Program and information processing system

The game system enhances entertainment value by implementing adjustable camera modes that track player character movement and introduce obstruction elements, addressing the need for improved interaction and immersion in games.

JP7796608B2Active Publication Date: 2026-01-09COLOPL
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Patent Information

Application Number
JP2022121138
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-07-29
Publication Date
2026-01-09
Estimated Expiration
2042-07-29

AI Technical Summary

Technical Problem

There is a demand for improving the entertainment value of games, particularly in enhancing the interaction and immersion through camera control modes that offer varying levels of field of view tracking to enhance gameplay experience.

Method used

A game system with a control unit that allows for setting at least two modes of field of view control: a first mode where the camera follows the player character's movement and a second mode with reduced tracking ability, enabling adjustable camera movement based on user input and predetermined conditions to introduce obstruction elements without direct field of view obstruction.

Benefits of technology

Enhances the entertainment value of games by providing dynamic camera control modes that improve interaction and immersion, offering varied gameplay experiences.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To increase the interest of a game.SOLUTION: A program causes a computer to function as a control unit for controlling the progress of a game. The control unit, on the basis of user input operation, can control movement of objects placed in a specific space, control a viewing area that is a display area in the specific space, set at least a first mode and a second mode as a control mode of the viewing area, and change one mode to the other mode of the first mode and the second mode on the basis of satisfaction of a predetermined condition. The first mode is a control mode in which the viewing area is moved to follow the movement of the object, and the second mode is a control mode in which the followability of the viewing area with respect to the movement of the object is lower than that in the first mode.SELECTED DRAWING: Figure 8
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Description

[Technical Field]

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

[0002] BACKGROUND ART Conventionally, there has been known a game in which a virtual camera is placed in a virtual space, and an image is generated and displayed based on an image captured by the virtual camera (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-221211 Summary of the Invention [Problem to be solved by the invention]

[0004] However, there is a demand for further improvements in the entertainment value of games.

[0005] The present invention has been made in view of the above circumstances, and has as its object to improve the entertainment value of games. [Means for solving the problem]

[0006] According to one embodiment shown in the present disclosure, Computer, A program that functions as a control unit that controls the progress of a game, The control unit Controlling the movement of objects placed in a specific space based on user input operations; Controlling a view area within the specific space to be displayed; At least a first mode and a second mode can be set as a control mode of the field of view, The first mode and the second mode can be changed to the other mode based on the establishment of a predetermined condition, the first mode is a control mode in which the field of view is moved in accordance with the movement of the object, The second mode is a control mode in which the tracking ability of the field of view to the movement of the object is lower than that of the first mode. Programs are offered. [Effects of the Invention]

[0007] According to the present invention, the entertainment value of the game can be improved. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating a schematic configuration of a game system. [Figure 2] FIG. 2 is a block diagram showing the functional configuration of the game system. [Figure 3] FIG. 10 is a diagram illustrating an example of a display screen. [Figure 4] FIG. 1 is a diagram showing a tennis court arranged in a game space. [Figure 5] 10A and 10B are diagrams showing examples of display screens, in which (a) shows the state immediately after the opponent character hits the ball, and (b) shows the state when the player character is hitting the ball. [Figure 6] A figure showing an example of a display screen, where (a) shows the player character at the left end of the movable area, and (b) shows the player character at the front of the movable area. [Figure 7] FIG. 10 is a diagram showing an example of a display screen, showing a state immediately after an opponent character has performed a specific technique. [Figure 8] 10 is a flowchart showing a control mode determination process executed in the game system. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0010] <Game system hardware configuration> As shown in FIG. 1, the game system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20.

[0011] The terminal device 10 and the server 20 are connected via a network 2. The network 2 may be configured by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination of these. Furthermore, the connection between the terminal device 10 and the server 20 may be wired or wireless.

[0012] The server 20 (in other words, a computer, an information processing device) may be, for example, a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components of the server 20 are connected to each other by a communication bus.

[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc. The processor 21 reads a program from the storage 23 and loads it into the memory 22. The processor 21 executes the loaded program.

[0014] The memory 22 is a main storage device. The memory 22 is configured by storage devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 temporarily stores programs and various data that the processor 21 reads from the storage 23, thereby providing a working area for the processor 21. The memory 22 also temporarily stores various data that the processor 21 generates while operating according to the programs.

[0015] In this embodiment, the program may be a program that realizes a game by the terminal device 10. The program may also be a program that realizes the game through cooperation between the terminal device 10 and the server 20. The game realized through cooperation between the terminal device 10 and the server 20 may, for example, be a game executed on a browser launched on the terminal device 10. The program may also be a program that realizes the game through cooperation between a plurality of terminal devices 10. The various data may include, for example, data related to the game, such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.

[0016] The storage 23 is an auxiliary storage device. The storage 23 is configured by a storage device such as a flash memory or an HDD (Hard Disk Drive). The storage 23 stores various data related to the game.

[0017] The communication IF 24 controls transmission and reception of various data between the server 20 and the terminal device 10 and the like via the network.

[0018] The input / output IF 25 is an interface through which the server 20 receives input of data and also an interface through which the server 20 outputs data. The input / output IF 25 may include, for example, an input unit which is an information input device such as a mouse or a keyboard, and a display unit which is a device that displays and outputs images.

[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal that a user uses when playing a game.

[0020] The terminal device 10 includes a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, an input unit 17, and a display unit 18. These components included in the terminal device 10 are connected to each other by a communication bus.

[0021] The processor 11 controls the overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13 and loads it into the memory 12. The processor 11 executes the loaded program.

[0022] The memory 12 is a main storage device. The memory 12 is configured by storage devices such as a ROM and a RAM. The memory 12 provides a working area for the processor 11 by temporarily storing the programs and various data that the processor 11 reads from the storage 13. The memory 12 also temporarily stores various data that the processor 11 generates while operating according to the programs.

[0023] The storage 13 is an auxiliary storage device. The storage 13 is configured by a storage device such as a flash memory or a HDD. The storage 13 stores various data related to the game.

[0024] The communication IF 14 controls transmission and reception of various data between the terminal device 10 and the server 20 etc. via the network.

