Game program and game device
The game program and device integrate notification objects within the game space to allow users to respond to external notifications like calls or emails without pausing, maintaining immersion by handling these interactions within the game context.
Patent Information
- Application Number
- JP2021184116
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-11-11
- Publication Date
- 2025-11-27
- Estimated Expiration
- 2041-11-11
AI Technical Summary
Existing game notification systems disrupt the user's immersion when external notifications such as calls or emails are received, requiring the game to be paused for response, and immediate notifications are not suitable for requiring responses.
A game program and device that integrate a notification object within the virtual game space, allowing users to respond to notifications without pausing the game by using in-game objects or non-player characters to represent the notification, and enabling responses like calls or email handling within the game context.
Maintains game immersion by allowing users to respond to external notifications within the game environment, preventing disruption and enabling seamless interaction with incoming calls or emails without interrupting gameplay.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a game program and a game device. [Background technology]
[0002] If a communication terminal receives a phone call, email, or other message while playing a game executed on the communication terminal or a game device other than the communication terminal, this may disrupt the game's worldview and reduce the user's sense of immersion in the game.
[0003] The following Patent Documents 1 and 2 disclose such external notifications during a game. Patent Document 1 discloses a mode in which, in a VR game where the user cannot see the real space, a terminal device such as a smartphone sends notification information notifying the user of an incoming call or email to an information processing device that the user is using to play the game.
[0004] Furthermore, Patent Document 2 discloses a method for efficiently notifying users of game event information by sending multiple notifications at once, in order to prevent users from feeling annoyed by game event notifications (so-called push notifications). [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Patent No. 6840548 [Patent Document 2] Patent No. 6735331 Summary of the Invention [Problem to be solved by the invention]
[0006] In the configuration of Patent Document 1, external notifications are sent within the virtual space of a VR game, allowing the user to be aware of the external notifications, but the user must pause the game in order to respond to the notifications. Patent Document 2, on the other hand, primarily discloses a mode of notification other than when the game is launched. If this configuration were applied to external notifications during a game, it would be expected that the number of notifications received during the game would be reduced by consolidating multiple notifications. However, this would still disrupt the immersion in the game, and because notifications are not sent immediately, it cannot be used for notifications that require some kind of response (such as a call or confirmation), such as phone calls or emails.
[0007] Therefore, an object of the present invention is to provide a game program and a game device that can prevent the player's sense of immersion in the game from being lost even when an external notification is given during the game. [Means for solving the problem]
[0008] A game program according to one aspect of the present invention causes a computer to function as a notification receiving means for receiving a predetermined notification from outside, a virtual space generating means for generating a virtual space in which a game is executed, an object control means for notifying the reception of the predetermined notification by a notification object placed in the virtual space, and a response means for accepting a predetermined operation by a user on the notification object upon the notification and executing a response process to the predetermined notification in accordance with the predetermined operation.
[0009] The object control means may set the notification object from among a plurality of in-game objects arranged in the virtual space, depending on the game situation.
[0010] The virtual space generation means may generate an image of the virtual space taken with a virtual camera as a game screen, and the object control means may set the notification object from among the in-game objects displayed on the game screen.
[0011] The object control means may set the notification object from among the in-game objects arranged within a predetermined range based on a player character operated by a user in the virtual space.
[0012] The object control means may generate a predetermined in-game object as the notification object in the virtual space when the predetermined notification is received.
[0013] When the specified notification is received, the object control means may determine whether or not there is an in-game object in the virtual space that can be set as the notification object, and if there is no in-game object that can be set as the notification object, generate a specified in-game object in the virtual space as the notification object.
[0014] The predetermined notification may include an incoming call notification, and when the computer responds to the incoming call notification, the computer functions as a communication means for making a call with the person notified, the communication means starting the call without stopping the progress of the game, and the communication means may play sounds from the game to the person on the other end during the call.
[0015] The response means may automatically move a player character operated by a user as the response process in response to the notification of the incoming call.
