Game system, program and information processing device

The game system enables defeated players to interfere with ongoing battle royale games, enhancing engagement by allowing them to influence surviving characters through analyzed interference content, thus addressing the uninteresting experience of watching the game conclude.

JP7767525B2Active Publication Date: 2025-11-11BANDAI NAMCO ENTERTAINMENT INC
View PDF 3 Cites 0 Cited by

Patent Information

Application Number
JP2024130771
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-08-07
Publication Date
2025-11-11
Estimated Expiration
2038-12-27

AI Technical Summary

Technical Problem

In traditional battle royale games, players who are defeated and leave the game must watch the progress until it ends, which is often uninteresting.

Method used

A game system that allows players who have withdrawn from a competitive game to interfere with the game by determining interference content based on the game situation analysis, enabling them to influence other surviving characters through various interference methods.

Benefits of technology

Enhances player engagement by allowing defeated players to continue influencing the game, increasing interest and interaction with the remaining players.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007767525000001
    Figure 0007767525000001
  • Figure 0007767525000002
    Figure 0007767525000002
  • Figure 0007767525000003
    Figure 0007767525000003
Patent Text Reader

Abstract

To provide game system and program that allow a player who has withdrawn from a match game to interfere with the match game, and affect other existing characters.SOLUTION: When a character that is an operation target of a player withdraws from a match game, a game situation on the withdrawal is analyzed with the player as a player who has withdrawn, an interference content for the player who has withdrawn to interfere with other existing characters is determined on the basis of a result of the analysis, the content being different from the content when the character as an operation target of the player who has withdrawn is existing. Interference processing is executed according to the interference content on the basis of an operation input of the player who has withdrawn.SELECTED DRAWING: Figure 18
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present invention relates to a game system and a program. [Background technology]

[0002] Traditionally, so-called battle royale games (also called "battrois games," "battle royal games," or "survival games") have been very popular in games in which multiple players participate, in which a predetermined playing area of ​​the game space (game field) in which each character is placed shrinks, and players fight until only one player's character remains (or until the team to which the player's character belongs remains). (Non-Patent Document 1) [Prior art documents] [Non-patent literature]

[0003] [Non-Patent Document 1] Knives Out official website [Searched October 1, 2018] (https: / / www.knivesout.jp / ) Summary of the Invention [Problem to be solved by the invention]

[0004] In the technology disclosed in Non-Patent Document 1, a player who is defeated by another player and leaves the competitive game must watch the progress of the game until it ends, which is often uninteresting.

[0005] The present invention has been made to solve the above-mentioned problems, and its purpose is to provide a game system and program that allows a player who has withdrawn from a competitive game to interfere with the competitive game and have influence over other surviving characters. [Means for solving the problem]

[0006] (1) In order to solve the above problems, the present invention provides: A game system in which characters to be operated by a plurality of players are placed in a game space to play a competitive game, an analysis unit that, when a character operated by a player leaves the fighting game, designates the player as a leaving player and analyzes the game situation regarding the leaving; an interference content determination unit that determines interference content for the departing player to interfere with another surviving character, the interference content being different from that when the character operated by the departing player is surviving, based on the analysis result of the analysis unit; and an interference processing unit that executes interference processing in accordance with the interference content.

[0007] According to the present invention, a player who has withdrawn from a fighting game can still interfere with the fighting game thereafter and can have influence over other surviving characters.

[0008] In addition, when a character controlled by a player leaves a competitive game, it may do so because it is attacked by another character, or because the character controlled by the player takes some action (for example, it dies by detonating its own ammunition).

[0009] The "game situation regarding withdrawal" refers to the circumstances under which the withdrawal occurred, the process leading up to the withdrawal, etc.

[0010] Furthermore, the "contents of interference" include the content of the interference process itself, parameters related to interference (interference possibility parameters, interference level indicating the degree of interference), etc. Furthermore, in the present invention, the content of interference may be determined when the player leaves, or may be determined in the future.

[0011] Furthermore, "executing interference processing" means, for example, executing interference processing based on an operation input by the leaving player, or automatically executing interference processing without relying on an operation by the leaving player.

[0012] (2) Furthermore, the game system according to the present invention includes: The interference content determination unit A selection of another character from among the surviving other characters may be accepted based on an operation input by the departing player, the selected other character may be determined as a character to be interfered with, and the type of interference with the character to be interfered with may be determined.

[0013] According to the present invention, the player can interfere with the character he or she has selected.

[0014] (3) Furthermore, the game system according to the present invention includes: The analysis unit determining whether or not a character operated by the departing player has been attacked by another character before the departing player; The interference content determination unit If the analysis unit determines that the character operated by the departing player was attacked by another character before the departing player, the other character may be determined to be the character to be interfered with.

[0015] According to the present invention, if a player who has left is attacked by another character before leaving, the player determines that other character as the character to be interfered with, and can therefore determine the type of interference to hinder the actions of the other character, for example, thereby increasing the interest in the game.

[0016] (4) Furthermore, the game system according to the present invention includes: The analysis unit determining whether or not the character operated by the departing player has left due to an attack from a specific other character; The interference content determination unit If the analysis unit determines that the character operated by the departing player has left due to an attack from a specific other character, the specific other character may be determined to be the character to be interfered with.

[0017] According to the present invention, it is possible to interfere with the other character that caused the character to leave.

[0018] (5) Furthermore, the game system according to the present invention includes: The interference content determination unit The content of the interference may be determined based on at least one of the type of attack received from the character to be interfered with, attack parameters, attack attributes, and attack timing from the start of the game.

[0019] According to the present invention, the interference content (e.g., the number and types of interference that can be performed) is determined taking into consideration the type of attack of the character being interfered with, so that the type of attack received by the departing player can be reflected in the interference content.

[0020] (6) Furthermore, the game system according to the present invention includes: The analysis unit determining whether or not the character operated by the departing player was supported by another character before the departing player; The interference content determination unit If the analysis unit determines that the character operated by the departing player was supported by another character before the departing player, the other character may be determined to be the character to be interfered with.

[0021] According to the present invention, if the character operated by the departing player is supported by another character before the player leaves, the other character is determined to be the character to be interfered with, so that, for example, the content of the interference to help the other character can be determined, thereby increasing the interest in the game.

[0022] (7) Furthermore, the game system according to the present invention includes: The interference content determination unit The content of the interference may be determined based on at least one of the type of support received from the character to be interfered with, parameters related to the support, support attributes, and support timing from the start of the game.

[0023] According to the present invention, the interference content (e.g., the number and types of interference that can be performed) is determined taking into consideration the type of support provided by the character being interfered with, so that the type of support received by the departing player can be reflected in the interference content.

[0024] (8) Furthermore, the game system according to the present invention includes: The interference content determination unit The parameters relating to the fighting game of the character to be interfered with may be changed.

[0025] According to the present invention, the parameters relating to the fighting game of the interfering character are changed, so that the leaving player can influence the interfering character to put it in an advantageous or disadvantageous situation.

[0026] (9) Furthermore, the game system according to the present invention includes: The interference processing unit An interference process may be executed in accordance with the interference content based on an operation input by the leaving player.

[0027] According to the present invention, interference processing can be executed according to the interference content at the will of the leaving player.

[0028] (10) Furthermore, the game system according to the present invention includes: The interference processing unit Based on an operation input by the leaving player, a selection of an interference type to be executed from among the interference types determined by the interference type determination unit may be accepted, and the selected interference type may be executed.

[0029] According to the present invention, the leaving player can select the type of interference to be performed, and can perform the interference that the leaving player desires.

[0030] (11) Furthermore, the game system according to the present invention includes: The interference content determination unit Determine the interference value according to the interference content, The interference processing unit The interference content may be executed on the condition that an interference value corresponding to the interference content is consumed from the interference possible parameters.

[0031] According to the present invention, interference content is executed on the condition that interference parameters are consumed (decreased), so interference play is performed while being conscious of the remaining amount of interference parameters, thereby increasing the interest of the game.

[0032] (12) Furthermore, the game system according to the present invention includes: The interference content determination unit When an interference change condition is satisfied, the interference content may be changed.

[0033] According to the present invention, the interference content is changed when the interference change condition is satisfied, which can further increase the entertainment value of the game.

[0034] (13) Furthermore, the game system according to the present invention includes: The interference content determination unit The character that is the target of interference may be controlled so as to be changeable, and when the character that is the target of interference is changed, the content of interference with the changed character that is the target of interference may be determined.

[0035] According to the present invention, since the interfering character is changeably controlled, appropriate interference processing can be performed in accordance with the progress of the game. Furthermore, when the interfering character is changed, the present invention determines the interference content for the changed interfering character, so that appropriate interference content can be determined for the interfering character each time the character is changed.

[0036] (14) Furthermore, the game system according to the present invention includes: The interference processing unit When an interference termination condition is satisfied, the interference processing may be prohibited.

[0037] According to the present invention, interference processing is prohibited when the interference termination condition is satisfied, so that interference processing can be appropriately prohibited.

[0038] (15) Furthermore, the game system according to the present invention includes: The game system may further include a notification unit that notifies other players operating the character to be interfered with of information indicating that the departing player is interfering with the character to be interfered with, and / or that notifies other players operating surviving characters other than the character to be interfered with of information indicating that the departing player is interfering with the character to be interfered with.

[0039] According to the present invention, other players operating characters that are the subject of interference can know that they are being interfered with, and can play the game while being aware of, for example, whether they are being cursed by an enemy or protected by an ally.

[0040] Furthermore, according to the present invention, other players operating surviving characters other than the character being interfered with can know that the departing player is interfering with the character being interfered with, and can play the game while being aware of, for example, who is cursed by whom or who is protected by whom.

[0041] (16) The present invention also provides A program for playing a competitive game in which characters to be operated by a plurality of players are placed in a game space, an analysis unit that, when a character operated by a player leaves the fighting game, designates the player as a leaving player and analyzes the game situation regarding the leaving; an interference content determination unit that determines, based on the analysis result of the analysis unit, instruction content different from that when the character operated by the departing player is alive, interference content for the departing player to interfere with another surviving character; The present invention relates to a program that causes a computer to function as an interference processing unit that executes interference processing in accordance with the type of interference.

[0042] The present invention also relates to a computer-readable information storage medium storing the program, a server device having the above configuration, and a game device having the above configuration. [Brief explanation of the drawings]

[0043] [Figure 1] FIG. 1 is a diagram showing an example of a system configuration illustrating the configuration of a game system according to an embodiment. [Figure 2] FIG. 2 is a diagram illustrating functional blocks of a server device according to an embodiment. [Figure 3] FIG. 2 is a diagram illustrating functional blocks of a terminal device according to an embodiment. [Figure 4] FIG. 10 is a diagram showing an example of an analysis result according to an embodiment. [Figure 5] FIG. 10 is a diagram showing an example of an analysis result according to an embodiment. [Figure 6] FIG. 10 is a diagram showing an example of an analysis result according to an embodiment. [Figure 7] FIG. 10 is a diagram showing an example of an analysis result according to an embodiment. [Figure 8] 10 shows an example of a game screen GA displayed on the terminal device 20A of the departing player P1 according to an embodiment. [Figure 9] 10 shows an example of a game screen GA displayed on the terminal device 20A of the leaving player P1 according to an embodiment. [Figure 10] 10 shows an example of a game screen GA displayed on the terminal device 20A of the departing player P1 according to an embodiment. [Figure 11] 10 shows an example of a game screen GA displayed on the terminal device 20A of the departing player P1 according to an embodiment. [Figure 12] 10 shows an example of a game screen GB displayed on the terminal device 20B of a player P2 who controls a character C2 that is an interference target according to an embodiment. [Figure 13] Figures 13(A), (B), and (C) are examples of foggy images. [Figure 14] 10 illustrates an example of a list of interference contents according to an embodiment. [Figure 15]10 shows an example of a game screen GB displayed on the terminal device 20B of a player P2 who controls a character C2 that is an interference target according to an embodiment. [Figure 16] 10 shows an example of a game screen GC displayed on the terminal device 20C of a player P3 who controls a character C3 that is an interference target according to an embodiment. [Figure 17] 10 is an example of an image GE displayed on the terminal device 20E of a player P5 who controls a character C5 according to an embodiment. [Figure 18] 10 shows an example of a processing flow in the terminal device 20A of the leaving player P1 in an embodiment when the player P1 leaves. DETAILED DESCRIPTION OF THE INVENTION

[0044] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the content of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily essential constituent elements of the present invention.

[0045] [1] Game System First, the outline and general configuration of a game system 1 according to this embodiment will be described with reference to Fig. 1. Fig. 1 is a diagram showing an example of a system configuration showing the configuration of the game system 1 according to this embodiment.

[0046] As shown in FIG. 1, the game system 1 of this embodiment is configured such that a server device 10 that provides game services and terminal devices 20 (e.g., terminal devices 20A, 20B, 20C) are connectable to the Internet (an example of a network).

[0047] By accessing the server device 10 from the terminal device 20, the user can play the game transmitted from the server device 10 via the Internet. Furthermore, by accessing the server device 10 from the terminal device 20, the user can communicate with other users.

[0048] The server device 10 is an information processing device capable of providing a service that allows users to play games using terminal devices 20 connected for communication via the Internet. The server device 10 may also function as an SNS server that provides communication-type services. Here, the SNS server may be an information processing device that provides a service that allows communication between multiple users.

[0049] Furthermore, when the server device 10 functions as an SNS server, for example, it is capable of providing a game called a social game that is executed using the operating environment (API (Application Programming Interface), platform, etc.) of the SNS it provides.

[0050] In particular, the server device 10 is capable of providing games that are provided on the web browser of the terminal device 20, such as browser games (games that can be started simply by opening the installation site in the web browser) created in various languages, such as HTML, FLASH, CGI, PHP, shockwave, Java (registered trademark) applet, and JavaScript (registered trademark).

[0051] Unlike existing online games, social games include games that can be played using only a web browser and an SNS account, without requiring dedicated client software. The server device 10 is configured to provide an online game that can be connected to other users' devices (smartphones, PCs, game consoles, etc.) via a network and simultaneously share the same game progress online.

[0052] On the other hand, the server device 10 may be configured with one (device, processor) or multiple (devices, processors).

[0053] Information such as billing information and game information stored in the memory area of ​​the server device 10 (memory unit 140 described later) may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or the Internet), or when functioning as an SNS server, information such as player information storage unit 146 stored in the memory area may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or the Internet).