[0025] The input / output IF 15 is an interface through which the terminal device 10 receives input of data and also an interface through which the terminal device 10 outputs data. The input / output IF 15 may input and output data via, for example, a USB (Universal Serial Bus) or the like. The input / output IF 15 may include an input unit 17, a display unit 18, or the like.

[0026] The input unit 17 accepts input from a user. The input unit 17 may be, for example, a pointing device such as a touchpad. The display unit 18 displays images. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touch screen 16 which is an electronic component that combines the input unit 17 and the display unit 18.

[0027] The input unit 17 has a function of detecting a position input on the input surface by a user operation (for example, a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel serving as the input unit 17 may be of a capacitive type or a resistive type, or may be of another type.

[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (for example, an acceleration sensor or an angular velocity sensor), an operation stick, a camera, or a microphone. The display unit 18 may be, for example, a projector.

[0029] <Functional configuration of the game system> 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. The server 20 in this embodiment has, for example, a function to provide each terminal device 10 with various data and programs necessary to realize the game, a function to collect and manage data related to the game from each terminal device 10, and a function to perform synchronization processing between the multiple terminal devices 10.

[0030] In this embodiment, the server 20 identifies each user and the terminal device 10 using a user account that is registered in advance for each game. The method of registering an account is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information required for user account registration to the server 20 based on a user operation, and the server 20 may create and save an account for each user based on the received information.

[0031] 2, the server 20 functions as a control unit 210 and a storage unit 220 through cooperation of a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, an input / output IF 25, etc. The storage unit 220 stores various data used by the control unit 210. The various data include, for example, a game program 221, game information 222, and user information 223.

[0032] The game program 221 is a program for implementing a game. The game information 222 and the user information 223 are data that the control unit 210 refers to when executing the game program 221.

[0033] The game program 221 may include a program (a game program 121 described later) that is transmitted to the terminal device 10 and executed on the terminal device 10, in addition to the game program executed on the server 20 side. Alternatively, the storage unit 220 may store the game program 221 that is executed on the server 20 side and the program that is executed on the terminal device 10 side.

[0034] The game information 222 is information common between accounts. The game information 222 includes, for example, information for defining various game spaces. A game space is a space in which objects of characters controllable by a user (hereinafter also referred to as "controllable characters" or "player characters") are placed. The game information 222 also includes, for example, various setting information related to objects common between accounts, such as background objects such as buildings, trees, and stones placed in the game space, and the placement position, size, color, and shape of non-player character (NPC) objects. The game information 222 also includes, for example, setting values ​​of various parameters of non-player characters. Hereinafter, a character object placed in the game space may be simply referred to as a "character."

[0035] The user information 223 is information managed for each game account. The user information 223 includes, for example, information about the playable character, information about owned assets, and information indicating the progress of the game. Examples of owned assets include in-game currency, items, and character equipment.

[0036] The control unit 210 controls various processes related to the game by executing a game program 221 stored in the storage unit 220. The control unit 210 includes, for example, a transmission / reception unit 211, a server processing unit 212, a data management unit 213, and a synchronization processing unit 214.

[0037] The transmitting / receiving unit 211 transmits or receives various types of data. For example, the transmitting / receiving unit 211 receives requests to transmit various types of data and programs, requests for synchronization processing to support the multiplay function, data to be subjected to synchronization processing, and the like from each terminal device 10, and passes them to the server processing unit 212. Furthermore, the transmitting / receiving unit 211 transmits various types of data and programs, including instructions for achieving synchronization, to each terminal device 10 in accordance with the control of the server processing unit 212.

[0038] In this embodiment, the multiplay function is a function that synchronizes game processing by multiple accounts. When multiple accounts logged in to the game system 1 participate in the same game, the server 20 and the terminal device 10 of the game system 1 execute various processes to support the multiplay function.

[0039] The server processing unit 212 provides a game to the terminal device 10 by executing arithmetic processing described in the game program 221 in response to a request from the terminal device 10, etc. For example, when the server processing unit 212 receives a request for synchronization processing to support the multiplay function or data to be subjected to synchronization processing from the terminal device 10 via the transmission / reception unit 211, the server processing unit 212 executes synchronization processing to support the multiplay function. The server processing unit 212 also issues a command to the transmission / reception unit 211 to send game information 222 or user information 223. The server processing unit 212 also issues a command to the data management unit 213 to add, update, or delete records in the game information 222 or user information 223.

[0040] The data management unit 213 manages various data stored in the storage unit 220 in accordance with instructions from the server processing unit 212. For example, the data management unit 213 reads out game information 222 or user information 223 in accordance with instructions from the server processing unit 212, and transmits the information to the terminal device 10 via the transmission / reception unit 211. In addition, the data management unit 213 adds, updates, or deletes records of the game information 222 or user information 223 in accordance with instructions from the server processing unit 212.

[0041] The synchronization processing unit 214 executes synchronization processing to support the multi-play function of the game in accordance with instructions from the server processing unit 212. For example, when the server 20 transmits information to a plurality of terminal devices 10, the synchronization processing unit 214 synchronizes the game progressing among the terminal devices 10 by simultaneously transmitting the information to each of the terminal devices 10. Specifically, the synchronization processing unit 214 simultaneously transmits operation information received from the terminal devices 10 corresponding to each account within a predetermined period (for example, one frame) to each of the terminal devices 10 at predetermined intervals. The operation information is information related to operations input to the terminal devices 10. The synchronization timing and information to be synchronized may be received from the server processing unit 212 as needed. By executing the synchronization processing, it becomes possible to simultaneously reflect in-game events resulting from operations input on one terminal device 10 on the other terminal devices 10.

[0042] The terminal device 10 in this embodiment has, for example, a function as an input device that accepts input operations from a user, and a function as an output device that outputs images and sounds of a game.

[0043] The terminal device 10 functions as a control unit 110 and a storage unit 120 through cooperation of a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. The various data include, for example, a game program 121, game information 122, and user information 123.

[0044] The game program 121 is a program for realizing a game on the terminal device 10 side. The game information 122 and the user information 123 are data that the control unit 110 refers to when executing the game program 121.

