Program, information processing device, method, and system

JP7777501B2Active Publication Date: 2025-11-28CYGAMES INC
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Patent Information

Application Number
JP2022112172
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-07-13
Publication Date
2025-11-28
Estimated Expiration
2041-04-15

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Patent Text Reader

Abstract

A program, an information processing device, a method, and a system are provided that can enhance the sense of realism of a game. [Solution] The information processing device 10 is an information processing device that executes a game in which one or more game media participate, and is equipped with a game presentation processing unit 23d that executes processing to present the game based on game status information of the game, a presentation information determination unit 23e that determines game presentation information that indicates the game development based on the game status information of the game, and an action-related information determination unit 23f that determines action-related information that is information related to the action of the game media and associated with the game presentation information, and when executing processing to present the game, the game presentation processing unit 23d processes the game presentation information and operates the game media on the game screen based on the game presentation information and the action-related information of the game media.
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Description

[Technical Field]

[0001] The present invention relates to a program and the like, and in particular to a game program and the like in which one or more game media participate. [Background technology]

[0002] In recent years, electronic devices such as smartphones have become increasingly popular, and many games that can be run on electronic devices have been released. Among these types of games, racing games are known in which multiple game media, such as racehorses, compete in races to determine rankings (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2009-045353 Summary of the Invention [Problem to be solved by the invention]

[0004] In this type of game, a sense of realism can be created by providing commentary or other game situational aspects. However, there is a problem in that the game content simply performs actions necessary for the game to progress, such as running, and the game lacks excitement. This problem is not limited to racing games, but applies to all games in which game content moves and creates a sense of realism, such as competitive sports games and fighting games.

[0005] The present invention has been made to solve the above problems, and has an object to provide a program, an information processing device, a method, and a system that can enhance the sense of realism of a game. [Means for solving the problem]

[0006] One aspect of the present invention is a program for a game in which one or more game media participate, which causes a computer to function as a game presentation processing means that executes a process to present the game based on game status information of the game, a presentation information determination means that determines game presentation information that indicates the game development based on the game status information of the game, and an action-related information determination means that determines action-related information that is information related to the action of the game media and that is associated with the game presentation information, and which is characterized in that, when executing the process to present the game, the game presentation processing means processes the game presentation information based on the game presentation information and the action-related information of the game media, and causes the game media to operate on a game screen.

[0007] An information processing device as one aspect of the present invention is an information processing device that executes a game in which one or more game media participate, and is equipped with: a game presentation processing means that executes a process to present the game based on game status information of the game; a presentation information determination means that determines game presentation information that indicates the game development based on the game status information of the game; and an action-related information determination means that determines action-related information that is information related to the action of the game media and is associated with the game presentation information; and when executing the process to present the game, the game presentation processing means processes the game presentation information and operates the game media on a game screen based on the game presentation information and the action-related information of the game media.

[0008] One aspect of the present invention is a method in which an information processing device executes a game in which one or more game media participate, and includes a game presentation processing step of executing a process to present the game based on game status information of the game, a presentation information determination step of determining game presentation information that indicates the game development based on the game status information of the game, and an action-related information determination step of determining action-related information that is information related to the action of the game media and is associated with the game presentation information, wherein the game presentation processing step processes the game presentation information and operates the game media on a game screen based on the game presentation information and the action-related information of the game media when executing the process to present the game.

[0009] One aspect of the present invention is a system for executing a game in which one or more game media participate, the system comprising an electronic device and a server connected to the electronic device via a network, wherein the electronic device or the server functions as a game presentation processing means that executes a process to present the game based on game status information of the game, the electronic device or the server functions as a presentation information determination means that determines game presentation information that indicates the game development based on the game status information of the game, and the electronic device or the server functions as an action-related information determination means that determines action-related information that is information related to the action of the game media and is associated with the game presentation information, and the game presentation processing means processes the game presentation information and operates the game media on a game screen based on the game presentation information and the action-related information of the game media when executing the process to present the game. [Effects of the Invention]

[0010] According to the present invention, the sense of realism of the game can be enhanced. [Brief explanation of the drawings]

[0011] [Figure 1]1 is a block diagram showing a hardware configuration of an information processing apparatus according to an embodiment of the present invention; [Figure 2] 1 is a functional block diagram illustrating an example of an information processing apparatus according to an embodiment of the present invention. [Figure 3] FIG. 2 is an example of a functional block diagram of a game control unit. [Figure 4] 10 is an example of a game medium selection screen. [Figure 5] 10 is an example of a game screen generated by a game presentation processing unit, and is an example of a game screen before motion change. [Figure 6] 10 is an example of a game screen generated by a game presentation processing unit, and is an example of a game screen after a motion change. [Figure 7] 10 is an example of an operational flowchart relating to the rendering and operation of an information processing device according to one embodiment of the present invention. [Figure 8] 10 is an example of an operational flowchart relating to a motion change of the information processing device according to one embodiment of the present invention. [Figure 9] 1 is a diagram showing an example of the overall configuration of a game system according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0012] A game system according to an embodiment of the present invention will be described with reference to the drawings. For the sake of convenience, more detailed explanations than necessary may be omitted in this specification. For example, detailed explanations of well-known matters and redundant explanations of substantially identical configurations may be omitted.

[0013] This game system can be realized by a system in which multiple information processing devices are connected via a network, but it can also be realized by a single information processing device. First, an embodiment realized by a single information processing device will be described, and then a system connected to a network will be described.

[0014] [Embodiment realized by an information processing device] [composition] FIG. 1 is a block diagram showing the hardware configuration of an information processing device 10 according to one embodiment of the present invention. The information processing device 10 includes a processor 11, an input device 12, an output device 13, a storage device 14, and a communication device 15. The components 11 to 15 are connected by a bus 16. Note that an interface may be interposed between the bus 16 and the components 11 to 15 as needed. In this embodiment, the information processing device 10 is a smartphone. However, the information processing device 10 may be any computer, such as a tablet computer, a laptop computer, or a desktop computer, as long as it has the above configuration.

[0015] The processor 11 controls the overall operation of the information processing device 10 and is, for example, an electronic circuit such as a CPU or MPU. The processor 11 performs various processes by reading and executing programs and data stored in the storage device 14. In one example, the processor 11 is made up of multiple processors.

[0016] The input device 12 is a user interface that accepts input from a user to the information processing device 10, and is, for example, a touch panel, a touch pad, a keyboard, or a mouse. Since the information processing device 10 of this embodiment is a smartphone, the information processing device 10 is provided with a touch panel, which functions both as the input device 12 and as the output device 13 (display device). The input device 12 and the output device 13 may be separate devices located at different positions.

[0017] The output device 13 presents application screens, sounds, and the like to a user of the information processing device 10, i.e., a player, under the control of the processor 11. The output device 13 may include, for example, a display device such as a liquid crystal display, an organic EL display, a plasma display, or the like, an acoustic device such as a speaker that emits sound, and / or a vibration device that vibrates the information processing device 10.

[0018] The storage device 14 includes a main memory, a buffer memory, and storage, and is a storage device typically found in a smartphone or computer, such as a storage device using volatile memory RAM and non-volatile memory such as flash memory eMMC, UFS, or SSD, or a magnetic storage device. The storage device 14 may also include external memory. The storage device 14 stores, for example, a game application. The game application includes a game program for executing a game and various data and tables referenced when the game program is executed. The game program is launched in response to a user's operation on the information processing device 10 and is executed on an operating system (OS) pre-installed on the information processing device 10.