[0054] Specifically, the server device 10 of this embodiment receives input information based on the operation of the user of the terminal device 20 (i.e., the player who executes the game), and performs game processing based on the received input information. The server device 10 then transmits game processing results to the terminal device 20, and the terminal device 20 performs various processes to provide the game processing results received from the server device 10 to the terminal device 20 so that the user can view them.

[0055] The terminal device 20 is an information processing device such as a smartphone, a mobile phone, a PHS, a computer, a game device, a PDA, a portable game machine, an image generating device, or the like, and is a device that can be connected to the server device 10 via a network such as the Internet (WAN) or a LAN. The communication line between the terminal device 20 and the server device 10 may be wired or wireless.

[0056] The terminal device 20 also has a web browser capable of viewing web pages (HTML data). That is, the terminal device 20 has a communication control function for communicating with the server device 10, a web browser function for performing display control using data received from the server device 10 (web data, data created in HTML format, etc.), and a web browser function for transmitting user operation data to the server device 10, and is configured to perform various processes for providing a game screen to the user and allowing the user to play a game. However, the terminal device 20 may also acquire game control information provided from the server device 10, perform predetermined game processing, and play a game based on the game processing.

[0057] Specifically, when the terminal device 20 makes a request to the server device 10 to play a predetermined game, the terminal device 20 is connected to the game site of the server device 10 and the game starts. In particular, the terminal device 20 is configured to use an API as necessary to cause the server device 10 functioning as an SNS server to perform predetermined processing, or to acquire the player information storage unit 146 managed by the server device 10 functioning as an SNS server, and execute the game.

[0058] [2] Server device Next, the server device 10 of this embodiment will be described with reference to Fig. 2. Fig. 2 is a diagram showing functional blocks of the server device 10 of this embodiment. The server device 10 of this embodiment may have a configuration in which some of the components (units) of Fig. 2 are omitted.

[0059] The server device 10 includes an input unit 150 for use in input by the administrator and others, a display unit 190 for displaying predetermined information, an information storage medium 180 in which predetermined information is stored, a communication unit 196 for communicating with terminal devices 20 and others, a processing unit 100 for executing processing mainly related to the game to be provided, and a memory unit 140 for storing various data mainly used in the game.

[0060] The input unit 150 is used by a system administrator or the like to input game-related settings and other necessary settings and data. For example, the input unit 150 in this embodiment is configured with a mouse, keyboard, and the like.

[0061] The display unit 190 displays an operation screen for the system administrator. For example, the display unit 190 of this embodiment is configured by a liquid crystal display or the like.

[0062] The information storage medium 180 (computer-readable medium) stores programs, data, etc., and its functions are realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.

[0063] The communication unit 196 performs various controls for communicating with the outside (e.g., terminals, other servers, or other network systems), and its functions are configured by hardware such as various processors or communication ASICs, programs, etc.

[0064] The storage unit 140 serves as a work area for the processing unit 100, the communication unit 196, etc., and its functions are realized by RAM (VRAM), etc. The information stored in the storage unit 140 may be managed by a database.

[0065] In addition to the main memory unit 142, the memory unit 140 of this embodiment also has a game data memory unit 144 in which game information indicating information about the game is stored, a player information memory unit 146 in which player information indicating information about each player is stored, and an analysis result memory unit 147.

[0066] In particular, the game data storage unit 144 stores information about the game space (game field) in which the game is played, information about each character, information about the virtual camera, and other setting values ​​used in the game.

[0067] In addition, the player information storage unit 146 stores the following information for each player: (1) The player's nickname, player ID, and if the player belongs to a team, the name of the team and its ID (hereinafter referred to as "affiliation information"); (2) Information regarding individual and team performance, such as current points, earned rewards, or game time (hereinafter also referred to as "performance information"); (3) Information regarding the characteristics and attributes of the player character and the types of items (including the abilities of the items) possessed by the player character (4) Information regarding the results of a match against other player characters or teams in a match game against other player characters or teams, such as the number of wins and losses (hereinafter also referred to as "match results information"); (5) location information indicating the location of each player or team within the game field; (6) Information on whether or not a player has been defeated (whether or not the game is over) (hereinafter also referred to as "defeat information"); and (7) Information regarding billing, such as billing history and billing amounts; is stored.

[0068] The performance information, battle record information, and defeat information included in the player information are updated at predetermined intervals, such as every five minutes, when the player logs out, at a predetermined time in the game (e.g., 8:00 AM), or when a predetermined event occurs (when one of the individual or team matches ends).

[0069] The analysis result storage unit 147 stores the analysis results of analyzing the game situation related to withdrawal from the competitive game for each player.

[0070] The processing unit 100 performs various processes using the main memory unit 142 in the memory unit 140 as a work area. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.

[0071] The processing unit 100 performs various processes of this embodiment based on programs (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs for causing a computer to function as each unit of this embodiment (programs for causing a computer to execute the processing of each unit).

[0072] For example, the processing unit 100 (processor) controls the entire server device 10 based on a program stored in the information storage medium 180, and performs various processes such as controlling the transfer of data between the various units. Furthermore, the processing unit 100 performs processes to provide various services in response to requests from the terminal device 20.

[0073] Specifically, the processing unit 100 of this embodiment includes at least a communication control unit 101, a Web processing unit 102, a game management unit 103, a timer management unit 107, and an information providing unit .

[0074] The communication control unit 101 performs processing to transmit and receive data to and from the terminal device 20 via the network. That is, the server device 10 performs various processing based on information received from the terminal device 20, etc. by the communication control unit 101. In particular, the communication control unit 101 of this embodiment performs processing to transmit information about a game screen to the terminal device 20 of a player based on a request from the terminal device 20 of that player.

[0075] The Web processing unit 102 functions as a Web server. For example, the Web processing unit 102 performs a process of transmitting data in response to a request from a Web browser installed in the terminal device 20, and a process of receiving data transmitted by the Web browser of the terminal device 20, via a communication protocol such as HTTP (Hypertext Transfer Protocol).

[0076] In this embodiment, the server device 10 is described as having a function as an SNS server, but the server device 10 may be formed as a server for the game and a server for the SNS separately. Also, the game processing of this embodiment may be performed in part or in whole by the server device 10, or in part by the terminal device 20.

[0077] The game management unit 103 works in conjunction with the terminal device 20 and executes various game processes relating to the battle royale for each player based on the player's operations input via the terminal device 20.

[0078] The game management unit 103 manages various information related to the game and various information related to the virtual camera (for example, information related to the virtual camera), and transmits the various information related to the game to each terminal device 20.

[0079] For example, the game management unit 103 executes various processes for imposing given constraints on each player's character in accordance with the playing area present in the game field (that is, the game space) where the game is played.

[0080] The game management unit 103 executes control over preset characters such as NPCs.

[0081] The timer management unit 107 has a timer function and is used to manage the progress of the game. In particular, the timer management unit 107 works in conjunction with the game management unit 103 to output the current time and preset times to each unit. The timer management unit 107 is also used to synchronize with each terminal device.

[0082] The information providing unit 108 generates various types of game information to cause the terminal device 20 to process the game, and provides the information to the terminal device 20 in question.

[0083] [3] Terminal device Next, the terminal device 20 of this embodiment will be described with reference to Fig. 3. Fig. 3 is an example of a functional block diagram showing the configuration of the terminal device of this embodiment. Furthermore, the terminal device 20 of this embodiment may have a configuration in which some of the components (units) of Fig. 3 are omitted.

[0084] The input unit 260 is used by the player to input operation data, and this function can be realized by a touch panel or a touch panel display, etc. That is, the input unit 260 includes a detection unit 262 that can detect two-dimensional pointed position coordinates (x, y) on a screen on which an image is displayed. For example, the input unit 260 includes a detection unit 262 that can detect two-dimensional contact position coordinates (x, y) in a contact detection area (touch panel).

[0085] The touch operation on the display screen (hereinafter referred to as "touch panel" unless otherwise specified) may be performed using a fingertip or an input device such as a touch pen.

[0086] The input unit 260 may also include a button, lever, keyboard, steering wheel, microphone, acceleration sensor, etc., which can input operation information (operation signal) other than the indicated position.

[0087] The storage unit 270 serves as a work area for the processing unit 200, the communication unit 296, etc., and its functions can be realized by RAM (VRAM) or the like. The storage unit 270 of this embodiment includes a main storage unit 271 used as a work area, an image buffer 272 in which final display images and the like are stored, a player information storage unit 273 that indicates information about players, a game data storage unit 274 that stores various data necessary for executing the game, such as table data, and an analysis result storage unit 275. Note that some of these may be omitted, or the storage unit 140 of the server device 10 may form part of them.

[0088] The information storage medium 280 (computer-readable medium) stores programs, data, etc., and its functions can be realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.

[0089] Furthermore, a program for causing a computer to function as each unit of this embodiment (a program for causing a computer to execute the processing of each unit) can be stored in the information storage medium 280. Note that the processing unit 200 performs various processes of this embodiment based on the program (data) stored in the information storage medium 280, as will be described later.

[0090] The display unit 290 outputs the image generated by this embodiment, and its function can be realized by a CRT, LCD, touch panel display, HMD (head mounted display), or the like.

[0091] In particular, in this embodiment, the display unit 290 also functions as an input unit 260 where the player operates the game by using a touch panel display. Here, the touch panel may be, for example, a resistive type (four-wire type, five-wire type), a capacitance type, an electromagnetic induction type, an ultrasonic surface acoustic wave type, or an infrared scanning type.

[0092] The sound output unit 292 outputs the sound generated by this embodiment, and its function can be realized by a speaker, headphones, or the like.

[0093] The communication unit 296 performs various controls for communication with the outside (for example, a host device or other terminal device), and its functions can be realized by hardware such as various processors or communication ASICs, or programs.

[0094] The terminal device 20 may receive, via a network, programs and data for causing a computer to function as each unit of the present embodiment, which are stored in the information storage medium 180 or the storage unit 140 of the server device 10, and store the received programs and data in the information storage medium 280 or the storage unit 270. Such cases in which the terminal device 20 functions by receiving programs and data are also included within the scope of the present invention.

[0095] The processing unit 200 (processor) performs processing such as game processing, image generation processing, or sound generation processing in conjunction with the server device 10 based on input data from the input unit 260, programs, and the like.

[0096] In particular, in this embodiment, game processing includes processing for starting a game when a game start condition is satisfied, processing for progressing the game, processing for placing objects such as a player object and an enemy object, processing for displaying objects, processing for calculating the game result, and processing for ending a game when a game end condition is satisfied.

[0097] The processing unit 200 performs various processes using the storage unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.

[0098] In particular, the processing unit 200 of this embodiment includes an object space setting unit 210, a display control unit 211, an input reception processing unit 212, a game control unit 213, a game calculation unit 215, a virtual camera control unit 217, a game management unit 218, an analysis unit 221, an interference content determination unit 222, an interference processing unit 223, a notification unit 224, an image generation unit 230, and a sound processing unit 231. Also, some of these units may be omitted.

[0099] The object space setting unit 210 performs processing to place and set various objects (objects composed of primitive surfaces such as sprites, billboards, polygons, free-form surfaces or subdivision surfaces) representing display objects such as objects (player objects, moving objects, enemy objects), movement paths, buildings, trees, pillars, walls, maps (terrain), etc. in object space.

[0100] Specifically, the object space setting unit 210 determines the position and rotation angle (synonymous with orientation and direction) of the object (model object), and places the object at that position (X, Y) or (X, Y, Z) at that rotation angle (rotation angle around the X, Y axes) or (rotation angle around the X, Y, Z axes).

[0101] Here, the object space includes both so-called virtual two-dimensional space and virtual three-dimensional space. Two-dimensional space is a space in which an object is placed, for example, using two-dimensional coordinates (X, Y), and three-dimensional space is a space in which an object is placed, for example, using three-dimensional coordinates (X, Y, Z).

[0102] When the object space is a two-dimensional space, the objects are arranged based on the priority set for each of the multiple objects. For example, objects (sprites) that you want to appear to be in the background can be arranged in order, and objects that you want to appear to be in the foreground can be arranged on top of each other.

[0103] Furthermore, by placing an object with a large drawing size below the image and placing an object with a small drawing size above the image, the object space corresponding to the top of the screen can be made to appear to be at the back, and the object space corresponding to the bottom of the screen can be made to appear to be at the front.

[0104] When the object space is a three-dimensional space, the object is placed in the world coordinate system.

[0105] The display control unit 211 causes the display unit 290 to display information required during the game based on information transmitted from the server device 10.

[0106] The input reception processing unit 212 receives input instructions from the player input via the input unit 260, and outputs the received input instructions to the game control unit 213. For example, the input reception processing unit 212 receives movement instructions and action instructions for a character operated by the player.

[0107] The game control unit 213 executes game processing based on the command received by the input reception processing unit 212 .

[0108] In particular, the game control unit 213 controls the character to be operated (i.e., the player character), or the enemy character and other associated characters, based on various information (game information) about the game sent from the server device 10 and the commands (i.e., input instructions) received by the input reception processing unit 212.

[0109] The game control unit 213 also includes a movement control unit 214. For example, the movement control unit 214 performs movement calculations for moving objects (particularly, each character) within the object space. For example, the movement control unit 214 moves the character operated by the player based on the operation input by the player. The movement control unit 214 also receives movement information for the character operated by the other player from the terminal device 20 of the other player via the server device 10, and controls the movement of the other character based on the movement information. The movement control unit 214 of this embodiment also receives movement information for non-player characters from the server device 10, and controls the movement of the non-player characters based on the movement information.

[0110] In addition, the game control unit 213 performs processing to move a moving object within the object space or to control the behavior (motion, animation) of the moving object based on game information transmitted from the server device 10, and input data or a program (movement algorithm) and various data (motion data) input by the player via the input unit 260.

[0111] Specifically, the game control unit 213 of this embodiment performs simulation processing to sequentially obtain object movement information (movement direction, movement amount, movement speed, position, rotation angle, or acceleration) and operation information (position or rotation angle of each part object) for each frame. Here, a frame is a unit of time for performing object movement processing, operation processing (simulation processing), and image generation processing. In this embodiment, the frame rate may be fixed or may be variable depending on the processing load.

[0112] Furthermore, the game control unit 213 may be executed in conjunction with the server device 10, or a part or all of the game control unit 213 may be formed in the server device 10.