[0045] The game information 122 includes the same information as the game information 222 of the server 20. Therefore, a description of the game information 122 will be omitted here.

[0046] The user information 123 is data relating to the account of the user who uses the terminal device 10, and includes information similar to the above-described user information 223 of the server 20. Therefore, a description of the user information 123 will be omitted here.

[0047] The control unit 110 executes a game program 121 stored in the memory unit 120 to control various processes related to the game executed on the terminal device 10. The control unit 110 includes, for example, an operation reception unit 111, a transmission / reception unit 112, a game progression unit 113, and a display control unit 114.

[0048] The operation reception unit 111 receives an operation (hereinafter also referred to as an "input operation") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of input operation. Examples of the types of input operations include various operations performed with fingers, etc., such as a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, and a pinch-out operation. The input operation is not limited to an operation of physically contacting the input unit 17 (for example, the touch screen 16) but may also include a non-contact operation. Note that an operation of ending a previously performed input operation, such as a touch-off operation of ending contact with the touch screen 16, can also be considered as one form of input operation.

[0049] Here, the operation reception unit 111 can also receive input operations performed using an operation device connected via the input / output IF 15 in the same way as input operations to the input unit 17 .

[0050] The transmitting / receiving unit 112 transmits and receives various types of data. A specific example will be described below.

[0051] The transmitting / receiving unit 112 transmits game information 122 or user information 123, and a synchronization request for supporting the multiplay function, to the server 20. The transmitting / receiving unit 112 receives various data, programs, synchronization data for supporting the multiplay function, and the like from the server 20. The synchronization data includes, for example, synchronization instruction data for instructing each terminal device 10 participating in the multiplay to synchronize. The synchronization instruction data includes, for example, data to be synchronized, the type of data, and data for specifying the time to synchronize.

[0052] The transmitting / receiving unit 112 transmits operation information relating to the input operation accepted by the operation accepting unit 111 to the server 20. The transmitting / receiving unit 112 receives, from the server 20, operation information relating to an operation input by another user on another terminal device 10.

[0053] The game progression unit 113 (control unit) executes various processes related to the progression of the game. In other words, the game progression unit 113 controls the progression of the game. A specific example will be explained below.

[0054] The game progression unit 113 defines the game space (in other words, the virtual space) based on information for defining the game space, which is included in the game information 122. The game progression unit 113 places objects in the game space based on object setting information included in the game information 122. The game progression unit 113 controls the objects placed in the game space. Specifically, the game progression unit 113 changes the position, orientation, shape, color, etc. of the objects within the game space, and controls the objects to perform predetermined actions.

[0055] The game progression unit 113 defines a virtual camera for specifying an area of ​​the game space to be presented to the user. The game progression unit 113 places the virtual camera within the game space by defining the position and orientation of the virtual camera within the game space. The game progression unit 113 instructs the display control unit 114 to generate an image that depicts the field of view defined by the virtual camera and the objects located in this field of view.

[0056] The position and orientation of the virtual camera can be determined appropriately for each game space. For example, the game progression unit 113 uses the position and orientation of a specific object as a reference and positions the virtual camera so that the specific object is located at the center of the field of view in a specific orientation. In this case, the game progression unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be, for example, a dynamic object such as a playable character or a non-player character, or a static object such as a building, tree, or stone. Dynamic objects include playable characters that act based on the operation of each user and characters (e.g., non-player characters, enemy characters, etc.) that act based on the game programs 121, 221. The game progression unit 113 adjusts the position and orientation of the virtual camera, for example, causing the virtual camera to follow the movement of the playable character (player character). Note that the game progression unit 113 may be configured to be able to control the position and orientation of the virtual camera based on an input operation by the user. In other words, the user may be able to arbitrarily control the position and orientation of the virtual camera.

[0057] The game progression unit 113 interprets the user's instructions based on the coordinates of the input position and the type of input operation detected by the operation reception unit 111. The game progression unit 113 executes various determination processes related to the progress of the game based on the interpreted instructions, etc. The game progression unit 113 progresses the game while controlling objects, the virtual camera, etc. based on the results of the determination processes, etc. The game progression unit 113 updates, adds, or deletes game information 122 and user information 123 according to the progress of the game.

[0058] The display control unit 114 displays an image on the display unit 18. A specific example will be described below.

[0059] The display control unit 114 generates an image that depicts the area of ​​the game space that is within the field of view of the virtual camera defined by the game progression unit 113, and the objects that exist in that area, and displays this image on the display unit 18. The display control unit 114 can superimpose and draw objects related to the UI (User Interface) required for various game operations, such as icons, buttons, and menus showing various parameters, on the image to be displayed on the display unit 18.

[0060] Note that the functions of the terminal device 10 and the server 20 shown in FIG. 2 are merely examples. Each of the terminal device 10 and the server 20 may have at least some of the functions of the other device. In other words, the server 20 may have some or all of the functional blocks of the terminal device 10 in this embodiment, or the terminal device 10 may have some or all of the functional blocks of the server 20. Furthermore, each of the devices, such as the terminal device 10 and the server 20, does not have to be realized by an integrated device, and may be realized, for example, by multiple devices connected via a network or the like. Furthermore, the game system 1 may be configured, for example, by only the terminal device 10 or the server 20. In other words, the game system 1 does not have to be realized by multiple devices connected via a network.

[0061] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. In this embodiment, the processor 11 of the terminal device 10 executes a game program stored in the game system 1 to perform the processes described below. However, at least some of the processes described below may be executed by a processor other than the processor 11. In other words, the computer that executes the game program in this embodiment may be either the terminal device 10 or the server 20, or may be realized by a combination of multiple devices.

[0062] The following describes an example in which the configuration according to this embodiment is applied to a tennis game, which is one type of sports game. In a tennis game, a user can progress through the game by, for example, operating a player character in a game space, moving the player character, and performing operations such as hitting a ball between the player character and an opponent character.