[0019] In one example, the storage device 14 includes a main storage device and an auxiliary storage device. The main storage device is a volatile storage medium capable of high-speed reading and writing of information, and is used as a storage area and a working area when the processor 11 processes information. The auxiliary storage device stores various programs and data used by the programs when they are executed. The auxiliary storage device is, for example, an SSD or a hard disk drive, but may be any non-volatile storage or non-volatile memory capable of storing information, and may be removable. The auxiliary storage device stores, for example, an operating system (OS), middleware, application programs, and various data that may be referenced in the execution of these programs.

[0020] The communication device 15 transmits and receives data to and from other computers, such as servers, via a network. For example, the communication device 15 connects to a network through wireless communication such as mobile communication or wireless LAN. In one example, the information processing device 10 downloads a program from a server using the communication device 15 and stores the program in the storage device 14. However, the communication device 15 may also perform wired communication using an Ethernet (registered trademark) cable or the like. If data is not transmitted or received between the information processing device 10 and other computers, the information processing device 10 does not need to include the communication device 15.

[0021] FIG. 2 is an example of a functional block diagram of an information processing device 10 according to one embodiment of the present invention. The information processing device 10 includes an input unit 21, an output unit 22, and a game control unit 23. In this embodiment, these functions are realized by the processor 11 executing a program. For example, the program to be executed is a game program stored in the storage device 14 or received via the communication device 15. As various functions are realized by loading a program, part or all of one part (function) may be possessed by another part. Various functions are realized as each means by executing a program. These functions may also be realized by hardware by configuring electronic circuits or the like to realize part or all of each function.

[0022] The input unit 21 is configured using the input device 12, and receives input from a user to the information processing device 10. In this embodiment, a touch detection function that is generally provided in a smartphone equipped with a touch panel can be used.

[0023] The output unit 22 is configured using the output device 13 and outputs game screens, sounds, and vibrations to the output device 13 in response to the progress of the game and user operations. The game control unit 23 performs basic control for executing the game of this embodiment. The game is a game in which one or more game media participate. The game of this embodiment is a racing game in which characters of multiple game media run a predetermined distance on a predetermined course to compete for rankings, and the finishing positions of the multiple game media are determined, such as a horse racing game. The game media is electronic data used in the game, such as characters, weapons, items, and equipment items such as cards. The game media of this embodiment is a character, and is associated with an ID that uniquely identifies the character, an image representing the character displayed on the output device 13, objects, and characteristic information. The characteristic information is information indicating the characteristics of the game media, such as parameters indicating the character's abilities and information regarding skills.

[0024] The game control unit 23 determines a game in which one or more game media will participate, the game media to be included in the game, and executes the game. Then, based on game status information that is the execution result of the game, the game control unit 23 outputs a game screen or the like to be presented to the player to the output device 13, and presents the status and development of the game to the player. In other words, the game control unit 23 separately performs game execution processing and presentation processing related to the presentation of the execution result to present the execution result to the player.

[0025] 3 is an example of a functional block diagram of the game control unit 23. As shown in FIG. 3, the game control unit 23 includes a game setting unit 23a, a game medium setting unit 23b, a game execution unit 23c, a game presentation processing unit 23d, a performance information determination unit 23e, an action-related information determination unit 23f, a first game medium determination unit 23g, a second game medium determination unit 23h, a position identification unit 23i, and a determination unit 23j.

[0026] The game setting unit 23a determines a game to be executed by the game execution unit 23c. In one example, the game setting unit 23a displays a game selection screen (not shown) on the output device 13 that accepts a player's selection from among a plurality of types of games, and determines the selected game as the game to be executed. The game selection screen of this embodiment can provide game options for execution of a plurality of racing games that combine distances such as short distance, mile, middle distance, and long distance, and tracks such as turf and dirt. In another example, the game setting unit 23a randomly determines one game from among a plurality of types of games (here, racing games) as the game to be executed.

[0027] The game media setting unit 23b includes the processor 11, the input device 12, the output device 13, and the storage device 14, and sets the game media (hereinafter also referred to as "used game media") to be used in the game. For example, the game media setting unit 23b sets game media selected by the player from a game media group as the usable game media to be participated in (used) in the game. A game media group is a group of game media including multiple game media. Each game medium in the game media group is, for example, game media owned by the player, and is an option for the player to select the usable game media to be used in the racing game. In this embodiment, the game media are pre-stored in the storage device 14, but may be obtained from another player via the communication device 15, or may be developed by the player in a development game in which the player develops game media that can be included in the game.

[0028] The game medium setting unit 23b may accept and set game media selected by other players via the communication device 15 as game media to be used in the game, in addition to game media selected by the player, or may randomly set non-player characters (NPCs). That is, the game medium setting unit 23b may set one or more of the number N (e.g., N=18) of game media that can participate in the game to the game as game media selected by the player, and the remaining may be game media and / or NPCs selected by other players.

[0029] Fig. 4 shows an example of a game media selection screen G1. As shown in Fig. 4, the game media setting unit 23b displays the game media selection screen G1 on the output device 13 and accepts the player's selection of game media via the input device 12. The game media selection screen G1 includes a selected game media display area R11, a game media group display area R12, a back button R13, and an enter button R14.

[0030] The game media group display area R12 displays images S1 of multiple game media (here, characters A to N) owned by the player. These multiple game media constitute a game media group. In this embodiment, the output device 13 and the input device 12 are configured as a touch panel of the information processing device 10, so that a selection of one game content displayed in the game media group display area R12 can be received with the player's finger or the like.

[0031] The selected game content display area R11 displays an image and characteristic information of a game content selected from multiple game content. The characteristic information includes, for example, basic ability parameters indicating speed, stamina, power, tenacity, and intelligence; aptitude parameters including track suitability and distance suitability; and skills. Track suitability includes, for example, suitability for turf and dirt, while distance characteristics include, for example, short-distance, mile, middle-distance, and long-distance characteristics. Each parameter is, for example, a numerical value. In one example, a rank or level can be displayed in ABC format, along with or instead of the numerical value. For example, rank S indicates the highest suitability, and ranks S, A, B, C, and so on indicate decreasing suitability as the distance from rank S increases. In one example, a speed parameter displayed as rank S indicates a fast speed characteristic, while a speed parameter displayed as rank F indicates a slow speed characteristic.

[0032] The "Ability" tab in the selected game media display area R11 displays basic ability parameters and aptitude parameters as shown in Figure 4, and the "Skills" tab displays information about the skills linked to the selected game media.

[0033] The back button R13 is a screen for returning to, for example, a game selection screen, and the decision button R14 is a button for deciding the game media selected in the game media group display area R12 as the game media to be used in the game.

[0034] The game execution unit 23c executes the game determined by the game setting unit 23a based on the game media to be used set by the game media setting unit 23b. That is, the game execution unit 23c executes the game based on the characteristic information of each game media to generate game status information that is the execution result of the game. The generated game status information may be temporarily stored in the storage device 14, such as a memory, or may be output to each required component.