[0113] The game calculation unit 215 performs various game calculation processes. In particular, the game calculation unit 215 performs calculation processes necessary for executing a game, such as forming a predetermined object space for a shooting game, forming an object space based on a map, progressing the game based on a scenario set in advance in response to user operations, fighting between a player character and an enemy character (another character), and managing parameters during the battle.

[0114] The game calculation unit 215 is executed in conjunction with the server device 10, but a part or all of it may be formed in the server device 10.

[0115] The game calculation section 215 includes a parameter variation section 216. The parameter variation section 216 controls the variation of parameters related to the game (parameters such as vitality value, recovery value, attack value, etc.).

[0116] Furthermore, the parameter variation unit 216 may be executed in conjunction with the server device 10, or part or all of the parameter variation unit 216 may be formed in the server device 10.

[0117] The virtual camera control unit 217 controls the virtual camera for generating an image of the game space seen from a given viewpoint. In this case, the virtual camera control unit 217 performs control processing of the virtual camera (viewpoint) for generating an image seen from a given (arbitrary) viewpoint in the object space. Specifically, it performs processing to control the position (X, Y, Z) or rotation angle (rotation angle around the X, Y, Z axes) of the virtual camera (processing to control the viewpoint position or line of sight direction).

[0118] For example, when using a virtual camera to photograph an object (e.g., a character, a ball, or a car) from behind, the position or rotation angle (orientation of the virtual camera) of the virtual camera is controlled so that the virtual camera follows changes in the position or rotation of the object.

[0119] In this case, the virtual camera can be controlled based on information such as the position, rotation angle, or speed of the object obtained by the game control unit 213. Alternatively, the virtual camera may be controlled to rotate at a predetermined rotation angle or move along a predetermined movement path. In this case, the virtual camera is controlled based on virtual camera data for specifying the position (movement path) or rotation angle of the virtual camera.

[0120] The virtual camera may be set as the viewpoint of the player character. If there are multiple virtual cameras (viewpoints), the above control process is performed for each virtual camera.

[0121] In particular, the virtual camera control unit 217 of this embodiment places a virtual camera within the game space.

[0122] Furthermore, the virtual camera control unit 217 may be executed in conjunction with the server device 10, or a part or all of the virtual camera control unit 217 may be formed in the server device 10.

[0123] The game management unit 218 works in conjunction with the server device 10, and based on the player's operations input via the input unit 260, sets player characters and various items to be used in games such as competitive games for each player, and registers them in the player information storage unit 273.

[0124] When a player character operated by a player leaves the fighting game, the analysis unit 221 regards the player as a leaving player and analyzes the game situation relating to the leaving, as will be described in detail later.

[0125] The interference content determination unit 222 determines the content of interference for the departing player to interfere with other surviving characters, which is different from the content when the character (player character) operated by the player is alive, based on the analysis result of the analysis unit 221. Details will be described later.

[0126] The interference processing unit 223 performs interference processing according to the type of interference, as will be described in detail later.

[0127] The image generation unit 230 performs drawing processing based on various information related to image generation transmitted from the server device 10 and the results of various processes (game processes) performed by the processing unit 200, thereby generating an image and outputting it to the display unit (display) 290.

[0128] In particular, the image generated by the image generation unit 230 may be a so-called two-dimensional image or a so-called three-dimensional image. In particular, the image generation unit 230 generates an image that is seen from a virtual camera in the object space and is displayed on the screen.

[0129] Here, when generating a two-dimensional image, the image generation unit 230 draws objects in order from the object with the lowest set priority, and if objects overlap, it overwrites and draws the object with the highest priority.

[0130] Furthermore, when generating a three-dimensional image, the image generation unit 230 of this embodiment first receives object data (model data) including vertex data (position coordinates of vertices, texture coordinates, color data, normal vectors, α values, etc.) of each vertex of an object (model), and performs vertex processing based on the vertex data included in the input object data. Note that when performing vertex processing, vertex generation processing (tessellation, surface division, polygon division) for subdividing polygons may be performed as necessary.

[0131] Vertex processing involves geometry processing such as vertex movement, coordinate transformation (world coordinate transformation, camera coordinate transformation), clipping, perspective transformation, and lighting processing, and based on the results of these processing, the vertex data assigned to the vertices that make up the object is changed (updated, adjusted). Rasterization (scan conversion) is then performed based on the vertex data after vertex processing, and polygon (primitive) faces are associated with pixels. Following rasterization, pixel processing (fragment processing) is performed to draw the pixels that make up the image (fragments that make up the display screen).

[0132] Pixel processing involves various processes such as reading textures (texture mapping), setting / changing color data, semi-transparent compositing, and anti-aliasing to determine the final drawing color of the pixels that make up the image, and outputting (drawing) the drawing color of the perspectively transformed object to the image buffer 272 (frame buffer, buffer that can store image information on a pixel-by-pixel basis; VRAM, rendering target). In other words, pixel processing involves per-pixel processing that sets or changes image information (color, normal, brightness, alpha value, etc.) on a pixel-by-pixel basis.

[0133] This generates an image seen from a virtual camera (given viewpoint) set in the object space. If there are multiple virtual cameras (viewpoints), the image can be generated so that the images seen from each virtual camera can be displayed as split images on one screen.

[0134] The vertex processing and pixel processing performed by the image generation unit 230 may be realized by hardware that makes polygon (primitive) rendering processing programmable using a shader program written in a shading language, known as a programmable shader (vertex shader or pixel shader). A programmable shader allows for programmable vertex-by-vertex and pixel-by-pixel processing, thereby providing a high degree of freedom in the rendering processing content and significantly improving expressiveness compared to fixed hardware-based rendering processing.

[0135] When drawing an object, the image generation unit 230 performs geometry processing, texture mapping, hidden surface removal, alpha blending, and the like.

[0136] Alpha blending (alpha compositing) is a semi-transparent compositing process (normal alpha blending, additive alpha blending, subtractive alpha blending, etc.) based on an alpha value (A value).

[0137] The alpha value is information that can be stored in association with each pixel (texel, dot), and is information in addition to color information. The alpha value can be used as mask information, semi-transparency (equivalent to transparency or opacity), bump information, etc.

[0138] Geometry processing involves performing processes such as coordinate transformation, clipping, perspective projection transformation, and light source calculation on the object. Then, the object data (position coordinates of the object's vertices, texture coordinates, color data (brightness data), normal vectors, α values, etc.) after geometry processing (after perspective projection transformation) is stored in storage unit 270.

[0139] Texture mapping involves mapping textures (texel values) stored in the texture storage section of storage unit 270 onto an object. Specifically, textures (surface properties such as color (RGB), alpha value, etc.) are read from the texture storage section of storage unit 270 using texture coordinates and the like set (assigned) to the vertices of the object, and the texture, which is a two-dimensional image, is mapped onto the object. In this case, processing is performed to associate pixels with texels, and bilinear interpolation is used to interpolate the texels.

[0140] In this embodiment, when an object is drawn, a process of mapping a given texture may be performed. In this case, the color distribution (texel pattern) of the mapped texture can be dynamically changed.

[0141] In this case, textures with different color distributions (pixel patterns) may be dynamically generated, or multiple textures with different color distributions may be prepared in advance and the texture to be used may be dynamically switched. Also, the color distribution of the texture may be changed on an object-by-object basis.

[0142] Hidden surface removal is performed using the Z-buffer method (depth comparison method, Z-test) that uses a Z-buffer (depth buffer) that stores the Z-values ​​(depth information) of the drawing pixels. That is, when drawing a drawing pixel corresponding to an object's primitive, the Z-value stored in the Z-buffer is referenced, and the Z-value in the referenced Z-buffer is compared with the Z-value of the drawing pixel of the primitive. If the Z-value of the drawing pixel is a Z-value that is closer to the virtual camera (for example, a small Z-value), the drawing process for that drawing pixel is performed, and the Z-value in the Z-buffer is updated to the new Z-value.

[0143] In alpha blending (alpha compositing), the image generation unit 230 performs semi-transparent compositing processing (normal alpha blending, additive alpha blending, subtractive alpha blending, etc.) based on an alpha value (A value). The alpha value is information that can be stored in association with each pixel (texel, dot), and is additional information in addition to color information, for example. The alpha value can be used as mask information, semi-transparency (equivalent to transparency or opacity), bump information, etc.

[0144] The sound processing unit 231 performs sound processing based on the results of various processes performed by the processing unit 200 , generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 292 .

[0145] [4] Overview The game system of this embodiment is a so-called battle royale game (also called a "battrois game," "battle royal game," or "survival game") system in which multiple players participate in a game space where characters (for example, 100 characters) are placed, and players' characters fight until they are the last one (or the last team) left. If a player is the last one (or the last team) left, they win.

[0146] The server device 10 constituting the game system 1 of this embodiment works in conjunction with the terminal devices 20 operated by each player, and is configured to form, for example, one game space (i.e., a game field in a virtual three-dimensional space), and within that game field, play a competitive game such as a shooting game or an action game using characters controlled by each player.

[0147] The server device 10 also has a configuration in which a plurality of characters move within a game space to execute a game, and provides information about the game to the terminal device 20.

[0148] In particular, when the stamina value (also called HP value or life value) of a player character (a character controlled by a player) reaches 0 and the character withdraws from a competitive game, the terminal device 20 of this embodiment analyzes the game situation regarding the withdrawal and determines the content of the interference to be performed on other surviving characters based on the analysis results.

[0149] The terminal device 20 of the withdrawing player then executes interference processing in accordance with the interference content based on the operation input of that player. For example, if a player character C1 operated by player P1 is attacked by a player character C2 operated by player P2, causing its vitality value to drop to 0 and the player withdraws from the fighting game, the terminal device 20 determines the interference content that will interfere with the game play of player P2, and executes interference processing to interfere with the game play of player P2 in accordance with the interference content based on the operation input of player P1.

[0150] Thus, according to this embodiment, even if a player's character leaves the fighting game, the player can still interfere with the fighting game and have influence over how other players play the fighting game.

[0151] The characters in this embodiment may be characters operated by the player, or may be NPCs (non-player characters) that are computer-controlled according to game processing such as a program and are not operated by the player.

[0152] Furthermore, the game of this embodiment may have a time limit per game (for example, 30 minutes).

[0153] For the sake of convenience, the following description will focus on the processing performed in the terminal device 20A of player P1 when player character C1, the player P1's control target, withdraws from the competitive game. The competitive game of this embodiment is made up of multiple groups. For example, there are at least group G1 made up of characters C1, C3, C5, and C7, and group G2 made up of characters C2, C4, C6, and C8, and the outcome of the battle is determined by the groups.

[0154] [5] Explanation of the analysis In this embodiment, when a player character C1 operated by a player P1 leaves the fighting game, the analysis unit 221 designates the player P1 as a leaving player P1 and analyzes the game situation related to the leaving. The analysis unit 221 stores the analysis results in the analysis result storage unit 275 of the terminal device 20. The analysis unit 221 may share the analysis results with the server device 10. For example, the analysis unit 221 of the terminal device 20 may transmit the analysis results to the server device 10, and the server device 10 may receive the analysis results from each terminal device 20 and store the analysis results of the player in the analysis result storage unit 147 for each player in association with the player's identification information.

[0155] [5.1] Timing and location of departure The analysis unit 221 stores the timing Tx at which the player character C1 leaves the fighting game as the analysis result in the analysis result storage unit 147. The analysis result storage unit 147 may store, for example, the period from the start of the game to the timing Tx at which the player character C1 leaves, or may store the time at which the player character C1 leaves.

[0156] Furthermore, the analysis unit 221 may store, as the analysis result, the position coordinates (x, y, z) in the game space at the time when the player character C1 leaves, in association with the time Tx when the player character C1 leaves.

[0157] [5.2] Analysis of other characters related to the character of the player who left The analysis unit 221 determines whether the character C1 operated by the leaving player P1 was attacked by another character before leaving. Then, the analysis unit 221 stores the analysis result for each other character (each attacking opponent) that attacked the character C1 in the analysis result storage unit 147.

[0158] 4 and 5 show examples of the analysis results. As shown in Fig. 4, the analysis unit 221 stores, in the analysis result storage unit 147, the timing of the attack from the start of the game, the type of attack received (e.g., weapon, equipment), attack value, damage value, attack attribute, and whether or not there was a hit, for each attack, in association with the name of another character (character identification information).

[0159] Also, as shown in FIG. 5, the analysis unit 221 stores, as analysis results, the total attack value received by character C1 from other characters, the total damage value received by character C1 from attacks from other characters, the number of hits received by character C1 (the number of times character C1 has been hit), and the level of other characters, in association with the names of other characters (character identification information).

[0160] For example, the analysis unit 221 calculates the total attack value of character C2 by adding up each attack value of character C2 until character C1 leaves, calculates the total damage value received from character C2 by adding up each damage value of character C1 received from character C2 until character C1 leaves, and calculates the number of hits received from character C2 by counting the number of times character C1 is hit by character C2 until character C1 leaves.

[0161] The analysis unit 221 may sort (rearrange) the other characters in descending order of the total damage value received by the player character C1, and determine the other character that has received the most attacks.

[0162] The analysis unit 221 also determines whether the character C1 operated by the leaving player P1 was supported by another character before leaving. Then, the analysis unit 221 stores the analysis result for each other character (each support partner) that has received support from the character C1 in the analysis result storage unit 147.

[0163] 6 and 7 show examples of the analysis results. As shown in Fig. 6, the analysis unit 221 stores, in the analysis result storage unit 147, the timing of support from the start of the game, the type of support received (e.g., herbs), and the recovery value of the character C1 for each support, in association with the name of another character (character identification information).

[0164] As shown in FIG. 7, the analysis unit 221 also stores the total recovery value received by the character C1 from the other characters and the levels of the other characters as analysis results, in association with the names of the other characters (character identification information).

[0165] For example, the analysis unit 221 calculates the total recovery value of the support received from the character C3 by adding up the recovery values ​​of the character C3 up until the character C1 leaves.

[0166] The analysis unit 221 may sort (rearrange) the support partner characters in descending order of the total recovery value received by the player character C1, and determine the character that provided the most support.

[0167] [5.3] Analysis of reasons for player character withdrawal The analysis unit 221 of this embodiment determines how the player character C1 left the game. For example, if the player character C1 left the game due to an attack from another character, the analysis unit 221 sets the cause value A=1, if the player character C1 left the game due to his / her own actions, the analysis unit 221 sets the cause value A=2, and if the cause is other than that, the analysis unit 221 sets the cause value A=3.