[0063] 3 is an example screen showing a game space 30 including a tennis court F that is displayed on the display unit 18 during a match against an opponent in a tennis game. At the start of a tennis match (i.e., a match), the game progression unit 113 causes the display unit 18 to display an image of the game space 30 (in other words, a specific space) that includes the tennis court F as a field. Specifically, an image captured by a virtual camera within the game space 30 is displayed on the display unit 18.

[0064] As shown in Figure 4, the game progression unit 113 places tennis court F on an xy plane on the xyz coordinate axes in the game space. In this case, the z axis is the height direction relative to the court surface (in other words, the ground) of tennis court F. Figure 4 is an xy plane view of tennis court F viewed from above the z axis.

[0065] Returning to FIG. 3 , the game space 30 and the objects displayed superimposed on the game space 30 will be described. The game progression unit 113 controls the placement of objects in the game space 30. Furthermore, the game progression unit 113 (movement control unit) controls the movement of objects placed in the game space 30 based on input operations by the user, etc. Furthermore, the game progression unit 113 (field of view control unit) controls the field of view area of ​​the game space 30, which is the area displayed on the display unit 18. The display control unit 114 generates an image depicting the field of view area of ​​the virtual camera defined by the game progression unit 113 within the game space 30, and objects present in the field of view area, and displays this image on the display unit 18. Objects placed in the game space 30 include a player character 31, an opponent character 32, and a ball 33.

[0066] The game progression unit 113 also instructs the display control unit 114 to draw and superimpose on the image objects related to a UI (User Interface) required for various game operations, such as icons, buttons, and menus showing various parameters, and display them on the display unit 18. Examples of objects related to the UI include a super shot execution button 34 that the user can operate to have the player character 31 execute a super shot as a special move, and a shot type selection button 35 that the user can operate to select the type of shot to be hit by the player character 31.

[0067] The game progression unit 113 places a player character 31 (in other words, a player object) in the game space 30. The game progression unit 113 moves the player character 31 on the surface on which the tennis court F is located within the game space 30, based on an input operation (e.g., a drag operation) by the user (in other words, the player) via the operation reception unit 111. The game progression unit 113 also places an opponent character 32 in the game space 30. The game progression unit 113 moves the opponent character 32 on the surface on which the tennis court F is located within the game space 30, in accordance with the progress of the game. The opponent character 32 is an object that is an opponent of the player character 31. The opponent character 32 (i.e., another player character) may move, etc. based on an input operation of another user, or may be a so-called non-player character (in other words, a character that moves, etc. automatically by the game system 1 without based on an input operation of another user).

[0068] Here, of the tennis court F, the court on which the player character 31 is placed is referred to as the player's court F1, and the court on which the opponent character 32 is placed is referred to as the opponent's court F2. The game progression unit 113 places the player character 31 on the player's court F1 so that he faces the opponent's court F2, and places the opponent character 32 on the opponent's court F2 so that he faces the player's court F1. In other words, the game progression unit 113 places the player character 31 and the opponent character 32 so that they face each other across the net N of the tennis court F. Note that "facing each other" is not limited to facing each other head-on (i.e., directly opposite each other), but also includes cases where they face each other diagonally, etc.

[0069] The game progression unit 113 also places a ball 33 in the game space 30. The game progression unit 113 also places a racket (i.e., an example of a tool used in a match) in the game space 30 so that each of the player character 31 and the opponent character 32 is holding it. The game progression unit 113 causes the player character 31 to swing the racket based on an input operation (e.g., a tap operation or a flick operation) by the user, and causes the opponent character 32 to swing the racket in accordance with the progress of the game, and can move the ball 33 in the game space 30 in accordance with these swings. The ball 33 can be said to be an object (in other words, a target object) that the player character 31 and the opponent character 32 will alternately hit against each other.

[0070] Hereinafter, the forward side of the player character 31 facing the opponent's court F2 will be referred to as "front," the back side as "back," the right-hand side as "right," the left-hand side as "left," the head side as "up," and the foot side as "down." In the game space 30, the game progression unit 113 basically controls the position and orientation of the virtual camera based on the player character 31 (specifically, the position coordinates of the player character 31). The game progression unit 113 places the virtual camera behind and above the player character 31, and adjusts the orientation of the virtual camera so that the player character 31 is located at a predetermined position in the field of view (e.g., approximately the center of the field of view). FIG. 3 shows a state in which an image captured and generated by the virtual camera is displayed on the display unit 18. It can also be said that this image is generated with the player character 31 positioned at the foreground in the game space 30 and the opponent's character 32 positioned at the background in the game space 30.

[0071] The player character 31 is able to move within a movable area S, which will be described later, based on input operations from the user. The game progression unit 113 moves the virtual camera in accordance with the movement of the player character 31. In other words, the game progression unit 113 adjusts the position and orientation of the virtual camera in accordance with the movement of the player character 31. This causes the field of view to move (in other words, fluctuate) in accordance with the movement of the player character 31. Note that the game progression unit 113 may also move the field of view in accordance with the movement of the ball 33.

[0072] Here, the swing of the racket by the player character 31 will be described. When the game progression unit 113 receives an input operation (for example, a tap operation or a flick operation) from the user via the operation reception unit 111, it causes the player character 31 to perform an action of swinging the racket. A hittable ball area (not shown) of a predetermined range centered on the position of the player character 31 is set around the player character 31. The game progression unit 113 displays a frame-shaped hittable ball area display T (see FIG. 3) around the player character 31 that corresponds to the hittable ball area. Note that the hittable ball area display T is not limited to a frame shape and may be displayed in other ways, such as a filled-in display. Furthermore, the hittable ball area is not limited to a substantially rectangular shape and may be another shape, such as a substantially circular shape.

[0073] 5(a) shows a state in which the opponent character 32 hits the ball 33, and the ball 33 moves from the opponent's court F2 toward the player's court F1. At this time, the user performs an input operation to move the player character 31 so that the ball 33 falls within the range of the hittable ball range display T. In addition, the user performs an input operation to make the player character 31 swing the racket at the timing when the ball 33 falls within the range of the hittable ball range display T.