[0016] A game device according to another aspect of the present invention includes a program storage unit that stores the game program described above, and a computer that executes the program stored in the program storage unit. [Effects of the Invention]
[0017] According to the present invention, it is possible to provide a game program and a game device that can prevent the player's sense of immersion in the game from being lost even when an external notification is given during the game. [Brief explanation of the drawings]
[0018] [Figure 1] FIG. 1 is a block diagram showing the hardware configuration of a game system to which a game program according to an embodiment of the present invention is applied. [Figure 2] FIG. 2 is a block diagram showing the functional configuration of the game system according to this embodiment. [Figure 3] FIG. 3 is a flowchart showing the flow of notification processing in this embodiment. [Figure 4] FIG. 4 is a diagram showing an example of a game screen in this embodiment. [Figure 5] FIG. 5 is a plan view showing the positional relationship of each object in the virtual space shown in FIG. [Figure 6] FIG. 6 is a flowchart showing the flow of the notification object setting process in this embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0019] [Embodiment] A game program and a game system according to an embodiment of the present invention will be described below with reference to the drawings.
[0020] [Hardware configuration] 1 is a block diagram showing the hardware configuration of a game system to which a game program according to one embodiment of the present invention is applied. Game system 1 includes a game device 2 configured as a computer device and a server 3, which are communicatively connected to each other via a communication network NW such as the Internet or a LAN (Local Area Network). Game device 2 includes a processor such as a CPU (Central Processing Unit) 10 that controls its operation. An operation input unit 12, a storage device 14, a ROM (Read Only Memory) 15, and a RAM (Random Access Memory) 16 are connected to CPU 10 via a bus 11.
[0021] The game device 2 is configured so that the user holds a movable housing provided with a monitor 19 serving as a display unit. The movable housing is provided with an operation input unit 12. In this embodiment, each component of the game device 2 is housed within the movable housing. The game device 2 is configured, for example, by a portable information terminal such as a smartphone or a tablet PC.
[0022] The ROM 15 is a semiconductor memory such as a mask ROM or a PROM, and stores a boot program for booting up the game device 2. The RAM 16 is made up of a DRAM or an SRAM, and reads and temporarily stores the game program 30a to be executed by the CPU 10, game data 30b required for the execution, etc., according to the game play situation.
[0023] Furthermore, the CPU 10 is connected to a graphics processing unit 17 , an audio synthesis unit 20 , and a network interface 25 via a bus 11 .
[0024] Of these, the graphics processing unit 17 draws game images including the virtual game space, characters, etc. in accordance with instructions from the CPU 10. A monitor 19 built into the game device 2 is connected to the graphics processing unit 17 via a video conversion unit 18, and the game images drawn by the graphics processing unit 17 are converted into a video format by the video conversion unit 18 and displayed on the monitor 19.
[0025] The audio synthesis unit 20 plays and synthesizes digital game sounds in accordance with instructions from the CPU 10. An external speaker 22 is also connected to the audio synthesis unit 20 via an audio conversion unit 21. Therefore, the game sounds played and synthesized by the audio synthesis unit 20 are decoded into analog format by the audio conversion unit 21 and output from the speaker 22 to the outside.
[0026] Furthermore, the audio synthesis unit 20 can acquire data obtained by digitally encoding the user's voice or the like input from a microphone 23 provided on the game device 2 or a headset or the like connected to the game device 2 by the audio conversion unit 21. The audio synthesis unit 20 can transmit the acquired data to the CPU 10 as input information.
[0027] The operation input unit 12 is configured with a touch panel provided on the monitor 19, and when the user touches an operation button or the like displayed on the monitor 19, the corresponding operation input is performed.
[0028] On the other hand, the server 3 is equipped with a processor such as a high-performance CPU 40 that controls its operation, and this CPU 40 is connected to a storage device 42, a ROM 43, a RAM 44 and a network interface 45 via a high-speed bus 41.
[0029] The ROM 43 of the server 3 is a semiconductor memory such as a mask ROM or PROM, and stores basic programs for realizing the basic operations of the server 3, such as a program for controlling communication between the server 3 and other game devices 2.