[0168] Specifically, if the player character C1 is attacked by another character C2 immediately before the timing Tx at which the stamina value of the player character C1 becomes 0, the analysis unit 221 determines that the withdrawal from the fighting game is caused by the attack from the other character C2, and sets the cause value A to 1. Then, in association with the cause value A, the analysis unit 221 sets the character C2 as the character causing the withdrawal.

[0169] Furthermore, if the player character C1 performs action control to detonate an explosive based on the player P1's own operation input just before the timing Tx at which the player character C1's stamina value becomes 0, the analysis unit 221 determines that the player character C1 has left the competitive game due to his / her actions, and sets the cause value A to 2.

[0170] [6] Description of the character to be interfered with First, the interference content determination unit 222 determines a character to be interfered with. That is, the interference content determination unit 222 determines one or more characters from among surviving characters in the game space (that is, characters whose stamina value is greater than 0) as characters to be interfered with.

[0171] [6.1] Example of determining the target character based on the analysis results For example, when the analysis unit 221 determines that the character C1 operated by the leaving player P1 was attacked by another character before leaving, the interference content determination unit 222 determines that the other character is the character to be interfered with. This is because, in this way, the player can retaliate against the attacked other player with the aim of interfering, thereby increasing the interest of the game.

[0172] For example, when an attack from a specific other character causes the player character C1 to leave the fighting game (that is, when the cause value A=1), the interference content determination unit 222 may determine the character C2 set in association with the cause value as the character to be interfered with. In other words, since the character C2 is the opponent that caused the death of the player character C1, the character C2 can be interfered with in order to obstruct the game play of the character C2.

[0173] Furthermore, if the character C4 is the attacking opponent that has caused the most damage to the player character C1, the interference content determining unit 222 may determine that the character C4 is the target of interference.

[0174] Furthermore, the interference content determination unit 222 may set an ally character as an interference target. For example, when the analysis unit 221 determines that the character C1 operated by the leaving player was supported by the character C3 before leaving, the interference content determination unit 222 may determine the character C3 as an interference target character.

[0175] Furthermore, for example, if the character that most supports the player character C1 is character C5, the interference content determining unit 222 may determine character C5 as the interference target.

[0176] For example, when the player's own character C1 commits suicide and withdraws from the fighting game (that is, when the cause value A=2), the interference content determining unit 222 may set a given ally character as the character to be interfered with.

[0177] [6.2] Example of determining the character to be interfered with based on the operation input of the departing player The interference content determination unit 222 may accept a selection of another character from among the surviving other characters based on an operation input by the departing player P1, and determine the selected other character as the character to be interfered with.

[0178] For example, the virtual camera control unit 217 of the terminal device 20A of the leaving player P1 sets a virtual camera corresponding to each character living in the game space and controls the display unit of the terminal device 20A to display an image seen from each virtual camera so that the player P1 can visually recognize the state of each character. Then, the interference content determination unit 222 may determine the character to be interfered with based on the operation input of the player P1.

[0179] 8 and 9 show examples of the game screen GA displayed on the display unit of the terminal device 20A of the leaving player P1.

[0180] For example, the terminal device 20A generates images GX1, GX2, and GX3 seen from a virtual camera corresponding to each of the multiple surviving characters C2, C4, and C6, and switches the images based on the operation input of the player P1 to display them on the game screen GA. Each of the images GX1, GX2, and GX3 (game screen GA) displays information MC1, MC2, and MC3 of the currently displayed character. The character information includes information on whether the character is an enemy or ally.

[0181] Then, as shown in Figure 8, when the interference content determination unit 222 receives input of the decision button for character C2 in image GX1 displayed on the game screen GA based on the operation input of player P1, it determines character C2 as the character to be interfered with.

[0182] 9 shows an example in which images GX1, GX2, and GX3 seen from virtual cameras corresponding to multiple surviving characters C2, C4, and C6 are simultaneously displayed on the game screen GA. For example, character information MC1, MC2, and MC3 are displayed in each of the images GX1, GX2, and GX3. When displaying multiple surviving characters, the characters may be switched or separated according to their friendly or hostile relationship.

[0183] Then, the interference content determination unit 222 accepts the selection of a character based on the operation input of the player P1, and sets the selected character as the character to be interfered with. For example, as shown in Fig. 9, when the input of a check mark for selection is accepted on the screen of each character and the input of the decision button is accepted, the character for which the check mark for selection has been accepted is set as the character to be interfered with.

[0184] The interference content determining unit 222 manages characters that are the subject of interference by classifying them into friendly and hostile characters.

[0185] Furthermore, when the analysis unit 221 determines that the character C1 operated by the leaving player P1 was attacked by multiple other characters (e.g., characters C2, C4, C6) before leaving, the interference content determination unit 222 may accept a selection of an other character (e.g., character C4) to be interfered with from among the multiple other characters based on an operation input by the player, and determine the selected other character (e.g., character C4) as the character to be interfered with. In this way, the player P1 can select an opponent (e.g., player P4) against whom he wants to take revenge.

[0186] Furthermore, for example, when the analysis unit 221 determines that the character C1 operated by the leaving player P1 was supported by a plurality of other characters (e.g., characters C3, C5, C7) before leaving, the interference content determination unit 222 may accept a selection of an other character (e.g., character C5) to be interfered with from among the plurality of other characters based on an operation input by the player, and determine the selected other character (e.g., character C5) as the character to be interfered with. In this way, the player P1 can select a character (e.g., player P5) to support.

[0187] In addition, the interference content determination unit 222 may extract the character C2 that caused the withdrawal (character C2 set in correspondence with cause value A=1), the character C4 that received the most damage, and the character C3 that provided the most support as candidates, and determine one or more characters from the candidates as the characters to be interfered with based on the player's operation input.

[0188] [7] Virtual camera control explanation Before player P1 leaves the fighting game, the virtual camera control unit 217 performs virtual camera control with the character C1 operated by player P1 as a first-person or third-person viewpoint. For example, it generates an image seen from a virtual camera with the character C1 as a third-person viewpoint, and displays the generated image on the display unit of the terminal device 20A of player P1.

[0189] Then, after player P1 leaves the fighting game, the virtual camera control unit 217 of the terminal device 20A controls the virtual camera to view the character being interfered with from a first-person or third-person perspective. For example, if character C2, the character being operated by player P2, is the interfered with, an image of character C2 as seen from a virtual camera with a third-person perspective is generated and displayed on the display unit of the terminal device 20A of player P1. The virtual camera control unit 217 controls the virtual camera to follow character C2.

[0190] In addition, the terminal device 20A of player P1 may receive virtual camera control information that follows the character C2 from the terminal device 20B of player P2 (via the server device 10) and generate an image based on the virtual camera control information, or may receive position information of the character C2 from the terminal device 20B of player P2, control the virtual camera, and generate an image.

[0191] When there are multiple characters that are the subject of interference, the image generating unit 230 of the terminal device 20A sets a virtual camera for each character that is the subject of interference, and generates an image that can be seen from each virtual camera.

[0192] The display control unit 211 of this embodiment displays on the screen characters that are targets of interference, divided into a group of enemies (for example, characters C2 and C4) and a group of allies (for example, characters C3 and C5). Note that the display control unit 211 may display multiple characters on the screen, mixing enemies and allies as targets of interference.

[0193] FIG. 10 shows an example of a game screen GA in which the terminal device 20A of the departing player P1 displays an image GX1 seen from the viewpoint of the character C2 that is the interference target.

[0194] When multiple characters are being targeted for interference, the terminal device 20A switches between images GX1 and GX2 depicting the characters C2 and C4 of the respective interference targets based on the operation input of the player P1, so that the appearance of each character C2 and C4 can be visually confirmed. Note that information MC1 of the currently displayed character being targeted for interference is displayed on the game screen GA of the terminal device 20A.

[0195] 11 shows an example of a game screen GA when the terminal device 20A of the leaving player P1 has multiple characters C2 and C4 as interference targets. For example, the display control unit 211 simultaneously displays images GX1 and GX2 seen from a virtual camera with the viewpoints of the characters C2 and C4 on the game screen GA. In this way, the player can simultaneously view the appearance of the characters C2 and C4 as interference targets.

[0196] The terminal device 20A displays information MC1 and MC2 of the interfering characters in each of the images GX1 and GX2. When there are a large number of interfering characters (for example, when there are five or more interfering characters), the display control unit 211 may extract two representative interfering characters and display them on the screen. In this case, the representative interfering characters may be extracted based on the operation input of the player P1.

[0197] Furthermore, the terminal device 20A may be provided with an overhead camera that looks down on each interfering character as a rendering target, and may generate and display an image seen from the overhead camera.

[0198] Furthermore, the terminal device 20A may generate a map image in which marks identifying each character that is the subject of interference are drawn at positions on a map of the game space, and display the map image.

[0199] [8] Explain the interference Based on the analysis result of the analysis unit 221, the interference content determination unit 222 determines the interference content for the player P1 to interfere with the other characters while the player character C1 is alive, which is different from the content when the player character C1 is alive.

[0200] [8.1] Interference with hostile characters In this embodiment, when the character C1 operated by the leaving player P1 is attacked by an interfering character C2 before leaving, the interference content determination unit 222 determines the interference content to obstruct the action of the character C2 as the interference content. First, the interference content for an interfering character in an enemy relationship will be described.

[0201] (a) Interference with visibility The interference content determination unit 222 may determine the interference content for displaying a misleading image on the game screen of the terminal device 20B of the player P2 who is operating the interfering target. A misleading image is an image that obstructs visibility by generating fog, darkness, hallucinations, etc.

[0202] 12 shows an example of an image GB (game screen GB) displayed on the terminal device 20B of the player P2 who controls the interference target. For example, as shown in FIG. 12, the range of the α value of each pixel in the foggy image GF is set to 0≦α≦1. In other words, α=0 represents transparency, α=1 represents opaque, and the closer α is to 0, the higher the transparency (conversely, the closer α is to 1, the lower the transparency).

[0203] Then, a process of semi-transparently combining the foggy image GF with the image GB seen from the virtual camera is performed, thereby generating an image GB in which fog has occurred.

[0204] (b) Interference with the placement of hallucinated objects The interference content determination unit 222 may also determine an interference content that places a hallucination object in the game space. A hallucination object is an object for which no collision detection (hit detection) is performed. The hallucination object may be an item or a movable object such as a ghost character. The transparency (α value) of the hallucination object may also be set, and semi-transparent composition processing may be performed.

[0205] The interference content determination unit 222 may determine the position of the hallucination object based on the operation input of the player P1. In this way, it is possible to hold back the interfered player P2 or guide him to a predetermined destination.

[0206] The hallucination object is displayed on the game screens of the leaving player P1 and the interfered player P2, but is controlled so that the hallucination object is not displayed on the game screens of the other players. The same applies to the following explanation.

[0207] (c) Interference in friendly fire The interference content determination unit 222 may also determine that the interference content is to replace at least one of the objects, such as characters and items, that exist in the game space with a hallucination object.The interference content determination unit 222 may also determine that the interference content is to replace at least one of the object images on the generated image with a hallucination object image.

[0208] For example, suppose that characters C2 and C4 are allies, and characters C2 and C3 are enemies. Furthermore, a hallucination object C3G is set as an object that resembles character C3. In this case, the interference content determination unit 222 determines an interference content in which character C4 is replaced with hallucination object C3G as a display image to be displayed on the terminal device 20B of player P2. This can induce friendly fire between character C2 and character C4. While this puts player P4 (the player controlling character C4), who is not being interfered with, at a disadvantage, as he is mistakenly attacked by his ally player P2, this surprise attack can further enhance the entertainment value of the game. Furthermore, character C4 is replaced with hallucination object C3G in the display image to be displayed on player P1's terminal device 20A, allowing player P1 to also confirm the interference process.

[0209] The interference content processing unit 222 may determine the interference content to replace the icon identifying friend or foe associated with the character with an illusion icon. For example, the interference content processing unit 222 determines the interference content to replace the icon (friend icon) indicating the position of the friend character C4 with an enemy icon on a map screen displayed as part of the game screen displayed on the terminal device 20B of the player P2.

[0210] (d) Audio interference The interference content determination unit 222 may determine, as the interference content, audio interference content that causes misleading audio to be played on the speaker of the terminal device 20 of player P2 who operates character C2. Misleading audio is audio such as footsteps of a character that does not actually exist in the game space or gunfire, which can be heard by the leaving player P1 and the player P2 being interfered with, but cannot be heard by other players. To player P2 being interfered with, it will sound like an auditory hallucination.

[0211] The misleading audio will include multiple types of audio data, such as footsteps and gunshots, as well as wind, rain, distress signals, sounds of someone being pinched, the sound of a horde attacking an enemy base, and background music (music) that evokes these sounds.

[0212] (e) Interference with operation The interference content determination unit 222 may determine, as the interference content, content that interferes with the operation of the player P2 who is operating the character C2 being interfered with. Contents of interference related to operation include preventing the interfered player P2 from performing some or all of the operations, controlling the character C2 of the interfered player P2 based on the operation input of the departing player P1 rather than the interfered player P2, etc.

[0213] Furthermore, the interference content determining unit 222 may determine the content of interference that the leaving player P1 will perform by impersonating a player (for example, player P4) on the team of the player P2 who is being interfered with.

[0214] For example, the interference content determination unit 222 determines the interference content such that the leaving player P1 can take over the chat screen of the player P2 who is being interfered with and post messages pretending to be a friendly player (e.g., player P4) of the player P2 who is being interfered with.

[0215] (f) User interface interference The interference content determination unit 222 may determine, as the interference content, content that interferes with the user interface of player P2. For example, the interference content may be changing the display content (e.g., instruction icons, status information such as stamina value, etc.) on the display screen of player P2's terminal device 20B to false display content. In this way, the leaving player P1 can transmit false information to player P2, thereby interfering with player P2's game play and further increasing the interest of the game. The user interface may include a function that displays the output results of the terminal device 20 to the player, a function that causes some kind of action to be taken by a player (user) operation (e.g., a touch operation), etc.

[0216] (g) Behavioral Interference The interference content determination unit 222 may determine, as the interference content, content that interferes with the action of the interfering character C2. For example, content that interferes with the action of the interfering character C2 may include control that slows down the movement speed or action speed of the character C2, or control that prevents some actions such as aiming. In this way, the leaving player P1 can further increase the interest of the game by slowing down the action of the character C2.