[0035] Game status information is information or data indicating the status, progress, and / or development of a game, including position information of one or more used game media in the virtual space of the game for each unit of time. In addition to the position information, the game status information may also include speed information, ranking information, and / or skill activation information of one or more used game media in the virtual space of the game for each unit of time. The position information is position coordinate data of the used game media at a certain virtual time in the virtual space of the game. The speed information may be differential value data of the position coordinates of the used game media, or data obtained by dividing the difference between the position coordinates at a certain virtual time and the immediately preceding virtual time by a unit of time. The ranking information is data indicating the ranking of all used game media at a certain virtual time in the virtual space of the game. The skill activation information includes data indicating whether a skill of the used game media is activated at a certain virtual time in the virtual space of the game, and data indicating the effect of skill activation (e.g., speed increase amount, stamina recovery amount, etc.).

[0036] In one example, the game status information can be represented as a table with the type of game media used along the horizontal axis (columns) and time along the vertical axis (rows). If the number of usable game media that can participate in the game being executed is N (here, N=18), each column represents a respective usable game media j (j=1, 2, ..., 18), and each row can include position information, speed information, etc., of usable game media j at a certain virtual time. In other words, the game status information can be represented as a matrix M, and the matrix element Mij in the ith row and jth column can include position information, speed information, ranking information, and skill activation information of usable game media j at a certain virtual time ti in the virtual space of the game.

[0037] In another example, the game situation information may be the row itself in the table (matrix M), that is, data for a unit time, or data for one game.

[0038] The game presentation processing unit 23d is configured to include the processor 11, the output device 13, and the storage device 14, and executes processing to present the game based on game status information of the game. The game presentation processing unit 23d generates presentation information such as a game screen to be presented to the player, and outputs it to the output device 13. Details of the game presentation processing unit 23d will be described later. Note that even if the game status information does not include speed information and ranking information of the used game media, the game presentation processing unit 23d can calculate and determine the speed information and ranking information of the one or more used game media at each virtual time from the position information of the one or more used game media in the virtual space of the game for each unit time.

[0039] The effect information determination unit 23e determines game effect information based on game situation information of the game. Game effect information is information indicating the development, progress, and / or status of the game, and is, for example, audio information or text information. In one example, the game effect information includes commentary audio information and / or commentary subtitle information of the game. Commentary audio information is audio data of a commentator and / or commentator that informs the player of the development, progress, and / or status of the game, and is output from an audio device such as a speaker included in the output device 13 based on the audio data. Commentary audio information is audio data such as, "The leading used game medium j is running away with the lead!", "The second-place used game medium j is trying to overtake the leading used game medium i!", "Some used game medium j has started a final sprint!", and "Used game medium j is tired!". Commentary subtitle information is text data of a commentator and / or commentator that informs the player of the development, progress, and / or status of the game, and is output to a display device such as a display included in the output device 13. The commentary audio information and the commentary subtitle information have different data formats, but can have the same content. Note that the "used game medium i" and "used game medium j" shown here can be replaced with the character names of the corresponding used game media by the game presentation processing unit 23d, for example, based on the game situation information.

[0040] Specifically, when a predetermined first game situation condition is satisfied, the effect information determination unit 23e determines game effect information corresponding to the first game situation condition based on the game situation information. The game effect information is stored in the storage device 14 in association with the first game situation condition.

[0041] The first game situation condition is a condition indicating a predetermined game situation and serves as a trigger for determining game effect information. The effect information determination unit 23e can determine whether the condition is satisfied based on the game situation information. For example, in the case of game effect information such as "The leading used game medium j is running away with the others!", the first game situation condition can be a situation in which the first-place used game medium j is separated from the second-place used game medium i by a predetermined distance or more for a predetermined period of time. In another example, in the case of game effect information such as "The second-place used game medium j is trying to overtake the leading used game medium i!", the first game situation condition can be a predetermined change in the position coordinates and speed of the first-place and second-place used game media over a predetermined period of time. In the case of game effect information such as "The used game medium j is tired!", the first game situation condition can be a change in the relative position of the used game medium j per predetermined period of time, in a situation in which the ranking of each used game medium remains unchanged over a predetermined period of time, but the relative position of the used game medium j is approaching the subsequent used game medium. The first game situation condition may be (1) a condition that a specific game medium is in a specific situation during the game, such as gate-in, early stage, middle stage, or late stage, (2) a condition that a specific game medium has activated a skill, (3) a condition that a specific game medium has been affected by a skill from another game medium, (4) a condition that a specific game medium is in a specific state such as fear or pushing, (5) a condition that a basic ability parameter such as speed or stamina of a specific game medium has reached a predetermined value, (6) a condition that a parameter indicating the type of game field (background), weather, state of the virtual space, etc. has reached a predetermined value, (7) a condition that a reuse prohibition flag is not set for game effect information in a game in which a reuse prohibition flag is set for game effect information once that information has been processed, for example, by the game control unit 23, or a combination of at least two or more of these. In this way, a plurality of first game situation conditions are set, and each first game situation condition and game effect information are stored in association with each other.

[0042] In this embodiment, the effect information determination unit 23e determines game effect information when the game presentation processing unit 23d is not processing game effect information. In one example, the game control unit 23 determines whether or not game effect information is being processed by the game presentation processing unit 23d, and the effect information determination unit 23e obtains the determination result, thereby being able to determine whether or not game effect information is being processed by the game presentation processing unit 23d.

[0043] The action-related information determination unit 23f is configured to include the processor 11 and the storage device 14, and determines action-related information of the game media associated with the game effect information. The action-related information is information related to the action of the game media, and may include motion change information, facial expression change information, texture change information, or a combination of at least two or more of these pieces of information of the game media. The action-related information may include additional actions other than typical actions such as running related to the progress of the game. Examples of additional actions include actions indicated by motion change information and display change information. The action-related information is stored in the storage device 14 in association with the game effect information. The action-related information determination unit 23f determines action-related information related to the game effect information determined by the effect information determination unit 23e.

[0044] Motion change information is information that indicates changes in the movement of the game media (game media used) during the progress of the game. When displaying game media (characters) using three-dimensional computer graphics or the like, the character can be displayed on the game screen by combining and drawing one or more objects (e.g., polygons and / or images) corresponding to the shape of the character, and mapping texture change information that represents the texture of the character onto the surface of this object.

[0045] Since this embodiment is a racing game, the motion change information indicates changes in the movement of a part of the game media other than the running motion. The part of the game media may be, for example, a part of the body of the game media, such as the face, eyes, head, neck, chest, or waist. The part of the game media may be a part of the body on the midline of the game media, in other words, a part of the body that does not affect the running motion, such as the face, eyes, head, neck, chest, or waist, excluding at least the legs that are involved in the running motion. Furthermore, the part of the game media may be a part of the game media that can detect other game media and / or a part of the game media that is relevant for detection. The part of the game media that can detect other game media may be, for example, the eyes, sensors, antennae, antenna, radar, etc. of the game media, and the part of the game media that is relevant for detection may be a part that supports the part of the game media that can detect other game media, such as the face, head, or torso of the game media.