[0030] The RAM 44 is configured from a DRAM or an SRAM, and temporarily stores programs to be executed by the CPU 40 and data required for the execution of the programs, read from the storage device 42, etc.
[0031] In this embodiment, the game system 1 progresses a game (app) installed on the game device 2 as a so-called native app, and operates in a manner that manages data such as stamina values (described later) on the server 3 (on the web), as well as virtual currency, owned characters, and character award lottery (gacha) execution.
[0032] The storage device 42 of the server 3 is a large-capacity storage medium built into the server 3. The server 3 stores a game program 42a and game data 42b in the storage device 42. The CPU 40 manages save data 42c of each game device 2 (account). The server 3 and game devices 2 communicate with each other via a communication network NW.
[0033] In order to execute (play) a predetermined game based on a user's operation, the game device 2 receives (downloads and installs) a game program 42a and game data 42b stored in a storage device 42 of the server 3 via the game device 2. Furthermore, the game device 2 receives (downloads and installs) an update game program and game data from the server 3.
[0034] The game device 2 progresses the game on the basis of the installed game program and game data, and outputs game effects (game images, sounds) accompanying the game progress to the monitor 19, speaker 22, etc., which will be described later.
[0035] Each game device 2 and each user is assigned a different user account (unique identification information that identifies the user), and each account is assigned an ID (identification code).
[0036] The server 3 manages the user account of each user, receives data relating to the game progress status of each user account from the game device 2, and stores the data in the storage device .
[0037] In this embodiment, a player character is exemplified as an object to be controlled by a user in the game. The user controls the player character placed in a virtual space and causes the player character to act to achieve a predetermined goal, such as annihilating enemy characters or reaching a predetermined location in the virtual space, thereby progressing through the game. This game is also a multiplayer game in which multiple computers (multiple game devices 2) operated by multiple users are synchronized via a communication network NW, and a battle-style game between multiple users progresses.
[0038] [Functional configuration of the game device] 2 is a block diagram showing the functional configuration of a game system according to the present embodiment. The game device 2 constituting the game system 1 operates as a computer equipped with a control unit 5a including a CPU 10, a storage device 14, a ROM 15, a RAM 16, a graphics processing unit 17, an audio synthesis unit 20, etc. The server 3 operates as a computer equipped with a control unit 5b including a CPU 40, a storage device 42, a ROM 43, a RAM 44, etc. As shown in FIG. 2, the control unit 5 of the game system 1, which is configured by the control units 5a of the game device 2 and 5b of the server 3 working together, executes game programs 30a and 42a, thereby fulfilling functions such as a notification receiving means 51, a virtual space generating means 52, an object control means 53, a response means 54, and a communication means 55 under the control of each processor.
[0039] Of these, the virtual space generation means 52 generates a two-dimensional or three-dimensional virtual space (game space) in which a game is executed. The virtual space generation means 52 also generates each object that operates within the virtual space. The object control means 53 controls predetermined objects arranged in the virtual space. For example, the object control means 53 causes a player character to act within the virtual space based on a user's operation input. At this time, the virtual space generation means 52 reads data such as objects and textures included in the game data 30b in accordance with the movement of the player character, and generates a two-dimensional or three-dimensional virtual game space.
[0040] Furthermore, the object control means 53 positions a virtual camera based on the position of the player character. The virtual space generation means 52 generates a two-dimensional image of the virtual space captured by the virtual camera as a game screen and displays it on the monitor 19. The object control means 53 controls the actions of the player character and the virtual camera in accordance with operation input by the user to the operation input unit 12 or the progress of the game, thereby progressing through the game tasks during the game.
[0041] The notification receiving means 51 receives a predetermined notification from outside. The predetermined notification is a notification that requires some kind of response, such as a phone call or email. The response means 54 executes a response process for the predetermined notification in response to a predetermined operation by the user. The call means 55 makes a call with the notified party when an incoming call notification included in the predetermined notification is responded to.