[0074] 5(b) shows a state in which the player character 31 is hitting back the ball 33 with a racket. When the game progression unit 113 receives an input operation from the user (for example, a tap operation or a flick operation) at a timing when the ball 33 is within the hittable area, it causes the player character 31 to swing the racket and collide the racket with the ball 33. Although not shown in the drawings, when the game progression unit 113 receives an input operation from the user (for example, a tap operation or a flick operation) at a timing when the ball 33 is outside the hittable area, it causes the player character 31 to swing the racket but not collide the racket with the ball 33. In other words, it causes the racket to miss.

[0075] Furthermore, when the game progression unit 113 receives a user input operation (for example, a tap operation or a flick operation) at a timing when the ball 33 is within the hittable area, it causes the player character 31 to swing the racket. At this time, if the height of the ball 33 from the ground of the tennis court F is equal to or less than a predetermined height, the racket and ball 33 may collide, but if the height of the ball 33 is higher than the predetermined height, the racket and ball 33 may not collide (i.e., the racket may miss).

[0076] (Moveable area) 4, in this embodiment, the player's court F1 and a predetermined range around (outside) the player's court F1 are set as a movable area S of the player character 31. The user can move the player character 31 within the movable area S by performing an input operation.

[0077] (blind area) During a battle between the player character 31 and the opponent character 32 (i.e., during a match), the position and orientation of the virtual camera are basically controlled with the player character 31 as the reference. The area of ​​the game space 30 that is photographed by the virtual camera is the above-mentioned field of view area, and this field of view area is displayed on the display unit 18. On the other hand, the area of ​​the game space 30 that is not photographed by the virtual camera is not displayed on the display unit 18. Hereinafter, this area will be referred to as a blind area (in other words, a specific area). The blind area can be said to be an area that is not displayed on the display unit 18, but which may be displayed on the display unit 18 when the player character 31 is moved.

[0078] 6(a) shows a state in which the player character 31 is located on the left edge of the movable area S (FIG. 4). At this time, at least the right side of the game space 30 (specifically, the part including the right side of the tennis court F) is a blind area. 6(b) shows a state in which the player character 31 is located on the front side (i.e., near the net N) of the movable area S (FIG. 4). At this time, at least the rear part of the game space 30 (the part including the rear part of the tennis court F) is a blind area.

[0079] For example, in the state shown in Figure 6(a), if the opponent character 32 hits the ball 33 toward the blind area (specifically, the area including the right side of the tennis court F), the ball 33 will become invisible once it enters the blind area. In this case, by moving the player character 31 to the right and displaying the blind area on the display unit 18 (i.e., making it a visible area), the user will be able to see the ball 33.

[0080] In this embodiment, the user can move the player character 31 even if it is outside the field of view, as long as it is inside the movable area S (FIG. 4). In this embodiment, there is an area in the game space 30 that can be the field of view but not the movable area S (for example, the opponent's court F2), but the field of view may be configured to be included in the movable area S. In other words, the range (size) of the field of view may be configured to be equal to or smaller than the range (size) of the movable area S.

[0081] The game progression unit 113 moves the player character 31 based on input operations from the user, and causes the virtual camera to follow (in other words, follow) the movement of the player character 31. The game progression unit 113 (mode control unit) is capable of setting at least a first mode and a second mode as the control manner of the virtual camera (in other words, the field of view area) in the game space 30. Note that other settable modes may be provided in addition to the first mode and the second mode. In other words, the game progression unit 113 may be capable of setting one of a plurality of modes including the first mode and the second mode. The game progression unit 113 is capable of changing (switching) the set mode between a plurality of modes.

[0082] As described above, the first mode is a control mode in which the virtual camera is made to follow the movement of the player character 31. In other words, it is a control mode in which the field of view is moved to follow the movement of the player character 31. The game progression unit 113 basically sets the first mode when a battle between the player character 31 and the opponent character 32 starts. In addition, when the first mode is set as the first display mode and the first display mode is set, it can also be said that the game progression unit 113 sets the display mode on the display unit 18 to a display mode in which the field of view moves in accordance with the movement of the player character 31 (in other words, the object).

[0083] The second mode is a control mode in which the virtual camera has lower tracking ability with respect to the movement of the player character 31 than the first mode. In other words, the second mode is a control mode in which the movement of the field of view has lower tracking ability with respect to the movement of the player character 31 than the first mode. The "control mode with lower tracking ability than the first mode" includes a specification with lower tracking ability or a specification with no tracking ability, and it is sufficient if at least one of these can be set. In addition, when the second mode is set as the second display mode and the second display mode is set, it can also be said that the game progression unit 113 sets the display mode on the display unit 18 to a display mode in which the tracking ability of the movement of the field of view relative to the movement of the player character 31 (in other words, the object) is lower than in the first mode. As a specification with lower tracking ability than the first mode, there is a specification in which the virtual camera does not follow the movement of the player character 31. This specification may be called the third mode (which belongs to the second mode). In the third mode, the field of view does not move to follow the movement of the player character 31. In this third mode, it can also be said that the virtual camera is fixed. Furthermore, as a specification with lower tracking ability than the first mode, there is a specification in which the virtual camera moves with a delay relative to the movement of the player character 31. This specification includes, for example, a mode in which the viewing area moves in the same direction as the movement of the player character 31 with a delay relative to the movement of the player character 31. This mode may be a fourth mode (belonging to the second mode). In the fourth mode, for example, the viewing area may move gradually with a delay relative to the movement of the player character 31, or the viewing area may move all at once after a predetermined time has elapsed after the movement of the player character 31. Furthermore, the specifications include a mode in which the field of view moves in a direction different from the direction of movement of the player character 31, or the field of view sometimes stops, and as a result of including such movements and stops, the field of view moves with a delay relative to the movement of the player character 31. This mode may be designated as the fifth mode (which belongs to the second mode). In the fifth mode, the field of view moves irregularly, and as a result, the field of view moves with a delay relative to the movement of the player character 31. In addition, when the position and orientation of the virtual camera are configured to be adjustable based on a user's input operation, for example, in the first mode, the virtual camera can be moved based on the user's input operation, but in the second mode, the virtual camera may be configured to follow the user's input operation less closely than in the first mode. For example, in the second mode, the virtual camera may move in a direction (orientation) different from the direction (orientation) of the user's input operation (for example, when the user performs an input operation to move the virtual camera to the right, the virtual camera may be controlled to point upward).