[0046] In one example, the motion change information may include information or data indicating a turning motion (hereinafter also referred to as a "glance motion") in which a part of the body, including the face and / or eyes, of the left, right, and / or subsequent game content is turned toward other game content, and may be information or data indicating an action of performing the motion and then returning to the original state. The positional relationship and direction of the left, right, and / or subsequent game content are based on the moving game content. FIG. 5 is an example of a game screen generated by the game presentation processing unit 23d, showing an example of the game screen before the glance motion is performed. FIG. 6 is an example of a game screen generated by the game presentation processing unit 23d, showing an example of the game screen after the glance motion is performed. As shown in FIG. 5, the face and eyes of the leading game content are turned to the rear left, and it can be seen that the leading game content is checking the game content behind it to the left. In the example shown in FIG. 6, the motion change information of the leading game content includes a glance motion to the rear left and a return motion (i.e., facing straight in the direction of travel). In another example, the motion change information may be an action of wiping sweat with a hand.

[0047] The facial expression change information is information indicating changes in the facial expression of the game media. For example, the facial expression change information includes image data of a normal facial expression and image data of the game media's facial expressions after changes, such as a tired expression, an impatient expression, a fearless smile, a desperate expression, or a motivated expression when overtaking the other game media in a final sprint. If the game effect information is "Used game media j in second place is trying to overtake used game media i in the lead!" or "Used game media j is making a final sprint!", the facial expression change information includes image data of a desperate expression or a motivated expression. If the game effect information is "Used game media j is tired!", the facial expression change information includes image data of a tired expression. Note that changes in the facial expressions of the game media may be achieved by changing the motion of the facial features of the game media or by changing the texture of the facial features.

[0048] Texture change information is texture data that indicates the texture of the game media and / or the texture of the surroundings of the game media on the game screen, and may include data before and after changes in these textures, etc. Texture change information may be image data that indicates blurring (e.g., symbol L in FIG. 6 ) that causes the game media and / or the surrounding area of ​​the racetrack or facilities to appear blurred or hazy due to the high running speed of the game media, or a wind-cutting effect (e.g., symbol K in FIGS. 5 and 6 ). For example, in the case of game presentation information indicating "The second-place used game media j is about to overtake the leading used game media i!", the texture change information may include image data that blurs the used game media j and its surroundings, and image data of a wind-cutting effect, to indicate that the second-place used game media j is running at a high speed as it overtakes the leading used game media i.

[0049] As described above, the action-related information may include motion change information, facial expression change information, and texture change information. For example, the motion change information may include information indicating a turning motion to the left, right, and / or backward and a returning motion, and the facial expression change information may include image data of a fearless smile after turning around and returning to the original position. This action-related information may be determined by the action-related information determination unit 23f as the action-related information to be processed by the game presentation processing unit 23d when, for example, a first game situation condition is satisfied in which the first game medium used is separated from the second game medium by a predetermined distance or more for a predetermined time. The combination and permutation of each piece of information included in the action-related information may be set in advance as appropriate according to the expected game situation and stored in the storage device 14.

[0050] The first game medium determination unit 23g includes the processor 11 and the storage device 14, and determines the first game medium and action information to be displayed on the game screen from among a plurality of game media based on predetermined conditions.

[0051] The predetermined condition is a second game situation condition indicating a predetermined game situation, and in this case, it is a condition that triggers determination of the first game medium and the action information. The second game situation condition is a type of the first game situation condition and is a condition indicating a game situation for activating a glance motion. A first example of the second game situation condition is a situation in which a leading game medium is separated from a trailing game medium (e.g., a game medium in second place) by a predetermined distance or more for a predetermined time, indicating that the leading game medium is running away from the trailing game medium. A second example of the second game situation condition is a situation in which the distance in the direction of travel between a certain game medium (e.g., a game medium in leading place) and a trailing game medium (e.g., a game medium in second place) is narrowed by a predetermined distance or more for a predetermined time, indicating that the trailing game medium is closing in on the certain game medium. A third example of the second game situation condition is a situation in which the distance in the direction of travel between a certain game medium and a game medium in front of it is narrowed by a predetermined distance or more, indicating that the certain game medium overtakes the trailing game medium. In a first example, a leading game medium may be designated as the first game medium that operates based on the operation information. In a second example, a certain game medium may be designated as the first game medium that operates based on the operation information. In a third example, a game medium that overtakes a leading game medium may be designated as the first game medium that operates based on the operation information. In addition, the second game situation condition can be (1) a condition that a specific game medium is in a specific situation in the game, such as gate-in, early stage, middle stage, or late stage; (2) a condition that a specific game medium has activated a skill; (3) a condition that a specific game medium has been affected by a skill from another game medium; (4) a condition that a specific game medium is affected and is in a specific state such as awe or pushing; (5) a condition that basic ability parameters such as speed and stamina of a specific game medium have reached predetermined values; (6) a condition that parameters indicating the type of game field (background), weather, state of the virtual space, etc. have predetermined values; (7) a condition that a reuse prohibition flag is not set in the game presentation information in a game in which a reuse prohibition flag is set for game presentation information by, for example, the game control unit 23 once the game presentation information has been processed; or a combination of at least two or more of these.In this way, a plurality of second game situation conditions are set, and each second game situation condition is stored in association with the determined first game medium.

[0052] The first game medium determination unit 23g can determine the game situation based on game situation information including at least the location information of each game medium. That is, the first game medium determination unit 23g determines the first game medium based on the game situation information including the location information of the game medium. More specifically, the first game medium determination unit 23g determines the game situation based on the game situation information, and if it determines that the game situation satisfies a second game situation condition, it determines the first game medium associated with the second game situation condition, determines action information associated with the second game situation condition, and reads the action information from the storage device 14. Note that if the first game medium determination unit 23g determines that the game situation does not satisfy the second game situation condition based on the game situation information, it does not perform any particular calculation.

[0053] The motion information is information related to the motion of the game media and is a type of motion change information. The motion information may include one or more first motion information. The first motion information is data indicating changes in the motion of the face and eyes of the game media, i.e., the direction of the face and the movement of the line of sight (gaze). The first motion information corresponds to the positional relationship of the game media. Specifically, the first motion information includes information indicating an action of turning at least a portion of the first game media toward a second game media (described below), and may also include information indicating an action of returning the first game media from the first action. The portion of the first game media may be a portion of the first game media that can detect other game media and / or a portion of the first game media that is related to the detection. The portion of the game media that can detect other game media may be, for example, the eyes, sensors, antennae, antennas, radar, etc. of the game media, and the portion of the game media that is related to the detection may be a portion that supports the portion of the game media that can detect other game media, such as the face, head, torso, etc. of the game media. More specifically, the first action information may be an action of turning left, right, and / or backward with respect to the first game medium, and may be a glance motion and a return motion after the glance motion set for each game medium. Note that the action information does not necessarily have to be directly associated with the first game medium, as long as the first game medium and the action information are associated with the second game situation condition.

[0054] The second game medium determination unit 23h includes the processor 11 and determines a second game medium from among multiple game media based on location information of the first game medium in the virtual space of the game. Specifically, the second game medium determination unit 23h determines the second game medium based on the ranking of the first game medium during the game. In one example, the second game medium determination unit 23h determines the game medium that is one game medium lower in rank than the first game medium as the second game medium. Note that if the first game medium is lowest in rank, the second game medium determination unit 23h does not need to determine a second game medium because there is no game medium lower in rank than the first game medium, or it may randomly determine one of the used game media as the second game medium. In another example, the second game medium determination unit 23h determines one of the game media within a predetermined range of the first game medium as the second game medium. For example, the second game medium determination unit 23h may determine the game medium closest to the first game medium as the second game medium, or may determine one of the game media closest to the first game medium that is to the left, right, and / or rear as the second game medium.