[0042] [Notification Processing] The notification process in this embodiment will be described below. Fig. 3 is a flowchart showing the flow of the notification process in this embodiment. Notification receiving means 51 receives a predetermined notification from outside while a game is running. For example, if game device 2 is a communication terminal capable of making calls, such as a smartphone, the OS (Operating System) of game device 2 or a call / email application installed on game device 2 detects an incoming call or email.
[0043] If the game of this embodiment is not running when a call or email arrives, the incoming call or email notification is made as usual. If the game is running, the incoming call notification is input as input information to the game program from the OS or the call / email application. The notification receiving means 51 determines whether or not there is an incoming call notification (step S1).
[0044] If it is determined that there is an incoming notification (Yes in step S1), a notification object is set from among a plurality of in-game objects placed in the virtual space according to the game situation (step S2).The object control means 53 notifies that a predetermined notification has been received by the set notification object (step S3).
[0045] FIG. 4 is a diagram showing an example of a game screen in this embodiment. FIG. 5 is a plan view showing the positional relationship of each object in the virtual space shown in FIG. 4. In the example of FIG. 4, a game screen G is generated from the viewpoint of a player character C1 operated by a user (i.e., a first-person viewpoint). In other words, a virtual camera is installed at the position of the player character C1, and a two-dimensional image captured by the virtual camera of a three-dimensional virtual space S is generated as the game screen G. A first range A1 of the virtual space S, indicated by a triangle in FIG. 5, becomes a captured area displayed on the game screen G.
[0046] The object control means 53 determines whether or not there is an in-game object that can be set as a notification object among the in-game objects displayed in the game screen G. In the example of Fig. 4, an in-game object B1 that resembles a public telephone is displayed in the game screen G. The object control means 53 sets the in-game object B1 as a notification object.
[0047] The object control means 53 notifies the reception of a predetermined notification by the in-game object B1 set as the notification object on the game screen G. For example, in the example of Fig. 4, the predetermined notification is notified on the game screen G by a ringtone sounding from the public telephone or by the display of the public telephone blinking, etc.
[0048] At the time of the notification, the response means 54 accepts a predetermined operation (response operation) by the user on the in-game object B1, which is the notification object (step S4). For example, by performing the predetermined operation while the player character C1 is located within a predetermined range based on the in-game object B1, the player character C1 performs an action of grasping the receiver of the public telephone. The predetermined operation includes, for example, touching a virtual button displayed at a predetermined position on the operation input unit 12.
[0049] When it is determined that a response operation has been performed (Yes in step S4), the response means 54 executes a response process for the predetermined notification (step S5). For example, if the predetermined notification is a notification of an incoming call, the call means 55 makes a call with the person who has received the notification. Also, for example, if the predetermined notification is a notification of an incoming email, the response means 54 opens a predetermined email display screen on the game screen G and displays the contents of the received email. It is also possible to create (reply to) an email on the email display screen. During the response process, the progress of the game is temporarily suspended.
[0050] By performing an operation to end the call or an operation to end the mail display screen, the player character C1 performs an action of hanging up the receiver of the public telephone, and the progress of the interrupted game is resumed.
[0051] [Notification object setting process] The notification object setting process (step S2) in this embodiment will be described in more detail below. Fig. 6 is a flowchart showing the flow of the notification object setting process in this embodiment.
[0052] In this embodiment, the object control means 53 determines a notification object from among a plurality of candidates based on a predetermined priority. First, the object control means 53 determines whether or not there is an in-game object (settable object) B1 that can be set as a notification object within the game screen G (i.e., within the first range A1 in FIG. 5) (step S21).
[0053] If there is a settable object B1 in the game screen G (Yes in step S21), the object control means 53 sets the settable object B1 as the notification object (step S22). If there are multiple settable objects B1 in the game screen G, the object control means 53 sets the notification object based on a predetermined priority, such as setting the settable object B1 located closer to the player character C1 as the notification object.