[0084] For example, in a competitive game, a method for obstructing an opponent is to use a predetermined item to superimpose an obstructing object on a field of view including the player character, thereby reducing the visibility of the player character and making it difficult for the user to perform input operations. In other words, a method for obstructing the field of view of a virtual camera is used. However, such obstructing functions have become commonplace, making it difficult to enhance the enjoyment of the game.

[0085] In view of this situation, this embodiment realizes the obstruction function by a method other than directly obstructing the field of view of the virtual camera. Specifically, the obstruction function is realized by the game progression unit 113 setting the second mode based on the establishment of a predetermined condition.

[0086] The game progression unit 113 basically sets the first mode when a battle between the player character 31 and the opponent character 32 begins. The game progression unit 113 is then capable of changing (i.e., switching) from the first mode to the second mode when a predetermined condition is met. One of the cases in which it is determined that the predetermined condition is met is when the opponent character 32 executes a specific technique (specifically, a super shot as a special move) as the game progresses. In other words, this is the case when another user, on the terminal device 10 of the other user, performs an input operation (an operation to execute a specific technique) related to changing the control mode of the field of view (limiting the field of view) on the terminal device 10 of the user (own user). When the opponent character 32 executes the specific technique based on the input operation, the game progression unit 113 determines that the predetermined condition is met and sets the second mode. In other words, the game progresses by switching from the first mode to the second mode. The game progression unit 113 may determine that a predetermined condition is met when a predetermined period (predetermined time) has elapsed since a predetermined reference time (for example, the start of a battle), and may set the second mode. Furthermore, as will be described later, the game progression unit 113 may determine that a predetermined condition is met when a specific character or a specific item is used, and may set the second mode. Furthermore, when setting the second mode, it may determine which of the above-described third to fifth modes to set, depending on, for example, a specific technique or the type of specific character (item). Furthermore, there may be cases where the mode switches between the third to fifth modes (within the second mode) based on the fulfillment of a predetermined condition.

[0087] Here, a case will be described where a predetermined condition is met based on the opponent character 32 performing a specific technique and the second mode is set. Hereinafter, it will be described that when the second mode is set, the virtual camera is fixed and does not follow the movement of the player character 31 (i.e., the third mode is set). When the game progression unit 113 determines that a predetermined condition is met, it sets an indicator at a predetermined position (specifically, predetermined position coordinates) on the opponent court F2 where the opponent character 32 that performed the specific technique is located, and fixes the virtual camera using the indicator as a reference. When the virtual camera is fixed, the virtual camera does not follow the movement of the player character 31. In other words, the player character 31 moves based on the user's input operation, but the field of view does not move.

[0088] In this embodiment, it can be said that which area in the game space 30 becomes the blind area is determined according to the position where the indicator is set (i.e., the fixed reference point of the virtual camera). Here, with reference to FIG. 7, a case where an indicator is set at a predetermined position on the left side of the opponent's court F2 will be described. In this case, the area including the right part of the tennis court F becomes the blind area. In FIG. 7, the opponent's character 32, who has performed a specific technique, hits the ball 33 toward the blind area on the right. At this time, even if the user moves the player character 31 toward the blind area, the field of view does not move, and therefore the ball 33 does not become visible. For this reason, the user must perform an input operation to make the player character 31 swing the racket without being able to see the ball 33. In other words, the user must perform the input operation by relying on intuition. This results in a low success rate for hitting the ball 33 (i.e., a shot).

[0089] The first mode is switched to the second mode when a predetermined condition is met, and the tracking ability of the field of view to the movement of the player character 31 is reduced, making it difficult for the user to perform input operations. By enabling such an interference function, it is possible to increase the interest in the game. Note that when the second mode is set, it can be said that the third mode (fixed virtual camera) has a greater interference effect than the above-mentioned third mode and fourth mode (or fifth mode). When setting the second mode, the game progression unit 113 may determine whether to set the third mode or the fourth mode (or fifth mode) depending on, for example, the strength of a specific technique.

[0090] Although not shown in FIG. 7 , in this embodiment, the game progression unit 113 displays a predetermined light (in other words, a light effect) corresponding to the indicator on the display unit 18. When the predetermined light is displayed on the display unit 18, it is notified via the display unit 18 that the opponent character 32 is using a specific technique, i.e., that the player character 31 is being obstructed (i.e., the field of view is restricted). The predetermined light can also be considered as a display notifying that the control mode of the virtual camera is set to the second mode. Furthermore, the predetermined light can also be considered as a display that notifies regarding the position at which the virtual camera is fixed in the second mode (in other words, the range of the field of view area). The game progression unit 113 may set an indicator at a predetermined position on the player's side of the player's court F1 (the player's character 31 side) rather than on the opponent's side of the court F2 (the opponent's character 32 side). Also, the predetermined light corresponding to the indicator may not be displayed on the display unit 18, but may be used only for internal processing (specifically, fixing the virtual camera). Furthermore, the notification that the virtual camera is set to the second mode (that the field of view is restricted) is not limited to being realized by the display of a predetermined light, but may be realized by the display of predetermined information such as letters (character strings), figures, symbols, etc. Furthermore, the notification is not limited to (or in addition to) a display, but may be realized by a sound. For example, a sound (voice, sound effect, background music) corresponding to the second mode may be output upon starting the second mode, or the sound being output (background music, etc.) may change upon starting the second mode. Furthermore, the notification may be executed continuously while the second mode is set, or may be executed for a portion of the period during which the second mode is set (for example, a predetermined period at the start of the second mode) (or may be executed for only a short period of time and then terminated).

[0091] When a user (own user) performs an input operation on his / her terminal device 10 that changes the control mode of the field of view of the terminal device 10 of another user (for example, tapping the super shot execution button 34 as an input operation to activate a specific technique), the game progression unit 113 in the terminal device 10 of the other user determines that a predetermined condition has been met and sets the second mode. At this time, a predetermined light corresponding to an indicator is displayed on the terminal device 10 of the other user. In this case, a predetermined light corresponding to the indicator may also be displayed on the terminal device 10 of the user (the user who activated the specific technique). In this case, the user can know the position at which the virtual camera is fixed on the terminal device 10 of the other user, and can use this as a hint to hit the ball 33 on a course that will be disadvantageous to the opponent.