[0217] (h) Interference with parameter changes The interference content determining unit 222 may determine the interference content to reduce the parameters (offensive power, defensive power, etc.) related to the fighting game of the character C2 that is the interference target.

[0218] [8.2] Interference with allied characters The interference content determination unit 222 determines the interference content for the character C3 that is an ally and is an interference target, so that the character C3 will have an advantage. The interference content for the character C3 that is an ally and is an interference target has the following modes.

[0219] (a) Audio interference The interference content determination unit 222 may determine, as the interference content, the audio content to be played back as a warning sound from the speaker of the terminal device 20 of the player P2 who controls the character C3. The warning sound may be, for example, audio data saying, "An enemy is nearby."

[0220] (b) Behavioral Interference The interference content determination unit 222 may determine, as the interference content, content that gives an advantage to the action of the interfering character C3. For example, content that gives an advantage to the action of the interfering character C3 is control that increases the movement speed or action speed of the character C3, or control that makes it easier to aim, etc. In this way, the departing player P1 can cheer on the character C3, further increasing the interest of the game.

[0221] (c) Interference with parameter changes For example, the interference content determining unit 222 may determine interference content that increases the parameters (offensive power, defensive power, etc.) of the character C3 that is the interference target in relation to the fighting game.

[0222] [8.3] Interference position The interference content determination unit 222 may determine an interference position in the game space. For example, the interference content determination unit 222 may be able to set a position (position coordinates in the game space) where a misleading sound is played (generated) based on an operation input by the player P1. For example, when determining the interference content of a sound that generates a gunshot sound to suggest the presence of another character to the interfering character C2, the position where the gunshot sound is generated may be set as the interference position.

[0223] For example, if the leaving player P1 wants to play back audio at a position B that is far away from the position A of the character C2 that is the interference target (for example, a position 10 kilometers away from the position A or the enemy's base), the leaving player P1 sets the position B as the interference position in association with the content of the audio interference based on the operation input of the leaving player P1. In this way, the player P2 who controls the character C2 can be given the illusion that there is an enemy in the distance.

[0224] Furthermore, if the leaving player P1 wants to play back audio at a position C (for example, a position 5 meters away from position A) that is close to position A of the character C2 that is the interference target, position C is set as the interference position in association with the content of the audio interference based on the operation input of the leaving player P1. In this way, the player P2 operating the character C2 can be given the illusion that there is an enemy nearby.

[0225] [8.4] Period of occurrence Then, the interference type determination unit 222 sets, for each interference type, an occurrence period from when the interference processing for the interference type occurs to when it ends.

[0226] [8.5] ​​List of Interference Contents Furthermore, the interference content determining unit 222 makes a list of the determined interference content (feasible interference content) for each character that is the subject of interference, as shown in FIG.

[0227] For example, when the character being interfered with is in an antagonistic relationship, the interference content determination unit 222 may add at least the interference content related to field of view, the interference content related to hallucination, the interference content related to sound, and the interference content related to parameter change from among a variety of interference contents related to the hostile interfering character to a list of executable interference contents.

[0228] Furthermore, when the character C2 to be interfered with by the analysis unit 221 is a character set in correspondence with the cause value A=1, the interference content determination unit 222 may add to the list as executable interference content an interference content relating to friendly fire that has a significant impact on character C2, since character C1 has left due to an attack by character C2.

[0229] In addition, if the analysis unit 221 determines that the character C4 being interfered with is the attacking opponent that has received the most damage, the interference content determination unit 222 may add interference content related to operations and actions to a list as executable interference content so that the character C1 can take revenge on the character C4.

[0230] Furthermore, if the analysis unit 221 determines that the character C1 has been attacked 10 or more times by the character C6 within one minute immediately before the character C1 leaves the game, the interference content determination unit 222 may consider that the character C1 has been killed by concentrated attacks, and may add the interference content related to the user interface to a list of executable interference content so that the character C1 can take revenge on the character C6.

[0231] For example, the interference content determination unit 222 may determine the executable content and number of interferences based on at least one of the type of attack (weapon, etc.) of the interfering character C2, parameters related to the attack (attack value, total attack value, damage value, total damage value, number of hits), attack attribute, and attack timing from the start of the game. In this way, the interference content is determined taking into consideration the type of attack, etc. of the interfering character, so the degree of attack, etc. received by the leaving player P1 can be reflected in the interference content.

[0232] For example, if the character to be interfered with is an ally, the interference content determination unit 222 may add at least the interference content related to parameter change from among a variety of multiple interference contents related to the character to be interfered with who is an ally to a list of executable interference contents.

[0233] For example, the interference content determination unit 222 may determine the content and number of possible interferences based on at least one of the type of support received from the character C3 being interfered with, parameters related to the support, support attributes, and the timing of support from the start of the game.

[0234] Furthermore, the interference content determination unit 222 may determine executable interference content using the analysis unit 221 according to the difference between the level of the character C1 of the departing player P1 and the level of the character to be interfered with.

[0235] Furthermore, the interference content determination unit 222 may adjust the number of executable interference contents according to the difference between the level of the character C1 of the departing player P1 and the level of the character to be interfered with by the analysis unit 221. For example, when the character levels vary within a range of 1 to 99, such as when the level of character C1 is 10 and the level of the character to be interfered with is 11, if the difference in levels is less than 10, the number of executable interference contents is set to 5; if the difference in levels is 10 or more but less than 50, the number of executable interference contents is set to 7; and if the difference in levels is 50 or more, the number of executable interference contents is set to 10. In this way, if the level of the character to be interfered with is high, more interferences can be performed, allowing the departing player P1 to perform interferences that satisfy him or her.

[0236] In this embodiment, the interference content (feasible interference content and number) is determined when the leaving player P1 leaves, but the interference content may be changed according to the progress of the game.

[0237] [9] Execute interference processing The interference processing unit 223 executes interference processing in accordance with the interference content determined based on the operation input of the player P1. For example, as shown in Fig. 10, the interference processing unit 223 receives a selection of an interference content from the list LS of executable interference content determined by the interference content determination unit 222 based on the operation input of the player P1, and executes interference processing according to the selected interference content. In this way, interference of the content desired by the leaving player P1 can be performed.

[0238] In this embodiment, the interference processing unit 223 of the terminal device 20A of the leaving player P1 and the interference processing unit 223 of the terminal devices of players who are the interference targets of the leaving player P1 (for example, the terminal device 20B of player P2 and the terminal device 20C of player P3) execute interference processing according to the interference content. In the terminal devices of other players who are not the interference targets of the leaving player P1, interference processing according to the interference content is not executed.

[0239] In this embodiment, the interference process is executed at the timing (interference timing) of the instruction of the interference content from the player P1. Note that, according to this embodiment, the interference process can be executed at the timing instructed by the player P1, and the player can interfere appropriately according to the progress of the game.

[0240] For example, when the terminal device 20A of the leaving player P1 receives an instruction to execute a specific interference content, at the timing of the reception, information about the interference content is transmitted to, for example, the terminal device 20B of the player P2 operating the character C2 that is the interference target, via the server device 10. The information about the interference content includes the type of interference content (for example, fog generation, sound generation, operation interference, etc.), the interference level, and the occurrence period.

[0241] Upon receiving the information on the interference content, the terminal device 20B executes interference processing based on the information on the interference content until the occurrence period ends. Also, the terminal device 20A of the leaving player executes interference processing based on the information on the interference content in synchronization with the terminal device 20B until the occurrence period ends.

[0242] In this embodiment, the interference process may be executed at a predetermined timing associated with the content of the interference, regardless of the timing of the instruction from the leaving player P1. In such a case, the interference process is also executed in synchronization between the terminal device 20A of the leaving player and the terminal device of the other player who operates the character to be interfered with.

[0243] In this embodiment, interference processing is executed until the occurrence period determined in association with the type of interference ends.

[0244] [9.1] Example of interference processing against hostile characters (a) Execution of interference processing according to interference content related to visibility When the interference processing unit 223 receives an instruction to execute interference content related to visibility based on the operation input of the player P1, it performs interference processing such as generating fog (or darkness, or a hallucinatory image) around the character C2 to impair visibility.

[0245] 10, when the terminal device 20A of the leaving player P1 receives an instruction to execute the interference content of "view," it transmits information about the interference content, including the semi-transparent information of the fog image, to the terminal device 20B of the player P2, who controls the character C2. The terminal devices 20A and 20B generate and display a misleading image GB of fog generation until the occurrence period ends.

[0246] That is, as shown in FIG. 12, the terminal device 20B synthesizes the foggy image GF with the image GB seen from the virtual camera based on the translucency information (α value) of the foggy image to generate the image GB1 to be displayed and displays it on the display unit of the terminal device 20B.

[0247] The terminal device 20A of player P1 may not generate fog so as not to impair visibility in the game image displayed on the display unit of player P1. That is, an image may be generated with α=0 and displayed on the display unit of terminal device 20A. The display control unit 211 of terminal device 20A may display a subtitle on the game screen saying "Fog occurring for interfered player P2: transparency (α=0.7)." The display / non-display of subtitles may be controlled by an operation input from player P1.

[0248] (b) Executing interference processing according to interference content regarding the placement of hallucinated objects For example, when the terminal device 20A of player P1 receives an instruction to execute an interference action to place a hallucination object, the terminal device 20A and the terminal device 20B of player P2, which controls the character C2, place the hallucination object at the placement position and generate and display a misleading image.

[0249] For example, when the terminal device 20A of the leaving player P1 receives an instruction to execute interference content of a hallucination (placement of a hallucination object), it transmits information about the interference content, including information about the hallucination object, its placement position, and translucency information of the hallucination object, to the terminal device 20B of the player P2, who controls the character C2. The terminal devices 20A and 20B generate and display misleading images in which the hallucination object is placed, until the occurrence period ends.

[0250] (c) Execution of interference processing according to the type of friendly fire interference For example, when the terminal device 20A of player P1 receives an instruction to execute an interference content of friendly fire (replace with an illusionary object), it transmits information about the interference content, including the object to be replaced (for example, character C4) and information about the illusionary object, to the terminal device 20B of player P2, who controls character C2. The terminal devices 20A and 20B generate and display misleading images in which the object to be replaced has been replaced with an illusionary object until the occurrence period ends.

[0251] (d) Execution of interference processing according to the interference content related to audio For example, when the terminal device 20A of player P1 receives an instruction to execute interference content related to sound, it transmits information about the interference content, including the type of misleading sound (e.g., gunshot, footsteps, etc.), to the terminal device 20B of player P2, who controls character C2. The terminal devices 20A and 20B output the misleading sound corresponding to the received type from their speakers until the generation period ends. That is, the interference processing unit 223 of the terminal devices 20A and 20B performs processing to play sounds related to footsteps or gunshots, making it seem as if an enemy is near the character C2 of player P2, who is the interfered party. The misleading sound is pre-stored in the storage unit 270 of the terminal device.

[0252] In addition, the terminal device 20A of the player P1 also plays misleading audio based on the content of the interference and controls the sound to be output from the speaker of the terminal device 20A, so that the player P1 himself can recognize that he is interfering with the game play of the player P2, who is being interfered with, by the sound.

[0253] (e) Execution of interference processing according to the interference content related to the operation When the interference processing unit 223 receives an instruction to execute interference content related to an operation based on the operation input of the player P1, it transmits information about the interference content including the operation input of the leaving player P1 (for example, an operation signal, an operation command, etc.) to the terminal device 20B of the player P2 who controls the character C2. The terminal device 20A and the terminal device 20B perform processing according to the received operation input of the leaving player P1 until the occurrence period ends.

[0254] Specifically, the interference processor 223 controls the character C2 based on the operation input of the player P1 during the occurrence period. In this way, the leaving player P1 can take over and operate the character C2. Note that, according to this embodiment, the player P1 can issue an instruction to execute the interference content related to the operation at any timing, and the player can appropriately interfere with the game play of the player P2 who is being interfered with according to the progress of the game.

[0255] That is, upon receiving the information regarding the interference content, the terminal device 20B receives operation inputs from the player P1 until the occurrence period ends, and controls the character C2 based on the operation inputs from the player P1 instead of the player P2.

[0256] For example, when the terminal device 20A of player P1 receives an instruction to execute interference content related to an operation to chat while impersonating player P4, it transmits information about the interference content, including information about the player being impersonated (for example, information about player P4) and information about the operation input and chat of the leaving player P1, to the terminal device 20B of player P2 via the server device 10. Upon receiving the information about the interference content, the terminal device 20B receives information about the chat based on the operation input of player P1 until the occurrence period ends, and impersonates player P4 to chat between the leaving player P1 and player P2 on the chat screen.

[0257] (f) Execution of interference processing according to the interference content related to the user interface The interference processing unit 223 executes interference processing in accordance with the interference content related to the user interface, based on the operation input of the player P1.

[0258] For example, when the terminal device 20A of player P1 receives an instruction to execute interference content that interferes with the user interface based on the operation input of player P1, information regarding the interference content including fake user interface information (e.g., fake status information and fake icons) is sent via the server device 10 to the terminal device 20B of player P2, which controls character C2.

[0259] When the terminal device 20B receives the information about the interference content, it performs a process of displaying false user interface information until the occurrence period ends.

[0260] For example, the terminal device 20B controls to change and display a distress signal icon from an allied player or a merging signal icon from an allied player to a distress signal icon from an enemy player or a merging signal icon from an enemy player, and controls to change and display the status of the character C2 (e.g., stamina value, etc.).

[0261] Also, for example, when the terminal device 20A of player P1 receives an instruction to execute an interference content that hides the user interface (e.g., item display, stamina value, etc.) based on the operation input of player P1, information regarding the interference content, including information regarding the hiding of the user interface, is transmitted via the server device 10 to the terminal device 20B of player P2, which controls character C2.

[0262] When the terminal device 20B receives the information about the interference content, it performs a process of hiding information about the user interface until the occurrence period ends. For example, the terminal device 20B hides information about the user interface until the occurrence period ends. Note that the process of hiding simply means not displaying information about the user interface, but the range to be hidden may also be hidden by overwriting it with an image such as a smoke screen.

[0263] Furthermore, the interference content regarding the user interface may be such that a given mark (for example, an X mark) is superimposed on the display portion of a panel where a registered item can be immediately used by touching the item, thereby hiding (sealing) the panel. For example, upon receiving information regarding the interference content, the terminal device 20B performs a process of superimposing a given mark on the display portion of a panel where a registered item can be immediately used by touching the item, until the occurrence period ends.