[0054] If there is no settable object B1 in the game screen G (No in step S21), the object control means 53 determines whether there is a settable object B2 in the virtual space S within a predetermined range (second range A2) based on the player character operated by the user (step S23).
[0055] The second range A2 is set, for example, as shown in Fig. 5, to an area within a circle having a predetermined radius centered on the player character C1. The second range A2 includes a portion overlapping with the first range A1 used to determine whether or not the area is within the game screen G, and a portion not included in the first range A1. If a settable object B2 is present within the second range A2 (Yes in step S23), the object control means 53 sets the settable object B2 as the notification object (step S22). The setting manner is the same as that for the settable object B1.
[0056] When a configurable object B2 located within the second range A2 (and outside the game screen G) is set as a notification object, the specified notification notification mode may include, in addition to or instead of displaying on the configurable object B1 as in the example above, displaying an indicator (e.g., an arrow) within the game screen G indicating the direction in which the notification object is located.
[0057] If there is no settable object B2 within the second range A2 (No in step S23), the object control means 53 determines that there are no in-game objects B1, B2 in the virtual space S that can be set as notification objects, and generates a predetermined in-game object in the virtual space S as a notification object (step S24). In the example of Fig. 5, the object control means 53 generates a non-player character C2 outside the game screen G in the virtual space S (outside the first range A1), and controls the generated non-player character C2 to move toward the player character C1.
[0058] For example, when the non-player character C2 is within the game screen G and the distance between the non-player character C2 and the player character C1 is less than a predetermined distance, the non-player character C2 plays a voice or displays text to notify the player character C1 that a predetermined notification has been received. At this time, for example, the non-player character C2 is controlled to present a communication device object such as a smartphone to the player character C1. When the user performs a predetermined operation on the non-player character C2, the object control means 53 causes the player character C1 to perform an action to receive the communication device object. After receiving the communication device object, the response means 54 executes a response process.
[0059] [Effects of the invention] To summarize the above, one aspect of this embodiment is a game program that causes a computer (control unit 5) to function as notification receiving means 51 that receives a predetermined notification from outside, virtual space generation means 52 that generates a virtual space S in which a game is executed, object control means 53 that notifies that a predetermined notification has been received by a notification object placed in the virtual space S, and response means 54 that, upon notification, receives a predetermined operation by the user on the notification object and executes response processing to the predetermined notification in accordance with the predetermined operation.
[0060] According to the game program of this embodiment, when a predetermined notification from outside, such as an incoming phone call or email, is received during game execution, the predetermined notification is issued from in-game objects, including in-game objects B1 and B2 and non-player character C2, which are located (fixed) in virtual space S. Furthermore, the user can respond to the notification by performing a predetermined response operation on the notification object that issued the predetermined notification. This allows the user to be notified and respond to the predetermined notification from outside without disrupting the atmosphere of the game. Therefore, even if a notification from outside is issued during the game, it is possible to prevent the user's immersion in the game from being impaired.
[0061] Furthermore, in this embodiment, a notification object is set from among a plurality of in-game objects placed in the virtual space S according to the game situation. This allows a notification of a predetermined notification to be given from a position that is easily recognizable to the user. This ensures that the user is notified of the receipt of a predetermined notification.
[0062] Furthermore, when a predetermined notification is received and there is no in-game object in the virtual space S that can be set as a notification object, a predetermined in-game object is generated as the notification object in the virtual space S. This allows a notification from the notification object to be reliably made even in a game situation where there is no in-game object that can be set as a notification object.
[0063] [Other embodiments] Although the embodiments of the present invention have been described above, the present invention is not limited to the above-described embodiments, and various improvements, changes, and modifications are possible within the scope of the spirit of the present invention.
[0064] For example, in the above embodiment, the predetermined notification is exemplified as an incoming call or email, but it may be only one of these, or may include a notification requiring some other response. For example, the predetermined notification may be a call notification to an intercom in a house associated with game device 2. For example, a program for linking with the intercom may be separately stored in game device 2, and a call signal may be sent from the intercom to game device 2 in response to a call operation on the intercom. If a game in the above embodiment is running when game device 2 receives the call signal, the link program may notify the game program that the call signal has been received, and the game may notify the game program of the predetermined notification that a call operation on the intercom has been performed.