[0055] The position identification unit 23i includes the processor 11 and identifies the positional relationship between the first game medium and the second game medium in virtual space. The identified positional relationship is, for example, the positional relationship of the second game medium to the left, right, and / or behind the first game medium. The position identification unit 23i can identify the positional relationship between the first game medium and the second game medium based on game situation information. The position identification unit 23i can identify the left-right positional relationship based on whether the race is on a counterclockwise or clockwise course and whether the second game medium is located inside or outside the first game medium.

[0056] The determination unit 23j is configured to include the processor 11 and determines whether the action information determined by the first game medium determination unit 23g includes first action information corresponding to the positional relationship identified by the position identification unit 23i.

[0057] For example, if the determined action information includes a glance motion of turning left and the second game medium is located to the left or left rear of the first game medium, the determination unit 23j determines that the action information includes first action information corresponding to the positional relationship. If the determined action information includes a glance motion of turning left and the second game medium is located to the right or right rear of the first game medium, the determination unit 23j determines that the action information does not include first action information corresponding to the positional relationship.

[0058] Furthermore, if the determined action information includes a glance motion of turning to the right and the second game medium is located to the right or to the right rear of the first game medium, the determination unit 23j determines that the action information includes first action information corresponding to the positional relationship.If the determined action information includes a glance motion of turning to the right and the second game medium is located to the left or to the left rear of the first game medium, the determination unit 23j determines that the action information does not include first action information corresponding to the positional relationship.

[0059] Furthermore, if the determined action information includes a glance motion to look left, right, or backward, and the second game medium is positioned in front of the second game medium, the determination unit 23j determines that the action information does not include first action information corresponding to the positional relationship. For example, if the first game medium is at the bottom, the first game medium will not turn around. However, even if the first game medium is at the bottom, if the first game medium is positioned to the left, right, left-front, or right-front, the action information may include first action information corresponding to the positional relationship, and a glance motion may be performed.

[0060] The game presentation processing unit 23d executes a process of presenting a game based on the game situation information. In doing so, the game presentation processing unit 23d processes game presentation information and operates the game media on a game screen based on the game presentation information determined by the presentation information determination unit 23e and the action-related information of the game media determined by the action-related information determination unit 23f. Specifically, the game presentation processing unit 23d uses the game situation information, the determined game presentation information, and the action-related information as input data, generates presentation information such as a game screen and sound to be presented to the player based on this input data, and outputs the presentation information to the output device 13.

[0061] The game presentation processor 23d renders the game on the game screen with the game content associated with the game presentation information as the gaze target. In one example, if the game presentation information is "The second-place used game content j is about to overtake the first-place used game content i!", the game presentation processor 23d renders the second-place used game content j as the gaze target. The game presentation processor 23d may also render the gaze target game content on the game screen based on virtual camera information. The virtual camera information is information including the position and orientation of a virtual camera in the virtual space of the game, with respect to the gaze target game content. Specifically, the virtual camera information may include the relative position coordinates, orientation, angle of view, FOV (Field of View), movement, rotation in the relative position coordinates, and shake or vibration to produce screen shake of the virtual camera with respect to the gaze target game content. For example, the virtual camera information may include the left, right, and / or forward positions of the gaze target game content and the direction from that position toward the gaze target game content. The movement of the virtual camera may be, for example, movement in the direction of the race, i.e., movement to follow the game content being watched. In the examples shown in Figures 5 and 6, the game content being watched is the leading game content, and the virtual camera is focused on the leading game content.

[0062] The virtual camera information may include information about two or more virtual cameras. For example, if the virtual camera information includes virtual camera information for two virtual cameras, two areas can be set on one game screen, and each area can display the game content that is the focus of the corresponding virtual camera, allowing the player to enjoy the game from two viewpoints in the same game situation.

[0063] The game presentation processing unit 23d does not execute an action of turning the gazed-up game content in a direction away from the relative position or direction of the virtual camera. For example, if the virtual camera is located to the left of the gazed-up game content, the gazed-up game content may turn to the left, but not to the right. In one example, the action information and the virtual camera information are managed in a one-to-one association so that the gazed-up game content does not turn away from the virtual camera (for example, the action information and the virtual camera information are associated with each other and stored in the storage device 14). For example, even if a motion of turning to the left is set for virtual camera information in which the virtual camera is located to the left of the gazed-up game content, a motion of turning to the right can be set. In another example, even if the action information includes first action information corresponding to the positional relationship, if the game presentation processing unit 23d determines based on the virtual camera information that the gazed-up game content will turn away from the virtual camera due to the action of the first action information, the game presentation processing unit 23d does not execute or disables processing of the first action information.

[0064] Fig. 5 is an example of a game screen G2 generated by the game presentation processing unit 23d, which is an example of the game screen G2 before the motion is changed. Fig. 6 is an example of a game screen G2 generated by the game presentation processing unit 23d, which is an example of the game screen G2 after the motion is changed.

[0065] As shown in FIGS. 5 and 6, the game screen G2 includes a positional relationship display area R21, a game status display area R22, a provisional ranking display area R23, and a commentary / subtitle information display area R24.

[0066] The positional relationship display area R21 is an area that displays the positional relationship of each game content being used. The positional relationship can be determined by the game presentation processing unit 23d based on the game situation information.

[0067] The game status display area R22 is an area that includes the game medium to be gazed upon and its surroundings, based on game status information, or game status information, game presentation information, and action-related information. In the example shown in Figures 5 and 6, the leading game medium O1 is running alone, followed by the following game medium O2. Specifically, the game presentation processing unit 23d reads the objects of each corresponding game medium from the storage device 14 based on the game status information indicating this state, and displays each game medium in the game status display area R22, as shown in Figure 5.

[0068] The provisional ranking display area R23 is an area that displays the provisional ranking of the game media used by the player. The provisional ranking is ranking information included in the game status information or ranking information calculated by the game presentation processing unit 23d based on position information, speed information, etc. of the game media used by the player that is included in the game status information. In the example shown in FIGS. 5 and 6, the provisional ranking is first out of 18 game media. The commentary / commentary subtitle information display area R24 is an area that displays commentary / commentary subtitle information, which is one type of game presentation information based on the game status information. In the commentary / commentary subtitle information display area R24, the game presentation processing unit 23d can cause the output device 13 (display device) to display text information indicating the commentary by the commentator of the racing game and / or text information indicating the commentary by the commentator of the racing game, which is determined by the presentation information determination unit 23e.

[0069] In the example shown in FIG. 5, the leading game medium O1, which is the object of gaze, faces straight in the traveling direction X. In the example shown in FIG. 6, the leading game medium O1, which is the object of gaze, faces its face F and eyes E rearward to the left. In the examples shown in FIGS. 5 and 6, when the game situation changes from the state shown in FIG. 5, in which the leading game medium O1 is running away with the lead, to the state shown in FIG. 6, in which the second-place game medium O2 has closed the gap to the lead, the game presentation processing unit 23d processes commentary audio information and commentary subtitle information indicating this change (e.g., commentator: "The leading game medium j is running away with the lead!", commentator: "However, the second-place game medium i is also catching up!") based on the determined game presentation information and action-related information, and outputs audio and text indicating the change to the output device 13 (display device, audio device), respectively, and causes the leading game medium O1 to perform a glance motion in which its face F and eyes E are directed rearward to the left in accordance with the game presentation information. At this time, as texture change information, an effect K of the leading game medium O1 cutting through the wind, as shown in Figures 5 and 6, and / or a turning blur L of the glance motion shown in Figure 6 may be output to the output device 13.