[0264] Furthermore, the interference content related to the user interface may be a content that changes the layout of items in the panel display. For example, upon receiving information regarding the interference content of the layout change, the terminal device 20B performs a process of changing the layout of items in the panel display until the occurrence period ends.

[0265] (g) Implementing intervention procedures according to the behavioral intervention content. When the interference processing unit 223 receives an instruction to execute interference content related to an action based on the operation input of the player P1, it transmits information regarding the interference content, including the action information (e.g., speed) of the character C2, via the server device 10 to the terminal device 20B of the player P2, who is controlling the character C2.

[0266] For example, when the terminal device 20B receives information about the interference content, it controls the movement and action of the character C2 that is the interference target based on the speed until the occurrence period ends. That is, if the speed V of the character C2 is normally speed V1 (V1>0), the speed V of the character C2 during the occurrence period is set to speed V2 (V1>V2>0), and the movement and action of the character C2 are slowed down.

[0267] Furthermore, when the terminal device 20B receives information regarding the interference content, it may perform control such as preventing some operations such as aiming until the occurrence period ends, shaking (moving) the position of the aim, or slowing down operations related to aiming, making it difficult for the character C2 to aim.

[0268] (h) Execution of interference content related to parameter changes When the interference processing unit 223 receives an instruction to execute interference content related to parameter change based on the operation input from player P1, it transmits information about the interference content, including information about the parameter change (e.g., the name of the parameter to be changed and the rate of change, etc.), via the server device 10 to the terminal device 20B of player P2, who is controlling character C2.

[0269] For example, when the terminal device 20B receives information regarding the interference content, it controls the parameter name to be changed (e.g., attack power) to vary according to a variation rate (e.g., a 10% decrease) until the occurrence period ends. For example, the terminal device 20B controls the attack power of the character C2 to be reduced by 10%. Note that, if the server device 10 manages the parameters of the character C2, the server device 10 controls the parameter to be changed (e.g., attack power) to vary according to the variation rate.

[0270] (i) Simultaneous execution of multiple interferences The interference processing unit 223 may execute multiple interference content simultaneously based on the operation input of the player P1. For example, an interference content related to hallucination and an interference content related to sound (auditory hallucination) may be executed simultaneously. In this way, it is possible to synergistically affect other characters such as C2.

[0271] [9.2] Example of interference processing against an allied character (a) Audio interference For example, when the terminal device 20A of the player P1 receives an instruction to execute interference content related to sound, it transmits information about the interference content, including the type of warning sound (for example, the type of sound), to the terminal device 20C of the player P3, who controls the character C3. The terminal device 20A and the terminal device 20C output the received sound corresponding to the type from the speaker until the occurrence period ends. The sound is pre-stored in the storage unit 270 of the terminal device.

[0272] In addition, the terminal device 20A of the player P1 also plays a warning sound and controls the sound to be output from the speaker of the terminal device 20A, so that the player P1 himself can recognize that he is cheering on the player P3 who is being interfered with.

[0273] (b) Behavioral Interference When the interference processing unit 223 receives an instruction to execute interference content related to an action based on the operation input of the player P1, it transmits information regarding the interference content, including the action information (e.g., speed) of the character C3, via the server device 10 to the terminal device 20C of the player P3, who is controlling the character C3.

[0274] For example, when the terminal device 20C receives information about the interference content, it controls the movement and action of the character C3 that is the interference target based on the speed until the occurrence period ends. That is, if the speed V of the character C3 is normally V1 (V1>0), the speed V of the character C3 during the occurrence period is set to V3 (V3>V1>0), and the movement and action of the character C3 are made faster.

[0275] Furthermore, when the terminal device 20C receives the information regarding the interference content, the terminal device 20C may perform control to make it possible to align the position of the aim with the position of the enemy until the occurrence period ends, thereby simplifying the aim setting of the character C3.

[0276] (c) Interference with parameter changes The interference content determination unit 222 performs control to vary the parameter name to be changed (e.g., attack power) according to a variation rate (e.g., 10% increase) until the occurrence period ends. For example, the interference content determination unit 222 performs control to increase the attack power of character C3 by 10%.

[0277] [9.3] Interference position The interference processing unit 223 may execute interference processing based on the colliding character and the collision position in the game space. For example, in the case of interference content that generates fog, if the colliding character C2 is within the fog generation range in the game space, the interference processing unit 223 of this embodiment may control the interference content that generates fog so that the fog can be executed.

[0278] Furthermore, the interference processing unit 223 sets an interference possible range with a radius of 30 meters centered on the position of the character C1 operated by the leaving player P1 at the time of leaving. For example, the interference processing unit 223 may execute interference processing when the character C2 to be interfered with belongs to the interference possible range.

[0279] [9.4] Display screen 10 is an example of a game screen GA displayed on the terminal device 20A of the leaving player P1. For example, the game screen GA displays a list LS of executable interference actions against the interference target character C2 in an image seen from a virtual camera following the interference target character C2.

[0280] For example, the interference processing unit 223 determines the timing of receiving the execution button for the interference content of "field of view" based on the operation input of the leaving player P1 as the interference timing of the interference content, and executes the interference processing according to the interference content of "field of view." In this way, the leaving player P1 can appropriately determine the interference timing according to each interference content. The terminal device 20A deletes the executed interference content from the interference content list LS.

[0281] [9.5] Interference processing for multiple interfering characters When there are multiple characters that are targets of interference, interference processing unit 223 may execute the same interference content on the multiple characters that are targets of interference all at once.

[0282] For example, as shown in FIG. 11, the terminal device 20A of the leaving player P1 displays images GX1 and GX2 depicting multiple characters to be interfered with on the game screen GA, and displays a list LS of common executable interference contents for the multiple characters C2 and C4.

[0283] Then, the interference processing unit 223, based on the operation input of the leaving player P1, sets the timing at which the execution button for the interference content in "view" is accepted as the interference timing for that interference content, and executes interference processing according to the interference content in "view". In this way, interference can be performed on multiple characters C2 and C4 at the same time. The terminal device 20A deletes the executed interference content from the interference content list LS.

[0284] Furthermore, when there are multiple characters that are the subject of interference, the interference processing unit 223 may execute the interference content individually for each of the multiple characters that are the subject of interference. In such a case, the terminal device 20 displays each character that is the subject of interference individually, accepts an execution button corresponding to the interference content of that character, and executes the interference processing corresponding to the interference content.

[0285] [9.6] Temporary Interference Cancellation In addition, the interference processing unit 222 may perform control to temporarily cancel interference (prohibit interference for only one minute) when a player (e.g., player P2) operating the interfered character (e.g., character C2) receives a predetermined operation input (e.g., continuous input of a predetermined button for a predetermined period of time).

[0286] [9.7] Automatic interference processing The interference processing unit 223 may automatically execute interference processing at a given timing, without relying on an operation input by the leaving player P1. For example, the interference processing unit 223 selects a given interference type from the list LS of executable interference types determined by the interference type determination unit 222, and executes interference processing according to the selected interference type. The execution timing of the interference processing is a timing determined in advance in association with the interference type, or a predetermined timing (for example, 20 minutes after the start of the game, when the interfering opponent attacks, etc.).

[0287]

[10] Interference level The interference type determination unit 222 of this embodiment sets an interference level. For example, the interference type determination unit 222 of the terminal device 20A of the player P1 sets an interference level for each interference type according to the interference type. The interference level can be changed according to the progress of the game. Note that the interference type determination unit 222 may set a common interference level for each interference type.

[0288] [10.1] The level of interference for the hostile character The interference content determination unit 222 controls the interference process to be performed on an enemy interfering character such that the higher the interference level, the more disadvantageous the interfering character becomes.

[0289] For example, the interference content determination unit 222 may determine the interference level based on at least one of the type of attack (weapon, etc.) made by the interfering character C2 against character C1, attack parameters (attack value, total attack value, damage value, total damage value, number of hits), attack attributes, and attack timing from the start of the game.

[0290] For example, the interference content determination unit 222 sets the interference level based on at least one of the following (A) to (E): If multiple items among (A) to (G) apply, the interference level may be determined to be a high value, or may be determined to be a low value.

[0291] (A) For example, when an attack is received from the interfering character C2 using a specific weapon such as a spear, the interference content determining unit 222 determines the interference level to be 3.

[0292] (B) Furthermore, the interference content determination unit 222 increases the interference level as the attack value of the interfering character C2 increases. For example, the interference content determination unit 222 sets the interference level to 1 if the attack value is 1 to 10, sets the interference level to 2 if the attack value is 11 to 20, and sets the interference level to 3 if the attack value is 21 or greater.

[0293] (C) Furthermore, the interference content determination unit 222 increases the interference level as the damage value increases. For example, the interference content determination unit 222 sets the interference level to 1 when the damage value is 1 to 10, sets the interference level to 2 when the damage value is 11 to 20, and sets the interference level to 3 when the damage value is 21 or greater.

[0294] (D) Furthermore, the interference content determining unit 222 determines the interference level to be 3 when the attack attribute is a predetermined attribute (for example, the attribute of "fire").

[0295] (E) Furthermore, the interference content determining unit 222 increases the interference level as the number of hits increases. For example, the interference content determining unit 222 sets the interference level to 1 when the number of hits is 1 to 10, sets the interference level to 2 when the number of hits is 11 to 20, and sets the interference level to 3 when the number of hits is 21 or more.

[0296] (F) If the attack timing from the start of the game is less than 10 minutes, the interference level will be set to "1." If it is between 10 and 20 minutes, the interference level will be set to "2." If it is between 20 and 30 minutes, the interference level will be set to "3."

[0297] (G) If player P1 leaves within a predetermined period of time (for example, within 3 minutes) from the start of the game, the interference level may be set to "3" to increase the degree of interference by the player.

[0298] (H) Also, when the character level fluctuates within the range of 1 to 99, for example, when character C1 is at level 10 and the level of the character being interfered with is 11, if the difference in levels is less than 10, the interference level is set to "1," if the difference in levels is 10 or more but less than 50, the interference level is set to "2," and if the difference in levels is 50 or more, the interference level is set to "3."

[0299] Next, a method for determining the interference type according to the interference level will be described. For example, the interference type determination unit 222 sets the α value of the foggy image GF to 0<α<0.3 when the interference level is 1, sets the α value of the foggy image GF to 0.3≦α<0.7 when the interference level is 2, and sets the α value of the foggy image GF to 0.7≦α≦1 when the interference level is 3. In this way, the higher the interference level, the poorer the visibility becomes, so that the character C2 of the player being interfered with can be put in an unfavorable situation.

[0300] Furthermore, as shown in FIGS. 13(A), (B), and (C), the image generating unit 230 may prepare three foggy images GF1 to GF3 with different fog sizes in advance, and generate the image GB using the foggy image according to the interference level.

[0301] For example, the image generation unit 230 generates image GB using foggy image GF1 with the smallest range when interference level is 1, generates image GF2 using foggy image GF2 with a larger range of fog than foggy image GF1 when interference level is 2, and generates image GB using foggy image GF3 with a larger range of fog than foggy image GF2 when interference level is 3. In this way, the higher the interference level, the more fog there is and the poorer the visibility becomes, which can put the character C2 of the player being interfered with at a disadvantage.

[0302] Furthermore, the interference content determining unit 222 may set the transparency of the hallucination object according to the interference level of the interference content regarding the placement of the hallucination object.

[0303] Furthermore, the interference type determination unit 222 may increase the types of sound data or raise the volume as the interference level increases. For example, the interference type determination unit 222 may set misleading sounds consisting of only footsteps for interference level 1, misleading sounds consisting of footsteps and gunshots for interference level 2, and misleading sounds consisting of footsteps, gunshots, pinch sounds, etc. for interference level 3. In this way, the higher the interference level, the more annoying sounds are generated, which can put the character C2 of the player being interfered with at a disadvantage.

[0304] Furthermore, the interference content determining unit 222 may increase the types of operations that can be interfered with as to the interference content related to operations as the interference level increases.

[0305] Furthermore, the interference content determining unit 222 may increase the number of items to be hidden in the user interface as the interference level increases.

[0306] In addition, the interference content determination unit 222 reduces the parameters (e.g., attack power) related to the fighting game of the character C2 being interfered with by 10% if the interference level is 1, by 20% if the interference level is 2, and by 30% if the interference level is 3. [10.2] Interference level for allied characters An interference level of the interference content may also be set for an interfering character who is an ally in this embodiment. For example, the interference content determination unit 222 determines the interference level based on at least one of the type of support (herbs, etc.) that the interfering character C3 has provided to character C1, parameters related to the support (recovery value, total recovery value), support attributes, and attack timing from the start of the game.

[0307] For example, the interference content determining unit 222 sets the interference level based on at least one of the following items (A) to (E): If two or more of the items (A) to (E) apply, the interference level is determined to be the highest value.

[0308] (A) For example, if the character C3, which is the interference target, recovers with a special medicine, the interference content determining unit 222 determines the interference level to be 3.

[0309] (B) Furthermore, the interference content determination unit 222 increases the interference level as the recovery value of the interfering character C3 increases. For example, the interference content determination unit 222 sets the interference level to 1 when the recovery value is 1 to 10, sets the interference level to 2 when the recovery value is 11 to 20, and sets the interference level to 3 when the recovery value is 21 or greater.

[0310] (C) Furthermore, the interference content determining unit 222 determines the interference level to be 3 if the recovery attribute is a predetermined attribute (for example, the attribute of "light").

[0311] (D) If the recovery time from the start of the game is less than 10 minutes, the interference level is set to "1." If it is between 10 and 20 minutes, the interference level is set to "2." If it is between 20 and 30 minutes, the interference level is set to "3."

[0312] (E) If player P1 leaves within a predetermined period of time (for example, within three minutes) from the start of the game, the interference level may be set to "3," increasing the degree of interference by the player.

[0313] For example, the interference content determination unit 222 may increase the parameters (offensive power, defensive power, etc.) of the interfering character C3 related to the fighting game. Specifically, the interference content determination unit 222 increases the parameters of the interfering character C2 related to the fighting game by 10% when the interference level is 1, by 20% when the interference level is 2, and by 30% when the interference level is 3.

[0314] [10.3] Interference Level and Occurrence Period Furthermore, the interference type determining unit 222 may perform control for each type of interference so that the occurrence period of the interference type becomes longer as the interference level of the interference type becomes higher.