[0065] The predetermined notification may also be a notification of an incoming chat message to the user's game account or a predetermined account associated therewith. For example, if the game program 30a, 42a includes a live distribution function via a communication network NW, when another user viewing the game video sends a chat or gives a tip, a notification object may be issued to that effect. In this case, for example, the user may respond by performing a response operation, and the content of the chat or tip will be displayed on the game screen G. Furthermore, a user playing the game may be able to send a chat message, etc. Alternatively, the predetermined notification may be a notification from an SNS (Social Networking Service).
[0066] Furthermore, in the above embodiment, the process of responding to an incoming call has been exemplified as making a call within the game, but this is not limiting. For example, the response means 54 may perform a process of launching a call program (call application) installed separately from the game program 30a in the game device 2 as the process of responding to an incoming call. In this case, the call notification is taken over by the call program, and the process related to the call is controlled by the call program. In this case, the game program 30a does not need to be configured to cause the control unit 5 to function as the call means 55. Similarly, the process of responding to an incoming email may also be a process of launching a separate email program.
[0067] Furthermore, in the above embodiment, an example was given in which the configurable object (an in-game object that can be set to a notification object) is an in-game object that resembles a public telephone, but the configurable object may also be an in-game object having a shape that is related to a notification (that the user associates with), or an in-game object having a shape that is not related to a notification.
[0068] Alternatively, as in the above embodiment, the non-player character C2 may be set as the notification object. In this case, a non-player character that has been positioned outside the first range A1 and the second range A2 before the predetermined notification may be set as the notification object and move toward the player character C1. Alternatively, a non-player character that has been positioned within the first range A1 or the second range A2 before the predetermined notification may be set as the notification object. For example, an enemy character that is in battle with the player character C1 may be set as the notification object, or an ally character or neutral character that is conversing with the player character C1 may be set as the notification object.
[0069] The non-player character may notify a predetermined notification by making a motion as if handing over a telephone or the like, or by the non-player character speaking about an incoming phone call or the like, or by displaying a text message to that effect in a speech bubble.
[0070] Alternatively, the notification may be made by an accessory of the player character C1. For example, when a predetermined notification is made, an in-game object of a mobile phone placed in the pocket of the player character C1 may be set as the notification object, and an effect that makes the mobile phone ring may be displayed on the game screen G.
[0071] The configurable objects may be set as in-game objects that correspond to the atmosphere of the game. For example, in a game set in the real world, an in-game object that resembles a communication device such as a telephone may be set as the configurable object, as in the above embodiment. Also, for example, in a game set in a fantasy world, in-game objects such as birds, monsters, anthropomorphized plants or objects may be set as the configurable object. Also, for example, in a game set in the Middle Ages or the Warring States period, in-game objects such as birds, horses, etc. may be set as the configurable object.
[0072] In this way, the configurable objects that are pre-placed in the virtual space S and the newly generated notification objects may be in-game objects that are fixedly placed in the virtual space S, or they may be in-game objects such as characters or moving objects that can move within the virtual space S.
[0073] The configurable object may be of one type (for example, the notification object is always set to a public telephone in-game object), or may be of multiple types. The notification mode of the notification object may be various, such as the notification object lighting up in part or in its entirety, making a sound, or displaying a speech bubble.
[0074] In the above embodiment, an example was shown in which the priority order for setting notification objects was determined in the order of configurable objects in the game screen G (within the first range A1), configurable objects in the second range A2, and the generation of notification objects. However, the priority order is not limited to this. Furthermore, the priority order may not be set and may be determined by lottery or the like. Furthermore, some of these setting modes may be omitted. For example, a notification object (such as a non-player character C2) may always be generated when a predetermined notification is received.