[0070] The game presentation processor 23d processes a predetermined number (e.g., one) of game presentation information when it is not processing game presentation information (e.g., when audio data is not being played or text data is not being displayed). In other words, the game presentation processor 23d determines whether a predetermined number of game presentation information have been processed. If it determines that no game presentation information has been processed, the game presentation processor 23d can process new game presentation information determined by the presentation information determination unit 23e. That is, game presentation information is processed one by one over a predetermined period of time, and different types of game presentation information are not processed simultaneously, but are processed serially over time. The reason for limiting the number of game presentation information processed per predetermined period of time to one is to prevent game presentation information indicating different game situations from being processed and output. However, one piece of game presentation information may include audio data and text data of the commentator and analyst corresponding to one game situation. If it determines that game presentation information is being processed, the game presentation processor 23d does not process other game presentation information in parallel, but continues processing that information until the processing of the currently processed game presentation information is completed.

[0071] When the determination unit 23j determines that the first action information is included in the determined action information, the game presentation processing unit 23d causes the determined first game medium to operate on the game screen based on the first action information. In one example, the game presentation processing unit 23d executes a glance motion as shown in FIG. 6. In another example, the game presentation processing unit 23d causes the first game medium to operate at a timing corresponding to the game effect information determined by the effect information determination unit 23e based on the first action information. The timing corresponding to the game effect information is, for example, the timing at which the corresponding audio or subtitles are output by the output device 13. Specifically, when the game effect information is "The leading used game medium j is running away with the lead!", the game presentation processing unit 23d processes the first action information (glance motion) corresponding to the positional relationship and causes the first game medium to operate in accordance with the first action information at the timing at which the corresponding audio or subtitles are output by the output device 13.

[0072] The game presentation processing unit 23d determines the ranking of each of the multiple game contents during the progress of the game based on the position information of the multiple game contents in the virtual space of the game. That is, the game presentation processing unit 23d determines the ranking of each of the used game contents at each virtual time during the progress of the game based on the game status information. This ranking is a provisional ranking during the progress of the game and may change from moment to moment, and is finalized when the used game contents reach the goal point.

[0073] As described above, the processing of the game execution unit 23c, game presentation processing unit 23d, effect information determination unit 23e, action-related information determination unit 23f, first game medium determination unit 23g, second game medium determination unit 23h, position identification unit 23i, and determination unit 23j is not affected by the player's operation. In other words, the processing of each of these units is performed automatically.

[0074] [Operation] (Operation overview) 7 is an example of an operational flowchart relating to the effects and operations of an information processing device according to one embodiment of the present invention. As shown in FIG. 7, first, the information processing device 10 receives a game selection by a player through the game setting unit 23a, and sets the received game as a game to be executed by the game execution unit 23c (S01).

[0075] Next, the game media setting unit 23b accepts the setting of the game media to be used in the set game (S02). The game execution unit 23c executes the game based on the set game, the game media to be used, and their characteristic information (S03), and generates game status information as the execution result (S04).

[0076] The game presentation processing unit 23d executes a process of presenting a game based on the generated game status information (S05). That is, the game presentation processing unit 23d generates information for a game screen to be displayed based on the generated game status information, and displays a game screen showing the game in progress on the output device 13 (display device).

[0077] The game control unit 23 determines whether game effect information is being processed by the game presentation processing unit 23d (S06). If it is determined that game effect information is being processed (YES in S06), the process returns to S05. If it is determined that game effect information is not being processed (NO in S06), the effect information determination unit 23e determines game effect information based on the game situation information generated in S04 (S07). Specifically, the effect information determination unit 23e determines whether the game situation satisfies a first game situation condition based on the game situation information, and if the first game situation condition is satisfied, determines game effect information corresponding to the first game situation condition, and reads the determined game effect information from the storage device 14, for example, in accordance with a first table that associates the first game situation condition with game effect information.

[0078] Next, the action-related information determination unit 23f determines action-related information associated with the determined game effect information (S08). Specifically, the action-related information determination unit 23f determines action-related information associated with the determined game effect information from the determined game effect information and a second table that associates game effect information with action-related information, and reads the action-related information from the storage device 14.

[0079] The game presentation processing unit 23d executes a process of presenting the game based on the game situation information, the determined game presentation information, and the action-related information (S09). That is, the game presentation processing unit 23d generates presentation information such as game screens and sounds to be presented to the player based on this information, and causes the output device 13 to output the presentation information (S10).

[0080] The processing from S05 to S10 is repeatedly executed until the game ends, and when the presentation of the game status information has been completed, the game ends.

[0081] (Motion change) Fig. 8 is an example of an operational flowchart relating to a motion change of an information processing device according to an embodiment of the present invention. Note that S01 to S05 in Fig. 8 are the same as S01 to S05 in Fig. 7, and therefore details thereof will be omitted.

[0082] The first game medium determination unit 23g determines, based on predetermined conditions, the first game media and operation information to be displayed on the game screen from among the multiple game media used in the game (S11). Specifically, the first game medium determination unit 23g determines whether the game situation satisfies the second game situation condition based on the game situation information generated in S04. If the first game medium determination unit 23g determines that the game situation does not satisfy the second game situation condition, the first game medium determination unit 23g returns to S05 without performing any particular calculation. If the first game medium determination unit 23g determines that the game situation satisfies the second game situation condition, the first game medium determination unit 23g determines the first game media and operation information based on the satisfied second game situation condition and the third and fourth tables that associate the second game situation conditions with the first game media and operation information.

[0083] The second game medium determination unit 23h determines a second game medium from the plurality of game media based on the position information of the first game medium in the virtual space of the game (S12). Here, the second game medium determination unit 23h determines the game medium that is one level lower than the first game medium as the second game medium. Note that if the first game medium is lowest, the second game medium determination unit 23h does not need to determine the second game medium. In this case, for example, the process returns to S05. In this case, the first game medium does not perform an operation based on the operation information. In S12, if the first game medium is not lowest, the second game medium determination unit 23h determines the game medium that is one level lower than the first game medium as the second game medium.

[0084] The position specifying unit 23i specifies the positional relationship between the first game medium and the second game medium in the virtual space (S13). Next, the determination unit 23j determines whether the action information determined by the first game medium determination unit 23g includes first action information corresponding to the positional relationship specified by the position specifying unit 23i (S14).

[0085] When the determination unit 23j determines that the first action information is included in the determined action information, the game presentation processing unit 23d causes the determined first game medium to move on the game screen based on the first action information (S15). In one example, the game presentation processing unit 23d depicts on the game screen an action of turning the face and eyes of the leading game medium in FIG. 5, which is facing straight in the direction of travel, to the rear left as shown in FIG. 6, and then causes the game medium to move back to facing straight in the direction of travel again as shown in FIG. 5. In this way, the glancing motion and the turning back motion are executed, and the effect of making the player pay attention to the state of the game medium behind can be enhanced to enhance the sense of realism of the game.