[0315] [10.4] Change Interference Level The interference content determination unit 222 may also control the interference level so that it decreases over time. For example, the interference level may be decreased by 1 every time five minutes have passed since player P1 left (the minimum value of the interference level is "1").

[0316]

[11] Interference parameters The terminal device 20 of this embodiment sets an interference parameter (number of times interference is permitted) in association with the identification information of the withdrawing player. For example, the initial value of the interference parameter is set to 10. The server device 10 may receive the player's interference parameter from each terminal device 20 and manage the interference parameter for each player.

[0317] The interference type determination unit 222 determines an interference value in association with each interference type, as shown in Fig. 14. Then, the interference processing unit 223 executes the interference type on the condition that the interference value corresponding to the interference type is consumed (decreased) from the interference possible parameters.

[0318] For example, the interference content determination unit 222 may determine the interference value so that the higher the interference level of the interference content, the higher the interference value, or so that the longer the period of occurrence of the interference content, the higher the interference value.

[0319] In this way, the leaving player P1 will be aware of the remaining amount of interference parameters, which can make the game more interesting.

[0320]

[12] Changes in interference content The interference content determination unit 222 may change the interference content when an interference change condition is satisfied. Changing the interference content includes not only changing the interference content to another one, but also changing the level of the interference content and interference possible parameters.

[0321] For example, the interference content determination unit 222 determines that the interference change condition is satisfied when the interfering character C2 acquires an amulet item, and changes the level of the interference content to the minimum value (interference level 1) in the terminal device 20A of the leaving player P1.

[0322] In addition, the interference content determination unit 222 may determine that the interference change condition is satisfied when the character C2 being interfered with acquires a talisman item, and may shorten the occurrence period of each interference content by a predetermined period (for example, 10 seconds) on the terminal device 20A of the leaving player P1.

[0323] Furthermore, when the interfered character C2 receives an amulet item from the friend character C4, the interference content determination unit 222 determines that the interference change condition is satisfied, and decreases the interference parameter of the leaving player P1. For example, the interference parameter is reduced by a value (e.g., 5) corresponding to the amulet item.

[0324]

[13] Change the character to be interfered with The interference content determination unit 222 controls the character that is the target of interference so that it can be changed. For example, the interference content determination unit 222 may change the character that is the target of interference in accordance with the progress of the game. When the character that is the target of interference is changed, the interference content determination unit 222 determines the content of interference with the character that is the target of interference after the change.

[0325] For example, if the character that is the interference target of the leaving player P1 leaves for some reason, another character that is alive in the game space will be the new interference target. For example, the new interference target character may be determined based on the operation input of the leaving player P1, or the new interference target character may be determined based on the analysis results by the analysis unit 221.

[0326]

[14] Interference termination condition When the interference end condition is satisfied, the interference processing unit 223 prohibits the interference process. For example, as described above, when the interference possible parameter of the leaving player P1 reaches a predetermined value (for example, 0), the interference processing unit 223 determines that the interference end condition is satisfied and performs control to prohibit interference.

[0327] In addition, the interference content determination unit 222 may set an interference valid period (for example, 5 minutes) from the time when the withdrawing player P1 withdraws from the competitive game, and when the interference valid period expires, determine that the interference termination condition has been met and perform control to prohibit interference.

[0328] Furthermore, the interference processing unit 222 may determine that the interference termination condition is met when the initially determined character to be interfered with leaves the fighting game, and prohibit the execution of interference processing. In such a case, changing the character to be interfered with is also prohibited.

[0329] As described above, according to this embodiment, the execution of interference processing is prohibited when the interference termination condition is satisfied, so that interference processing can be appropriately prohibited.

[0330]

[15] Display mode [15.1] Game screen of the player who left The game system of this embodiment displays the game screen of the leaving player P1 on the display unit of the leaving player P1. In this case, the display control unit 211 of the terminal device 20A of the leaving player P1 distinguishes between a game screen in which the character C1 of the leaving player P1 and the character to be interfered with are in an enemy relationship and a game screen in which the character C1 of the leaving player P1 and the character to be interfered with are in an ally relationship. In this way, the leaving player P1 can easily determine whether the character to be interfered with is in an enemy relationship or an ally relationship, and can perform appropriate interference.

[0331] [15.2] Game screen of the player being interfered with In this embodiment, the display control unit 211 of the terminal device 20 of the player operating the interfering character distinguishes between a game screen in which the character C1 of the departing player P1 and the interfering character are in an enemy relationship and a game screen in which the character of the departing player and the interfering character are in an ally relationship. This allows the interfered player to easily determine whether the character C1 of the departing player P1 is in an enemy relationship or an ally relationship, and prepares for this. For example, the player may become aware that they are cursed or protected by someone, which can increase the interest of the game.

[0332] For example, when the terminal device 20A of the leaving player P1 determines the character C2 that is the enemy to interfere with, interference information is transmitted to the terminal device 20B of the player P2 who operates the character C2 via the server device 10. Here, the interference information includes identification information (e.g., P1) of the leaving player P1 (the player who is interfering) and relationship information (e.g., information on the enemy relationship) between the leaving player P1 and player P2.

[0333] When the display control unit 211 of the terminal device 20B receives the interference information, it displays a game screen based on the interference information. Specifically, referring to Fig. 15, the terminal device 20B of the player P2 who controls the character C2 displays on the display unit a game screen GB including a red image WR and a message MA saying "You are cursed by the enemy withdrawing player P1."

[0334] For example, when the terminal device 20A of the leaving player P1 determines an interfering character C3 who is an ally, interference information is transmitted to the terminal device 20C of the player P3 who controls the character C3 via the server device 10. Here, the interference information includes identification information (e.g., P1) of the leaving player P1 (the player who is interfering) and relationship information (e.g., information on the ally relationship) between the leaving player P1 and player P2.

[0335] When the display control unit 211 of the terminal device 20C receives the interference information, it displays a game screen based on the interference information. Specifically, referring to Fig. 16, the terminal device 20C of player P3, who controls character C3, displays a game screen GC on the display unit, which includes a blue image WB and a message MB saying "You are being protected by your ally player P1 who has left."

[0336] In addition, the terminal device 20 of the player being interfered with (e.g., player P2, P3) may be able to view a list LS of the interference details of the interfering player (leaving player P1) when using a specified interference details viewing item.

[0337]

[16] Notification Control The information providing unit 108 of the server device 10 generates notification information and provides (transmits) it to the corresponding terminal device 20. The server device 10 provides information indicating that interference is occurring to the terminal device 20 of the player being interfered with.

[0338] Furthermore, the server device 10 provides information indicating that the leaving player P1 is interfering with the interfering character to each terminal device 20 of a player operating a surviving character other than the interfering character.

[0339] Furthermore, when the notification unit of the terminal device 20 of this embodiment receives information from the server device 10, it controls to notify the player. The "notification" may be, for example, the above-mentioned display notification or audio notification. Specifically, the notification may be an in-game notification, a notification by the terminal device, a notification by email, a notification by a given messaging application program, or a posting by an operator that provides support information (posting on a given web page).

[0340] [16.1] Notice to the interfered player The notification unit 224 of this embodiment notifies the player operating the character to be interfered with (i.e., the interfered player P2, P3, etc.) of information indicating that interference is occurring. The display control described above is also an example of notification.

[0341] In this way, players P2, P3, etc. who are operating the character that is the target of interference will know that they are being interfered with, and will be able to play the game while being aware of whether they are being cursed by an enemy or protected by an ally.

[0342] [16.2] Notice to Third Parties The notification unit 224 of this embodiment may notify a player operating a surviving character other than the character to be interfered with of information indicating that the departing player P1 is interfering with the character to be interfered with.

[0343] In this way, players controlling surviving characters other than the character being interfered with can know that the departing player is interfering with the character being interfered with, and can play the game while being aware of, for example, who is cursed by whom or who is protected by whom.

[0344] For example, when the leaving player P1 is interfering with the interfering character C2, the leaving player P5 who controls the surviving character C5 other than the interfering character is notified. Specifically, as shown in FIG. 17, the display control unit 211 of the terminal device 20E of the player P5 displays on the display unit a game screen GE including a message MC saying, "The enemy character C2 has been cursed by the player P1." Note that the message MC may include information indicating whether the interfering character C2 is a friendly character or an enemy character for the player P5.

[0345]

[17] Flowchart An example of the flow of processing in the terminal device 20A of the player P1 when the player P1 leaves will be described with reference to the flowchart of FIG.

[0346] First, it is determined whether or not the character C1 operated by the player P1 has left the fighting game (step S1).

[0347] When the character C1 operated by the player P1 leaves the fighting game (Y in step S1), the game situation regarding the departure is analyzed (step S2).

[0348] The other surviving characters are determined as characters to be interfered with (step S3). For example, the characters to be interfered with may be determined based on the analysis results, or the other characters selected based on the operation input of the player P1 may be determined as characters to be interfered with.

[0349] Then, based on the analysis results, the content of interference with the character that is the interference target is determined (step S4).

[0350] Based on the operation input by the player P1, interference processing is executed in accordance with the interference content (step S5).

[0351] It is determined whether the interference end condition is satisfied (step S6), and if the interference end condition is satisfied (Y in step S6), the process ends. On the other hand, if the interference end condition is not satisfied (N in step S6), the process returns to step S5. This ends the process.

[0352]

[18] Return of a player who has left The game system of this embodiment may or may not have a rule that allows a withdrawing player to return as a surviving player. For example, if a rule that allows return is provided, in a battle royale game in which players compete to survive within a 30-minute time limit, player P1 may withdraw 5 minutes after the start of the game, and then return 25 minutes after the start of the game if the player P1 meets the conditions of a predetermined rule.

[0353] For example, the interference termination condition may be a predetermined rule. Also, when the player P1 returns, the vitality value of the character C1 operated by the player P1 is set to an initial value (for example, 100), and the player P1 is allowed to continue playing the ongoing fighting game.

[0354]

[19] Examples of game system applications [19.1] Application example of server device 10 The server device 10 may perform some or all of the processes performed by the terminal device 20 of this embodiment.

[0355] For example, this embodiment may be a server device in which characters operated by a plurality of players are placed in a game space to play a competitive game, and the server device is characterized by comprising: an analysis unit that, when a character operated by a player leaves the competitive game, designates the player as the leaving player and analyzes the game situation regarding the departure; an interference content determination unit that determines interference content for the leaving player to interfere with other surviving characters, which content is different from that when the character operated by the leaving player is surviving, based on the analysis results of the analysis unit; and an interference processing unit that executes interference processing in accordance with the interference content.

[0356] For example, the server device 10 may function as an object space setting unit 110, a display control unit 111, an input reception processing unit 112, a game control unit 113, a movement control unit 114, a game calculation unit 115, a parameter variation unit 116, a virtual camera control unit 117, an analysis unit 121, an interference content determination unit 122, an interference processing unit 123, a notification unit 124, an image generation unit 130, and a sound processing unit 131.

[0357] The storage unit 140 of the server device 10 may also include a drawing buffer 172 .

[0358] The communication control unit 201 transmits information related to the game, information about the generated image, etc. to the terminal device 20. In addition, the communication control unit 201 receives input information received from the terminal device 20 (for example, information related to commands, operations, and operation history), etc.

[0359] The object space setting unit 110 of the server device 10 is similar to the object space setting unit 210 of the terminal device 20, and therefore a description thereof will be omitted. Note that the server device 10 sets the object space setting in common for all players, but the object space setting may be set for each player.

[0360] The display control unit 111 of the server device 10 controls the display of images generated by the image generation unit 130 and information related to the images on the display unit 290 of the terminal device 20. The specific processing is similar to that of the display control unit 211 of the terminal device 20, and therefore a description thereof will be omitted. Note that "control of display" means that the server 10 controls the display on the game screen of the game device (terminal device) 20. For example, if the server device 10 generates "control information" to be displayed on the game screen of the terminal device 20 and transmits it to the terminal device 20, the terminal device 20, upon receiving the "control information" from the server 10, displays the game screen based on the "control information."

[0361] The specific processing of the game control unit 113 of the server device 10 is the same as that of the game control unit 213 of the terminal device 20, and therefore a description thereof will be omitted. Note that the server device 10 controls the game for each player based on information (input information and commands) received from the player's terminal device 20.

[0362] The specific processing of the movement control unit 114 of the server device 10 is the same as that of the movement control unit 214 of the terminal device 20, and therefore a description thereof will be omitted. Note that the server device 10 performs movement control for each player.

[0363] The specific processing of the game calculation unit 115 of the server device 10 is the same as that of the game calculation unit 215 of the terminal device 20, and therefore a description thereof will be omitted. Note that the server device 10 performs game calculations for each player.

[0364] The parameter variation section 116 of the server device 10 is similar to the parameter variation section 216 of the terminal device 20, and therefore a description thereof will be omitted. Note that the server device 10 controls the variation of parameters for each player.

[0365] The virtual camera control unit 117 of the server device 10 is similar to the virtual camera control unit 217 of the terminal device 20, and therefore a description thereof will be omitted. Note that the server device 10 controls the virtual camera for each player.

[0366] The game management unit 103 of the server device may perform the same processing as the game management unit 218 of the terminal device 20. The server device 10 performs game management for each player.

[0367] The analysis unit 121 of the server device may perform the same processing as the analysis unit 221 of the terminal device 20. The server device 10 performs the analysis processing for each player.

[0368] The interference type determining unit 122 of the server device may perform the same processing as the interference type determining unit 222 of the terminal device 20. The server device 10 performs processing to determine the type of interference for each player.

[0369] The interference processing unit 123 of the server device may perform the same processing as the interference processing unit 223 of the terminal device 20. Note that the server device 10 performs interference processing for each player.

[0370] The notification unit 124 of the server device may perform the same processing as the notification unit 224 of the terminal device 20. Note that the server device 10 performs notification processing for each player.

[0371] The image generating unit 130 of the server device 10 is similar to the image generating unit 230 of the terminal device 20, and therefore a description thereof will be omitted. Note that the server device 10 generates an image for each player.

[0372] The specific processing of the sound processing unit 131 of the server device 10 is similar to that of the sound processing unit 231 of the terminal device 20. The sound processing unit 131 of the server 10 controls the sound output unit 292 of the terminal device 20 to output sound.

[0373] Note that storing in the server device 10 means storing in the storage unit 140 of the server device 10, but may also be stored in the storage unit 270 of the terminal device 20. Note that the storage unit 140 of the server device 10 may be a concept that includes the information storage medium 180 of the server device 10.