[0075] In the above embodiment, the second range A2 is set based on the position of the player character C1, but this is not limiting. For example, the second range A2 may be set based on the position of a virtual camera. For example, in a third-person perspective game, the position of the player character C1 and the position of the virtual camera do not coincide. Alternatively, in a game set in a two-dimensional virtual space, the position of the virtual camera may be fixed to a predetermined position on the game screen.
[0076] Furthermore, in the above embodiment, an example was given in which the notification object setting process is executed after it is determined that a predetermined notification has been received. However, the notification object setting process may also be executed at predetermined timings regardless of whether or not a predetermined notification has been received. In this case, the state in which a notification object has been set for any in-game object continues during the game, regardless of whether or not a predetermined notification has been received. When it is determined that a predetermined notification has been received, a notification is made from the notification object that is set at that time. Note that even in this case, a state in which a notification object has not been set (no configurable object exists) may also be included. When a predetermined notification has been received, the object control means 53 may determine whether or not a notification object has been set, and if not, generate a predetermined in-game object as the notification object.
[0077] Furthermore, the response operation to a predetermined notification is not limited to touching a predetermined position on a touch panel as in the above embodiment. For example, in the case of game device 2 having a controller as operation input unit 12, the response operation may be pressing a predetermined button on the controller.
[0078] Furthermore, in the above embodiment, the progress of the game is temporarily suspended during the response process, but the progress of the game may continue even during the response process. For example, the communication means 55 may start a call without stopping the progress of the game. In this case, the communication means 55 may play sounds from the game (background music, sound effects, etc.) to the other party during the call. This makes it easy to inform the other party that the user is playing a game.
[0079] The communication means 55 may also perform voice change processing to apply a predetermined effect or voice filter to the voice of the other party during a call. For example, in a game featuring zombies, the voice of the other party may be reproduced in a zombie-like voice. Furthermore, for example, the user's voice may be converted to the voice of a character appearing in the game. Alternatively, the user may select a predetermined pre-prepared phrase, and the phrase may be read aloud in the voice of the predetermined character and played to the other party. The communication means 55 may also perform voice change processing on the user's voice, allowing the other party to hear the voice-changed user's voice.
[0080] Furthermore, when an email arrives, the progress of the game does not have to be stopped while the email display screen is displayed. In this case, the text of the email may be read aloud in the voice of a character appearing in the game.
[0081] Furthermore, if the game progress is not interrupted during the response process, the response means 54 may switch to an automatic mode in which the player character C1 operated by the user automatically moves as the response process. For example, in the case of a fighting game, the response means 54 may control the player character C1 in the response process to automatically move to a location where the player character C1 will not be hit by enemy attacks, such as a safe room, and then wait in that location. Alternatively, the response means 54 may control the player character C1 in the response process to automatically perform an attack or a defense.
[0082] The timing for switching the player character C1 to the automatic mode may be when the user responds (before the call starts), or after the call starts or after the email display screen starts to be displayed. The player character C1 may also be switched to the automatic mode when a predetermined notification is received. However, in this case, only a response operation or a cancel operation for the notification may be accepted.
[0083] The telephone call executed by the calling means 55 may include a voice call and a video call. That is, the predetermined notification may include a call notification for a voice call or a video call. In the case of a video call, the calling means 55 may set the game screen G as a screen or background image to be displayed to the call partner.
[0084] Furthermore, the predetermined notification may be issued depending on the game situation. That is, the predetermined notification may not be issued depending on the game situation. For example, the predetermined notification may not be issued in situations where the game cannot be stopped midway or stopping the game midway would significantly reduce the sense of immersion, such as during a specific event, when a movie is being played, or when the player character C1 is in a specific location. For example, in a horror game, if the player character C1 is located in a location where the next development will occur if the player enters the next room (such as when a zombie pops out or an event movie is played), the predetermined notification may not be issued. If the predetermined notification is not issued, the call may be automatically switched to an answering machine.
[0085] Furthermore, the content of the game may change depending on whether a predetermined notification is answered or not answered (ignored). For example, if a predetermined call is answered, a predetermined reward may be given in the game. Also, for example, if a predetermined call is not answered, a predetermined penalty (such as receiving damage) may be imposed in the game.