[0086] [Actions and Effects] (1) The information processing device 10 of this embodiment is an information processing device that executes a game in which one or more game media participate, and includes a game presentation processing unit 23d that executes a process to present the game based on game status information of the game, a presentation information determination unit 23e that determines game presentation information that indicates the game development based on the game status information of the game, and an action-related information determination unit 23f that determines action-related information that is information related to the action of the game media and is associated with the game presentation information.When executing the process to present the game, the game presentation processing unit 23d processes the game presentation information and operates the game media on the game screen based on the game presentation information and the action-related information of the game media.

[0087] This allows the game media associated with the game effects to operate in accordance with the game effects based on the game situation, thereby matching the timing of the game effects and the operation of the game media and enhancing the realism of the game.

[0088] (2) The game presentation information includes audio information or subtitle information for the game, which allows the player to understand the game situation through audio or text, enhancing the sense of realism of the game.

[0089] (3) The game situation information includes the position information of one or more game media in the virtual space of the game for each unit time. This allows the player to execute effects and actions that correspond to the ever-changing game situation, enhancing the sense of realism of the game.

[0090] (4) The game presentation processing unit 23d determines the ranking of each of one or more game contents during the game based on the game status information. This allows the execution of effects and actions that correspond to the ever-changing game status, enhancing the sense of realism of the game.

[0091] (5) The action-related information of the game content includes motion change information, facial expression change information, texture change information, or a combination of at least two or more of these pieces of information for the game content. This allows changes in the game content in accordance with the game presentation information to be displayed on the game screen, thereby further enhancing the sense of realism of the game.

[0092] (6) The game presentation processing unit 23d renders the game on the game screen with the game content associated with the game presentation information as the gaze target. This allows the game content that matches the game presentation information to be rendered on the game screen, further enhancing the sense of realism of the game.

[0093] (7) The game presentation processing unit 23d renders game content associated with game presentation information on the game screen based on virtual camera information including the position and orientation of a virtual camera in the virtual space of the game, relative to the game content. This allows the game screen to be rendered with the focus on the game content being gazed upon, making it easier for the player to recognize the game content being gazed upon and enhancing the sense of realism and immersion in the game.

[0094] (8) The game presentation processor 23d processes a predetermined number of game presentation information pieces when not processing game presentation information pieces. This allows only one game presentation information piece to be processed during a predetermined period corresponding to the game situation, allowing the player to pay attention to the game content that corresponds to the game situation and enhancing the sense of immersion.

[0095] (9) The information processing device 10 of this embodiment is an information processing device that executes a game in which multiple game media participate, and is equipped with a first game medium determination unit 23g that determines a first game medium to be displayed on the game screen and operation information regarding the operation of the game medium from among the multiple game media based on predetermined conditions, a second game medium determination unit 23h that determines a second game medium from the multiple game media based on position information of the first game medium in the virtual space of the game, a position identification unit 23i that identifies the positional relationship between the first game medium and the second game medium in the virtual space, a determination unit 23j that determines whether the operation information includes first operation information corresponding to the positional relationship, and a game presentation processing unit 23d that, when the first operation information is included in the operation information, operates the first game medium on the game screen based on the first operation information.

[0096] This allows the first game medium to perform an action that is appropriate for the positional relationship between the first game medium and the second game medium, thereby enhancing the sense of realism of the game. Furthermore, when the determination unit 23j determines that the action information does not include first action information that corresponds to the positional relationship, the game presentation processing unit 23d does not perform an action based on the first action information, thereby maintaining consistency with the game situation.

[0097] (10) The information processing device 10 includes a presentation information determination unit 23e that determines game presentation information associated with one or more game media based on game situation information including location information, and a game presentation processing unit 23d that operates the first game media at a timing corresponding to the game presentation information based on the first operation information.

[0098] This allows the associated first game medium to operate in accordance with the game effect information, thereby matching the timing of the effects and the actions, thereby further enhancing the sense of realism of the game.

[0099] (11) The first action information includes information indicating an action of turning at least a portion of the first game medium toward the second game medium and returning it to its original position.

[0100] This allows the first game medium to appear to the player as if it is repeatedly directing attention to the second game medium, thereby further enhancing the sense of realism of the game.

[0101] (12) The game presentation processing unit 23d determines the ranking of each of the multiple game contents during the game based on the position information of the multiple game contents in the virtual game space. This allows the execution of effects and actions that correspond to the ever-changing game situation, enhancing the sense of realism of the game.

[0102] (13) The second game medium determination unit 23h determines the second game medium based on the ranking of the first game medium during the game. This allows the second game medium to be determined to be the game medium that attracts attention during exciting game situations, such as the game medium that is one game below the first game medium, thereby further enhancing the sense of realism of the game.

[0103] (14) The first game medium determination unit 23g determines the first game medium based on game situation information including location information. This allows the first game medium to be determined as a game medium that attracts attention in exciting scenes in the game, further enhancing the sense of realism of the game.

[0104] [Embodiments realized by the system] FIG. 9 is a diagram showing an example of the overall configuration of a game system according to one embodiment of the present invention. As shown in FIG. 9, the game system 1 includes a plurality of information processing devices 10. At least one of the plurality of information processing devices 10 is a server 10B, and the other information processing devices 10 are electronic devices 10A, which are user terminals used by each player. The electronic device 10A and the server 10B are connected to a network N, such as the Internet, so as to be able to communicate with each other. Note that the game system 1 of this embodiment will be described assuming a server-client system, but it may also be configured as a system that does not include a server 10B, such as a P2P system.

[0105] The electronic device 10A and the server 10B have the same hardware configuration as that shown in Fig. 1, and the electronic device 10A is also a smartphone in this embodiment. The server 10B is a server device that provides games that can be executed on the electronic device 10A, and is configured with one or more computers.

[0106] The server 10B stores various programs such as a control program for controlling the progress of the online game, and various data used in the game.

[0107] In one example, the server 10B is configured to provide the electronic device 10A with a game application executable thereon. When the electronic device 10A executes the downloaded game application, the electronic device 10A periodically or as needed transmits and receives data with the server 10B to progress the game. For example, the server 10B stores various setting information and history information required for the game executed on the electronic device 10A. In this case, the electronic device 10A has the functions of each functional unit except for the input unit 21, the output unit 22, the game control unit 23, and the game execution unit 23c within the game control unit 23. The server 10B has the functions of the game execution unit 23c. That is, the server 10B receives the game and game media set by the game setting unit 23a and game media setting unit 23b of the electronic device 10A, and the game execution unit 23c of the server 10B executes the game based on the game and game media and generates game status information. Then, the electronic device 10A executes processing by the functional units 23d to 23j based on the game situation information received from the server 10B. The game situation information may be transmitted from the server 10B to the electronic device 10A every unit time, or game situation information for one game generated by the server 10B may be transmitted to the electronic device 10A.

