition is met, voice chat is automatically enabled in the game system 1. Therefore, the game system 1 can reduce the hassle of switching chat on and off during a game.
[0078] Furthermore, in the game system 1, the establishment of a predetermined condition is required for enabling voice chat. Therefore, it is possible to reduce the possibility that voice chat will be enabled when it is not necessary (for example, when the chat mode of the same group member is off).
[0079] [Other embodiments] The uses of virtual space are not limited to games. For example, the administrator of the virtual space (which can be said to be the user of the program) can provide various services through the virtual space (such as use as a so-called metaverse).
[0080] When voice chat is automatically enabled, it is preferable to display a message to that effect on the display 61 or to notify the user by a voice message.
[0081] A display may be provided on the display 61 so that users who have the chat mode on can be distinguished from users who have the chat mode linked.
[0082] The voice chat function may be implemented in a program external to the game system 1. If the voice chat function is implemented in an external program, the game program may control whether the voice chat is enabled or disabled in the external program. More specifically, the game program may send a signal to enable or disable the voice chat to the external program.
[0083] After the voice chat is automatically enabled, it may remain enabled, or may be disabled after the game ends or a predetermined game situation ends.
[0084] The game situation may be used as a condition for automatically enabling voice chat. For example, when the player character's stamina is low, it is conceivable to enable voice chat with a character (user) who can use recovery magic. Also, when a first user who has not enabled voice chat and a second user who has enabled voice chat are in an antagonistic relationship in the game, it is conceivable to enable voice chat for the first user. These conditions may be used alone or in combination with each other. These conditions may be combined with one or more of the above-mentioned conditions 1 to 3.
[0085] The processing that was previously performed by the game device 5 may be performed by the server side instead, or the processing may be shared between the server device 2 and the game device 5.
[0086] The exchange of mode confirmation signals and mode information between virtual space control devices (game devices 5) does not necessarily have to be performed via a server device. For example, the exchange of mode confirmation signals and mode information may be performed using a Peer to Peer (P2P) method.
[0087] The effects of the present 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. [Explanation of symbols]
[0088] 5. Game device (virtual space control device) 22 Memory section 55 Storage section 56 Control Unit 562 Character Control Unit 563 Chat Switching Unit U1 First User U2 Second user
Claims
1. Computer, a character control unit that controls a plurality of characters in a virtual space in response to operations by a plurality of users; functioning as a chat switching unit that accepts voice chat mode settings from the user; the plurality of users includes a first user and a second user; The modes include a linked mode in which the voice chat of the first user is switched between enabled and disabled in consideration of the voice chat mode of the second user; the chat switching unit, when the first user has not enabled the voice chat, enables the voice chat of the first user in accordance with a setting of enabling / disabling the voice chat of the second user; The first user not enabling the voice chat means that the chat mode is a linked mode. program.
2. In the program of claim 1, The plurality of users are divided into groups, The chat switching unit enables the voice chat of the first user when the first user who has not enabled the voice chat and the second user who has enabled the voice chat belong to the same group. program.
3. In the program of claim 1 or claim 2, The chat switching unit enables the voice chat of the first user when a distance in the virtual space between a character operated by the first user who has not enabled the voice chat and a character operated by the second user who has enabled the voice chat is within a predetermined range. program.
4. In the program of claim 1 or claim 2, causing the computer to function as a game progression unit that progresses a competitive game in the virtual space based on an operation by the user; The chat switching unit enables the voice chat of the first user when the first user who has not enabled the voice chat and the second user who has enabled the voice chat are in an antagonistic relationship in the game. program.
5. In the program of claim 1 or claim 2, In the case where the voice chat function is implemented in a program external to the program, The chat switching unit controls the setting of whether the voice chat is enabled or disabled in the external program. program.
6. a storage unit that stores the program of claim 1 or claim 2; a control unit that executes the program; A virtual space control device equipped with the device.
Citation Information
Patent Citations
Interaction method and device based on virtual character, electronic equipment and storage medium
CN114272618A
Program, information storage medium, and game device
JP2010035908A
Game system, game device, game processing method, and program
JP2012040055A
Voice chat management device and method
JP2016005131A
Information processor, image data transmission method and information processing system
JP2016042238A