[0086] Furthermore, the notification receiving means 51, virtual space generating means 52, object control means 53, response means 54 and communication means 55 may each be configured as a functional block of the game device 2 or as a functional block of the server 3.
[0087] Furthermore, the above-described embodiment can be applied to various games in which a virtual space is generated, such as action games, role-playing games, simulation games, shooting games, and racing games.
[0088] Furthermore, in the above embodiment, the game device 2 has been described assuming a portable information terminal such as a smartphone or a tablet PC, or a portable dedicated game device, but the game device 2 is not limited to these, and the present invention can also be suitably applied to a stationary game device, a computer device such as a personal computer, or a VR device equipped with a head-mounted display.
[0089] When the game device 2 is a computer device such as a stationary game device or a personal computer, the game device 2 may be communicatively connected to a communication terminal with telephone or email capabilities, such as a smartphone, via a communication network NW such as a LAN. In this case, when the communication terminal receives an incoming call or email, the communication terminal may send a predetermined notification to the game device 2. Alternatively, the computer device such as a stationary game device or a personal computer may be configured to be able to receive calls, emails, etc.
[0090] The game device 2 may also be equipped with a disk drive, a memory card slot, or an HDD. In a game device equipped with a disk drive, a disk-type storage medium such as a DVD-ROM may be loaded into the disk drive so that the game device 2 can acquire the game program and game data. In a game device equipped with a memory card slot, a card-type storage medium may be loaded so that save data can be stored in the card-type storage medium.
[0091] The effects of the present invention can be achieved even when these other embodiments are adopted. Furthermore, the above-described embodiment, other embodiments, and other embodiments can be combined as appropriate. [Industrial Applicability]
[0092] The present invention is useful for providing a game program and a game device that can prevent a loss of immersion in a game even when an external notification is given during the game. [Explanation of symbols]
[0093] 2. Game devices 5. Control unit (computer) 51 Sleep information acquisition means 52 Pattern determination means 53 Game Progression Methods 54 Ability Change Method 55 Ability change character display means 56 Means of communication 57 Means of changing game content 58 User information acquisition method 59 User information display means 60 Parameter Management Methods 61 Sleep determination means
Claims
1. Computer, notification receiving means for receiving an incoming call notification from an external device; a virtual space generating means for generating a virtual space in which a game is executed; an object control means for notifying the user that the call has been received by using a notification object placed in the virtual space; a response means for receiving a predetermined operation on the notification object by a user at the time of the notification and for executing a response process to the incoming call notification in response to the predetermined operation; When the user responds to the call notification, the device functions as a calling means for making a call with the person who received the notification; A game program in which the object control means sets the notification object from among a plurality of in-game objects placed in the virtual space according to the game situation.
2. the virtual space generation means generates an image of the virtual space taken by a virtual camera as a game screen; 2. The game program according to claim 1, wherein the object control means sets the notification object from among the in-game objects displayed on the game screen.
3. 3. The game program according to claim 1, wherein the object control means sets the notification object from among the in-game objects arranged in the virtual space within a predetermined range based on a player character operated by a user.
4. 4. The game program according to claim 1, wherein the object control means generates a predetermined in-game object as the notification object in the virtual space when the notification of the incoming call is received.
5. The object control means When the call notification is received, it is determined whether or not the in-game object that can be set as the notification object exists in the virtual space; 5. The game program according to claim 1, wherein if there is no in-game object that can be set as the notification object, a predetermined in-game object is generated in the virtual space as the notification object.
6. The communication means starts the call without stopping the progress of the game, 6. The game program according to claim 1, wherein said communication means reproduces sounds from said game to the other party during a call.
7. 7. The game program according to claim 1, wherein the response means automatically moves a player character operated by a user as the response process in response to the notification of the incoming call.
8. a program storage unit that stores the game program according to any one of claims 1 to 7; a computer that executes the program stored in the program storage unit.
Citation Information
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