[0108] In one example, the server 10B is a web server that provides a game service to the electronic device 10A. The electronic device 10A acquires HTML data for displaying a web page from the server 10B, analyzes the acquired HTML data, and displays the web page. In this case, the server 10B, which communicates with the electronic device 10A, has all or part of the functions of the game control unit 23. For example, the electronic device 10A accepts game and game content settings made by a player via the input unit 21 (input device 12), executes the game using the game execution unit 23c of the server 10B, and generates game status information. The server 10B then executes processing using all or part of the functional units 23d to 23j based on the generated game status information, thereby generating presentation information including game screens and / or sounds. The electronic device 10A then causes the output device 13 of the electronic device 10A to output the presentation information based on the presentation information received from the server 10B.

[0109] [Other embodiments] In other embodiments of the present invention, the present invention may be a program that realizes the functions of the embodiments of the present invention described above and the information processing shown in the flowcharts, or a computer-readable storage medium that stores the program.In still other embodiments, the present invention may be a method that realizes the functions of the embodiments of the present invention described above and the information processing shown in the flowcharts.In still other embodiments, the present invention may be a server that can supply a program that realizes the functions of the embodiments of the present invention described above and the information processing shown in the flowcharts to a computer.In still other embodiments, the present invention may be a virtual machine that realizes the functions of the embodiments of the present invention described above and the information processing shown in the flowcharts.

[0110] In the processes or operations described above, the processes or operations can be freely changed as long as no inconsistencies in the processes or operations occur, such as the use of data that should not yet be available in a certain step. Furthermore, the embodiments described above are merely examples for explaining the present invention, and the present invention is not limited to these embodiments. The present invention can be embodied in various forms without departing from the spirit of the invention.

[0111] For example, in the above embodiment, the game is a racing game, but it may also be a competitive sports game or a fighting game. In this case, the game presentation information may be information indicating the development, progress, and / or status of the game, and may be audio information or subtitle information indicating cheers and support, in addition to audio information or subtitle information indicating commentary or commentary.

[0112] The game may also be an action game in which game media are controlled by a player's operation. In this case, the configuration of each component can automatically cause motion changes regardless of the player's operation. For example, in an action game using a gun, if game effect information indicates "Your ally's game media has been shot!", action-related information for turning in that direction can be determined based on the game effect information, and the action of turning in that direction can be executed, thereby enhancing the sense of realism of the game. Furthermore, when a second game media within a predetermined range of a first game media is shot with a gun, the configuration of each component can cause the first game media to turn toward the second game media, thereby enhancing the sense of realism of the game. Thus, the present invention can be applied to action games in addition to games that progress automatically as in the embodiment.

[0113] Furthermore, in the above embodiment, the game is a racing game in which characters move independently, such as a horse racing game, but the game may also be a racing game in which characters move in vehicles such as cars, bicycles, motorbikes, and carts. [Explanation of symbols]

[0114] 1. Game System 10. Information processing equipment 10A electronic equipment 10B Server 11 processors 12 Input Devices 13 Display device 14 Storage device 15. Communications equipment 16 Bus 21 Input section 22 Output section 23 Game control unit 23a Game Settings 23b Game Media Settings Department 23c Game Execution Department 23d game presentation processing unit 23e Production Information Decision Department 23f Operation-related information determination unit 23g First Game Media Decision Department 23h Second Game Media Decision Department 23i Location identification part 23j Judgment section E Leading Game Media Eyes F The face of the leading game media G1 Game Media Selection Screen G2 game screen N Network O1 Leading game media O2 Subsequent game media

Claims

1. A game program in which two or more game media participate, On the computer, a game presentation processing means for determining the ranking of each of the two or more game media during the progress of the game based on game situation information including position information of the two or more game media in the virtual space of the game for each unit time, and executing a process of presenting the game; a game effect information determination means for determining game effect information indicating a game development based on the game situation information; an action-related information determination means for determining action-related information associated with the game presentation information, the action-related information being information related to an action of a first game medium determined from the two or more game media during the progress of the game based on the game situation information; functioning as second game medium determination means for determining a second game medium from the two or more game media based on ranking or position information of the first game medium determined during the progress of the game; the action-related information includes a turning action of turning a part of the body of the first game medium toward the second game medium; program.

2. the game presentation processing means renders the first game medium associated with the game presentation information on a game screen based on virtual camera information including position information and orientation of a virtual camera in a virtual space of the game relative to the first game medium; The program according to claim 1.

3. the game presentation processing means turns a part of the body of the first game medium toward the second game medium at a timing corresponding to the game effect information; The program according to claim 1 or 2.

4. The computer, functioning as a position identification means for identifying the positional relationship between the first game medium and the second game medium in the virtual space of the game; The program according to any one of claims 1 to 3.

5. The game presentation information includes audio information or subtitle information of the game. The program according to any one of claims 1 to 4.

6. The action-related information includes motion change information, facial expression change information, texture change information, or a combination of at least two or more of these pieces of information for the game content. The program according to any one of claims 1 to 5.

7. the game presentation processing means processes the game presentation information of different game developments in series over time, rather than simultaneously; The program according to any one of claims 1 to 6.

8. the game status information includes game status information for one game generated by the server; The program according to any one of claims 1 to 7.

9. The computer, and causing the device to function as a first game medium determination means for determining at least one of the two or more game media as the first game medium based on the game status information. The program according to any one of claims 1 to 8.

10. An information processing device for executing a game in which two or more game media participate, a game presentation processing means for determining the ranking of each of the two or more game media during the progress of the game based on game situation information including position information of the two or more game media in the virtual space of the game for each unit time, and executing a process of presenting the game; a game effect information determination means for determining game effect information indicating a game development based on the game situation information; an action-related information determination means for determining action-related information associated with the game presentation information, the action-related information being information related to an action of a first game medium determined from the two or more game media during the progress of the game based on the game situation information; a second game medium determination means for determining a second game medium from the two or more game media based on ranking or position information of the first game medium determined during the progress of the game; the action-related information includes a turning action of turning a part of the body of the first game medium toward the second game medium; Information processing device.

11. A method for an information processing device to execute a game in which two or more game media participate, comprising: a game presentation processing step of determining the ranking of each of the two or more game media during the progress of the game based on game situation information including position information of the two or more game media in the virtual space of the game for each unit time, and executing a process of presenting the game; a presentation information determination step of determining game presentation information indicating a game development based on the game situation information; an action-related information determination step of determining action-related information associated with the game presentation information, the action-related information being information related to an action of a first game medium determined from the two or more game media during the progress of the game based on the game situation information; a second game medium determination step of determining a second game medium from the two or more game media based on ranking or position information of the first game medium determined during the progress of the game; the action-related information includes a turning action of turning a part of the body of the first game medium toward the second game medium; method.

12. A game system for executing a game in which two or more game media participate, The system includes an electronic device and a server connected to the electronic device via a network; the electronic device or the server functions as a game presentation processing means that determines the ranking of each of the two or more game media during the progress of the game based on game status information including position information of the two or more game media in the virtual space of the game for each unit time, and executes a process of presenting the game; the electronic device or the server functions as a presentation information determination means for determining game presentation information indicating a game development based on the game situation information; the electronic device or the server functions as action-related information determination means for determining action-related information associated with the game presentation information, the action-related information being information related to an action of a first game medium determined from the two or more game media during the progress of the game based on the game situation information; the electronic device or the server functions as second game medium determination means for determining a second game medium from the two or more game media based on ranking or position information of the first game medium determined during the progress of the game; the action-related information includes a turning action of turning a part of the body of the first game medium toward the second game medium; system.

Citation Information

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