[0092] FIG. 7 shows a case where the indicator is set at a predetermined position on the left side of the opponent's court F2. The game progression unit 113 may set the indicator at a position on the same side as the position (e.g., the left side) of the player character 31 that was previously used as the reference for tracking by the virtual camera. The indicator may also be set at a predetermined position (in other words, fixed position coordinates). In this case, the fixed position coordinates may be adjustable as appropriate by the user who is performing a specific technique via the user's terminal device 10. The game progression unit 113 may also randomly determine the position at which the indicator is set, for example, on the left or right side of the opponent's court F2. The game progression unit 113 may also determine the position at which the indicator is set depending on the character selected as the character to be used in the match.

[0093] Furthermore, the position where the indicator is set may be set by the user who will be using the specific technique when the specific technique is used, by operating the user's terminal device 10. For example, the user may tap the super shot execution button 34 and then tap a predetermined position, so that the virtual camera of the opponent's terminal device 10 is fixed with the predetermined position as a reference.

[0094] In FIG. 7, an indicator is set at a predetermined position on the left side of the opponent's court F2, and the area including the right side of the tennis court F is a blind area. This can be said to mean that the indicator is set at a predetermined position on the left side of the opponent's court F2 so that the area including the right side of the tennis court F is a blind area. In this embodiment, an indicator may be set at a predetermined position on the right side of the opponent's court F2 so that the area including the left side of the tennis court F is a blind area. Furthermore, without being limited to this, an indicator may be set at a predetermined position so that the area including the rear part of the tennis court F or the area including the front part of the tennis court F is a blind area. Furthermore, an indicator may be set at a predetermined position so that the area oblique to the longitudinal direction of the tennis court F (the Y-axis direction shown in FIG. 4), for example, the area including the front left part or the rear right part of the tennis court F is a blind area.

[0095] In this embodiment, the user can select which of a plurality of characters will be the player character 31. Furthermore, the character selected (used) as the opponent character 32 can be changed as the game progresses (based on input operations by other users). For example, when a specific character (a character with specific characteristics) is selected as the opponent character 32, the game progression unit 113 may determine that a predetermined condition is met and set the second mode. In this case, the followability of the field of view to the movement of the player character 31 decreases with the appearance of the specific character. Note that, when the specific character is selected as the opponent character 32 at the start of a battle, the game progression unit 113 may set the second mode from the start of the battle.

[0096] Furthermore, the game progression unit 113 may determine that a predetermined condition has been met and set the second mode, for example, when the opponent character 32 uses a specific item. In this case, the tracking ability of the field of view to the movement of the player character 31 decreases as the specific item is used.

[0097] (Ending condition for the second mode) If the game progression unit 113 determines that a condition for ending the second mode (a predetermined condition) has been met while the second mode is being set, it switches from the second mode to the first mode (in other words, it is possible to switch from the second mode to the first mode). Examples of conditions for ending the second mode include when a predetermined period (a predetermined time) has passed since a predetermined reference time (for example, when a specific technique is performed, when a match starts, when a serve shot is made, etc.), or when the number of shots taken by the character whose field of view is restricted (i.e., obstructed) since the predetermined reference time has reached a predetermined number. The game progression unit 113 may also switch from the second mode to the first mode when a predetermined technique that can remove the obstruction of the field of view is performed or when a predetermined item that can remove the obstruction of the field of view is used. Note that, while the second mode is being set, the game progression unit 113 may display a predetermined display that indicates the timing for ending the second mode, such as a countdown display that indicates the remaining time in the second mode or an effect that can suggest the remaining time in the second mode.

[0098] Furthermore, the game progression unit 113 may set the second mode based on the fulfillment of a predetermined condition, and may also display an effect (i.e., an obstruction effect) that may interfere with the user's input operation, superimposed on the field of view. Specifically, the game progression unit 113 may display an obstruction effect superimposed on at least a predetermined range of the field of view on the blind area side (in other words, a predetermined range including the boundary between the field of view and the blind area). The obstruction effect is set to have a higher display priority than objects such as the tennis court F, the player character 31, and the ball 33, and the display of the obstruction effect may reduce the visibility of these objects. An example of an obstruction effect is darkness, which is displayed in solid black.

[0099] In the second mode, when an obstruction effect (e.g., darkness) is displayed, the player character 31 and the like cannot be seen not only in the blind area but also in the area where the obstruction effect is displayed. This means that the user must rely more on intuition when performing input operations (increasing the reliance on intuition), making the user's input operations more difficult (the obstruction effect becomes greater). This makes it more difficult to move the player character 31 and hit the ball 33, which may further reduce the success rate of shots. This can increase the enjoyment of the game.

[0100] Next, a virtual camera control mode determination process, which is one of the processes executed by the terminal device 10, will be described with reference to Fig. 8. Fig. 8 is a flowchart showing the flow of the virtual camera control mode determination process. At the start of this flowchart, it is assumed that a battle between the player character 31 and the opponent character 32 has begun. In this embodiment, the virtual camera control mode determination process is executed during the battle between the player character 31 and the opponent character 32.

[0101] The game progression unit 113 sets the first mode as the control mode of the virtual camera in the game space 30 (Step S1).

[0102] Next, the game progression unit 113 determines whether a predetermined condition is met (Step S2). If it is determined in Step S2 that the predetermined condition is met (Step S2: YES), the game progression unit 113 switches the control mode of the virtual camera in the game space 30 from the first mode to the second mode (Step S3). On the other hand, if it is determined in Step S2 that the predetermined condition is not met (Step S2: NO), the processing of Step S2 is repeated.