[0374] [19.2] Gaming Devices The terminal device 20 of this embodiment may be a game device (terminal device) 20 that operates as a standalone device.

[0375] For example, this embodiment may be a game device in which characters operated by a plurality of players are placed in a game space to play a competitive game, and which is characterized by comprising: an analysis unit that, when a character operated by a player leaves the competitive game, designates the player as the leaving player and analyzes the game situation regarding the departure; an interference content determination unit that determines interference content for the leaving player to interfere with other surviving characters, which content is different from that when the character operated by the leaving player is surviving, based on the analysis results of the analysis unit; and an interference processing unit that executes interference processing in accordance with the interference content.

[0376]

[20] Other The present invention is not limited to the above-described embodiments, and various modifications are possible. For example, terms cited in the specification or drawings as broadly defined or synonymous terms can be replaced with broadly defined or synonymous terms in other descriptions in the specification or drawings.

[0377] In this embodiment, the game is not limited to an action RPG, but can be used for, for example, action games, fighting games, sports games, and other competitive games, role-playing games (RPGs), and other simulation games.

[0378] The present invention includes configurations that are substantially the same as the configurations described in the embodiments (for example, configurations with the same functions, methods, and results, or configurations with the same purpose and effects). The present invention also includes configurations in which non-essential parts of the configurations described in the embodiments are replaced. The present invention also includes configurations that achieve the same effects as the configurations described in the embodiments or that can achieve the same purpose. The present invention also includes configurations in which publicly known technology is added to the configurations described in the embodiments.

[0379] Although the embodiments of the present invention have been described in detail as above, it will be readily apparent to those skilled in the art that many modifications can be made without substantially departing from the novel features and effects of the present invention. Therefore, all such modifications are intended to be included within the scope of the present invention. [Explanation of symbols]

[0380] 10 Server device 20 Terminal device (game device) 100 Processing section 101 Communication control unit 102 Web processing unit 103 Game Management Department 107 Timer Management Unit 108 Information Provision Department 140 Storage section 142 Main memory 144 Game Data Storage Unit 146 Player information storage unit 147 Analysis result storage unit 180 Information storage medium 196 Communications Department 150 Input section 190 Display section 200 Processing section 210 Object space setting section 211 Display control unit 212 Input reception processing unit 213 Game Control Unit 214 Movement control unit 215 Game Calculation Unit 216 Parameter Variation Section 217 Virtual Camera Control Unit 218 Game Management Department 221 Analysis Department 222 Interference Content Determination Unit 223 Interference Processing Unit 224 Notification Department 230 Image Generation Unit 231 Sound Processing Unit 270 Storage section 271 Main memory 272 Image Buffer 273 Player information storage unit 274 Game Data Storage Unit 275 Analysis result storage unit 260 Input section 262 Detection unit 280 Information storage medium 290 Display section 292 Sound output unit 296 Communications Department

Claims

1. A game system in which characters to be operated by a plurality of players are placed in a game space to play a competitive game, an image generation unit that generates an image seen from a virtual camera set for a character operated by a player; a display control unit that displays an image seen from the virtual camera set for the character operated by the player; an interference processing unit that, when a character operated by a player leaves the fighting game, designates the player as a leaving player, and executes interference processing in accordance with predetermined interference content while the character is leaving the fighting game; The image generation unit A virtual camera is set on the character to be interfered with, and an image seen from the virtual camera is generated. The display control unit A game system characterized in that, after a character operated by the player leaves the fighting game, an image seen from the virtual camera set for the character operated by the player is switched to an image seen from the virtual camera set for a character to be interfered with, and the image seen from the virtual camera set for the character to be interfered with is displayed while the character leaves the fighting game.

2. A game system in which characters controlled by multiple players are placed in a game space to play a competitive game, an image generation unit that generates an image seen from a virtual camera set for a character operated by a player; a display control unit that displays an image seen from the virtual camera set for the character operated by the player; an interference processing unit that, when a character operated by a player leaves the fighting game, designates the player as a leaving player and executes interference processing in accordance with a predetermined interference content; 、 The image generation unit A virtual camera is set on the character to be interfered with, and an image seen from the virtual camera is generated. The display control unit After the character operated by the player leaves the fighting game, the image displayed is switched from that seen from the virtual camera set for the character operated by the player to that seen from the virtual camera set for the character that is an interference target; The image generation unit When there are multiple characters that are the subject of interference, a virtual camera is set for each character that is the subject of interference, and an image seen from each virtual camera is generated. The display control unit A game system characterized in that, after the character operated by the player leaves the fighting game, the image seen from the virtual camera set for the character operated by the player is switched to images seen from the virtual cameras of each of a plurality of interfering characters.

3. In claim 2, The display control unit A game system characterized in that images of each character to be interfered with are switched based on the operation input of the player.

4. In claim 2 or 3, The display control unit A game system characterized in that an image seen from a virtual camera of each of the plurality of interfering characters is displayed based on the relationship between the character operated by the departing player and the interfering character.

5. A game system in which characters controlled by multiple players are placed in a game space to play a competitive game, comprising: an image generation unit that generates an image seen from a virtual camera set for a character operated by a player; a display control unit that displays an image seen from the virtual camera set for a character operated by a player; an interference processing unit that, when a character operated by a player leaves the fighting game, designates the player as a leaving player and executes interference processing in accordance with a predetermined interference content; The image generation unit A virtual camera is set on the character to be interfered with, and an image seen from the virtual camera is generated. The display control unit After the character operated by the player leaves the fighting game, the image displayed is switched from that seen from the virtual camera set for the character operated by the player to that seen from the virtual camera set for the character that is an interference target; A game system characterized in that, when there are a predetermined number or more of characters that are subject to interference, a representative character that is subject to interference is extracted and displayed.

6. A game system in which characters controlled by multiple players are placed in a game space to play a competitive game, comprising: A picture that generates an image seen from a virtual camera set on the character controlled by the player. an image generation unit; a display control unit that displays an image seen from the virtual camera set for a character operated by a player; an interference processing unit that, when a character operated by a player leaves the fighting game, designates the player as a leaving player and executes interference processing in accordance with a predetermined interference content; an analysis unit that analyzes a game situation related to a character operated by a player when the character leaves the fighting game; an interference content determination unit that determines the content of interference that the departing player will use to interfere with another character based on the analysis result of the analysis unit, The image generation unit A virtual camera is set on the character to be interfered with, and an image seen from the virtual camera is generated. The display control unit A game system characterized in that, after a character operated by the player leaves the fighting game, an image seen from the virtual camera set for the character operated by the player is switched to an image seen from the virtual camera set for a character that is an interference target.

7. In claim 6, The analysis unit analyzing a relationship between the character operated by the departing player and another character, and / or a parameter based on the relationship; The interference content determination unit A game system characterized in that the content of interference is determined based on the relationship between the character operated by the departing player and another character, and / or parameters based on said relationship.

8. In any one of claims 1 to 7, The image generation unit A bird's-eye view camera is installed to render each of the characters that are the subject of interference, and an image seen from the bird's-eye view camera is generated. The display control unit A game system characterized by displaying an image seen from the overhead camera.

9. In any one of claims 1 to 8, The image generation unit A map image is generated in which marks identifying each character that is the target of interference are drawn on a map of the game space; The display control unit A game system that displays the map image.

10. A program that causes a computer to perform processing for a competitive game in which characters to be operated by a plurality of players are placed in a game space, the program comprising: an image generation unit that generates an image seen from a virtual camera set for a character operated by a player; a display control unit that displays an image seen from the virtual camera set for a character operated by a player; when a character operated by a player leaves the fighting game, the player is designated as a leaving player, and while the character is leaving the fighting game, the computer is made to function as an interference processing unit that executes interference processing in accordance with predetermined interference content; The image generation unit A virtual camera is set on the character to be interfered with, and an image seen from the virtual camera is generated. The display control unit After a character controlled by the player leaves the fighting game, the program switches from an image seen from the virtual camera set for the character controlled by the player to an image seen from the virtual camera set for a character to be interfered with, and displays the image seen from the virtual camera set for the character to be interfered with while the character leaves the fighting game.

11. A program for causing a computer to process a competitive game in which characters controlled by multiple players are placed in a game space, comprising: an image generation unit that generates an image seen from a virtual camera set for a character operated by a player; a display control unit that displays an image seen from the virtual camera set for the character operated by the player; causing the computer to function as an interference processing unit that, when a character operated by a player leaves the fighting game, designates the player as a leaving player and executes interference processing in accordance with a predetermined interference content; The image generation unit A virtual camera is set on the character to be interfered with, and an image seen from the virtual camera is generated. The display control unit After the character operated by the player leaves the fighting game, the image displayed is switched from that seen from the virtual camera set for the character operated by the player to that seen from the virtual camera set for the character that is an interference target; The image generation unit When there are multiple characters that are the subject of interference, a virtual camera is set for each character that is the subject of interference, and an image seen from each virtual camera is generated. The display control unit A program characterized by switching and displaying an image from the virtual camera set for the character operated by the player to an image from each of the virtual cameras of a plurality of interfering characters after the character operated by the player leaves the fighting game.

12. A program for causing a computer to process a competitive game in which characters controlled by multiple players are placed in a game space, comprising: an image generation unit that generates an image seen from a virtual camera set for a character operated by a player; a display control unit that displays an image seen from the virtual camera set for the character operated by the player; causing the computer to function as an interference processing unit that, when a character operated by a player leaves the fighting game, designates the player as a leaving player and executes interference processing in accordance with a predetermined interference content; The image generation unit A virtual camera is set on the character to be interfered with, and an image seen from the virtual camera is generated. The display control unit After the character operated by the player leaves the fighting game, the character to be interfered with is detected from the image seen from the virtual camera set for the character operated by the player. and switching to and displaying an image seen from the virtual camera set in the object; A program characterized by extracting and displaying a representative character that is an interfering target when the number of characters that are interfering targets is a predetermined number or more.

13. A program for causing a computer to process a competitive game in which characters controlled by multiple players are placed in a game space, comprising: an image generation unit that generates an image seen from a virtual camera set for a character operated by a player; a display control unit that displays an image seen from the virtual camera set for the character operated by the player; an interference processing unit that, when a character operated by a player leaves the fighting game, designates the player as a leaving player and executes interference processing in accordance with a predetermined interference content; an analysis unit that analyzes a game situation related to a character operated by a player when the character leaves the fighting game; causing the computer to function as an interference content determination unit that determines the content of interference by the departing player with another character based on the analysis result of the analysis unit; The image generation unit A virtual camera is set on the character to be interfered with, and an image seen from the virtual camera is generated. The display control unit A program characterized by switching and displaying an image from the image seen from the virtual camera set for the character operated by the player to an image seen from the virtual camera set for the character that is being interfered with, after the character operated by the player leaves the fighting game.

14. An information processing device in which characters to be operated by a plurality of players are placed in a game space to play a competitive game, an image generation unit that generates an image seen from a virtual camera set for a character operated by a player; a display control unit that displays an image seen from the virtual camera set for the character operated by the player; an interference processing unit that, when a character operated by a player leaves the fighting game, designates the player as a leaving player, and executes interference processing in accordance with predetermined interference content while the character is leaving the fighting game; The image generation unit A virtual camera is set on the character to be interfered with, and an image seen from the virtual camera is generated. The display control unit an information processing device characterized in that, after a character operated by the player leaves the fighting game, an image seen from the virtual camera set for the character operated by the player is switched to an image seen from the virtual camera set for a character to be interfered with, and the image seen from the virtual camera set for the character to be interfered with is displayed while the character leaves the fighting game.

15. An information processing device in which characters to be operated by a plurality of players are placed in a game space to play a competitive game, comprising: an image generation unit that generates an image seen from a virtual camera set for a character operated by a player; a display control unit that displays an image seen from the virtual camera set for the character operated by the player; an interference processing unit that, when a character operated by a player leaves the fighting game, designates the player as a leaving player and executes interference processing in accordance with a predetermined interference content; The image generation unit A virtual camera is set on the character to be interfered with, and an image seen from the virtual camera is generated. The display control unit After the character operated by the player leaves the fighting game, the image displayed is switched from that seen from the virtual camera set for the character operated by the player to that seen from the virtual camera set for the character that is an interference target; The image generation unit When there are multiple characters that are the subject of interference, a virtual camera is set for each character that is the subject of interference, and an image seen from each virtual camera is generated. The display control unit An information processing device characterized in that, after the character operated by the player leaves the fighting game, the image seen from the virtual camera set for the character operated by the player is switched to images seen from the virtual cameras of each of a plurality of interfering characters and displayed.

16. An information processing device in which characters to be operated by a plurality of players are placed in a game space to play a competitive game, comprising: an image generation unit that generates an image seen from a virtual camera set for a character operated by a player; a display control unit that displays an image seen from the virtual camera set for the character operated by the player; an interference processing unit that, when a character operated by a player leaves the fighting game, designates the player as a leaving player and executes interference processing in accordance with a predetermined interference content; The image generation unit A virtual camera is set on the character to be interfered with, and an image seen from the virtual camera is generated. The display control unit After the character operated by the player leaves the fighting game, the image displayed is switched from that seen from the virtual camera set for the character operated by the player to that seen from the virtual camera set for the character that is an interference target; 1. An information processing device comprising: an information processing device which, when there are a predetermined number or more of characters that are the subject of interference, extracts and displays a representative character that is the subject of interference.

17. An information processing device in which characters to be operated by a plurality of players are placed in a game space to play a competitive game, comprising: an image generation unit that generates an image seen from a virtual camera set for a character operated by a player; a display control unit that displays an image seen from the virtual camera set for the character operated by the player; an interference processing unit that, when a character operated by a player leaves the fighting game, designates the player as a leaving player and executes interference processing in accordance with a predetermined interference content; an analysis unit that analyzes a game situation related to a character operated by a player when the character leaves the fighting game; an interference content determination unit that determines the content of interference that the departing player will use to interfere with another character based on the analysis result of the analysis unit, The image generation unit A virtual camera is set on the character to be interfered with, and an image seen from the virtual camera is generated. The display control unit an information processing device characterized in that, after a character operated by the player leaves the fighting game, the image seen from the virtual camera set for the character operated by the player is switched to an image seen from the virtual camera set for a character that is an interference target and displayed.

Citation Information

Patent Citations

  • Game program and recording medium

    JP2017093978A

  • Program and system

    JP2018134236A

  • Video Game with Reverse Outcome Game Attributes

    US20070111784A1