[0103] Next, the game progression unit 113 determines whether the condition for ending the second mode has been met (Step S4). If it is determined in Step S4 that the condition for ending the second mode has been met (Step S4: YES), the game progression unit 113 switches the control mode of the virtual camera in the game space 30 from the second mode to the first mode (Step S5). Then, after processing Step S5, the process returns to Step S2. On the other hand, if it is determined in Step S4 that the predetermined condition has not been met (Step S4: NO), the process of Step S4 is repeated.

[0104] (Doubles) Although the present embodiment has been described with reference to a singles match, a doubles match is also possible. In doubles matches where two characters form a team and the teams compete against each other, the game progression unit 113 controls the virtual camera during the match so that all four characters are basically included in the field of view (i.e., so that they are displayed on the display unit 18). This control mode may be referred to as mode 1' instead of the above-described mode 1. In mode 1', the game progression unit 113 places the virtual camera, for example, in the center of the tennis court F in the horizontal direction, behind and above the player's court F1, and adjusts the orientation of the virtual camera so that the entire tennis court F is displayed.

[0105] If the game progression unit 113 determines that a predetermined condition is met during a doubles match, it switches from mode 1' to mode 2. As in the case of singles, the game progression unit 113 sets an indicator at a predetermined position and fixes the virtual camera based on that indicator. In other words, it executes the same obstruction function as in the case of singles. As a result, an area including a predetermined portion of the tennis court F becomes a blind area (e.g., FIG. 7). In this embodiment, it can be said that at least in the second mode, the field of view is set so that a predetermined blind area occurs. In other words, the field of view is controlled to narrow when switching from mode 1' to mode 2. Note that the field of view may also be controlled to narrow when switching from mode 1 to mode 2.

[0106] The configuration according to this embodiment can be applied to games other than tennis games. For example, the configuration according to this embodiment can be applied to sports games such as table tennis, badminton, and volleyball, in which matches are played by moving objects such as player characters. It can also be applied to fighting games in which characters compete against each other to determine the winner, and action games in which characters take action, such as attacking enemy characters or avoiding the attacks of enemy characters, to progress through the game.

[0107] The present invention is not limited to the above-described embodiment, and various modifications can be made without departing from the spirit of the present invention. Within the scope of the present invention, the components can be freely combined, any component can be modified, or any component can be omitted. Furthermore, the processing flow described in this specification is merely an example, and the order and configuration of each process may be different.

[0108] <Additional Notes> The matters described in the above embodiment can also be described as follows:

[0109] (Appendix 1) Computer, A program that functions as a control unit that controls the progress of a game, The control unit Controlling the movement of objects placed in a specific space based on user input operations; Controlling a view area within the specific space to be displayed; At least a first mode and a second mode can be set as a control mode of the field of view, The first mode and the second mode can be changed to the other mode based on the establishment of a predetermined condition, the first mode is a control mode in which the field of view is moved in accordance with the movement of the object, The second mode is a control mode in which the tracking ability of the field of view to the movement of the object is lower than that of the first mode. program. According to this configuration, when the second mode is set, the tracking ability of the field of view to the movement of the object is reduced, making it difficult for the user to perform input operations. By enabling such an interference function, the enjoyment of the game can be increased.

[0110] (Appendix 2) The control unit changes the mode from the first mode to the second mode based on the establishment of the predetermined condition, and displays an effect that may interfere with the input operation in a superimposed manner in the field of view. The program described in Appendix 1. With this configuration, effects that may interfere with the user's input operations are superimposed on the field of view, making it more difficult for the user to perform input operations, thereby increasing the enjoyment of the game.

[0111] (Appendix 3) A control unit is provided to control the progress of the game, The control unit Controlling the movement of objects placed in a specific space based on user input operations; Controlling a view area within the specific space to be displayed; At least a first mode and a second mode can be set as a control mode of the field of view, The first mode and the second mode can be changed to the other mode based on the establishment of a predetermined condition, the first mode is a control mode in which the field of view is moved in accordance with the movement of the object, The second mode is a control mode in which the tracking ability of the field of view to the movement of the object is lower than that of the first mode. Information processing system. According to this configuration, the same effects as those of the program described in Supplementary Note 1 can be achieved. [Explanation of symbols]

[0112] 1 Game system, 2 Network, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 14 Communication IF, 15 Input / output IF, 16 Touch screen, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 24 Communication IF, 25 Input / output IF, 30 Game space, 31 Player character, 32 Non-player character, 33 Ball, 34 Super shot execution button, 35 Shot type selection button, 110 Control unit, 111 Operation acceptance unit, 112 Transmission / reception unit, 113 Game progression unit (control unit), 114 Display control unit, 120 Memory unit, 121 Game program, 122 Game information, 123 User information, 210 Control unit, 211 Transmission / reception unit, 212 Server processing unit, 213 Data management unit, 214 Synchronization processing unit, 220 Memory unit, 221 Game program, 222 Game information, 223 user information, F tennis court, F1 player's court, F2 opponent's court, N net, S movable area, T ball hitting area display

Claims

1. Computer, A program that functions as a control unit that controls the progress of a game, The control unit Controlling the movement of a player character placed in a specific space based on a user's input operation; placing at least one predetermined character different from the player character in the specific space and controlling movement of the predetermined character; Controlling a view area within the specific space to be displayed; At least a first mode and a second mode can be set as a control mode of the field of view, the first mode is a control mode in which the field of view is moved in accordance with the movement of the player character, the second mode is a control mode in which the field of view does not follow the movement of the player character, A predetermined action of the predetermined character is used as a trigger to change from the first mode to the second mode. program.

2. The control unit changes the mode from the first mode to the second mode and displays a predetermined effect superimposed on the field of view. The program according to claim 1.

3. A control unit is provided to control the progress of the game, The control unit Controlling the movement of a player character placed in a specific space based on a user's input operation; placing at least one predetermined character different from the player character in the specific space and controlling movement of the predetermined character; Controlling a view area within the specific space to be displayed; At least a first mode and a second mode can be set as a control mode of the field of view, the first mode is a control mode in which the field of view is moved in accordance with the movement of the player character, the second mode is a control mode in which the field of view does not follow the movement of the player character, A predetermined action of the predetermined character is used as a trigger to change from the first mode to the second mode. Information processing system.

Citation Information

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