Game programs, game systems, game devices
The game system and device improve gameplay convenience by displaying future environmental changes, allowing players to plan their actions more effectively, thereby enhancing user experience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- CAPCOM CO LTD
- Filing Date
- 2024-09-18
- Publication Date
- 2026-04-14
AI Technical Summary
Existing game devices lack convenience in managing dynamic game environments, making it difficult for players to anticipate and plan for future environmental changes in the game field.
A game system and device that displays a user interface screen showing multiple future environmental changes, including changes in non-player characters, weather, day/night, seasons, and field positions, along with the remaining time until these changes occur, allowing players to plan their gameplay more effectively.
Enhances gameplay convenience by enabling players to anticipate and adapt to environmental changes, reducing unnecessary gameplay and improving overall usability.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a game program, a game system, and a game device.
Background Art
[0002] In the game device described in Patent Document 1, when a player character collects a material item on a game field, information indicating that the material item belongs to the player character is stored in a memory.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the game device described in Patent Document 1, there is room for improvement in terms of game convenience.
[0005] An object of the present disclosure is to provide a game program, a game system, and a game device capable of improving game convenience.
Means for Solving the Problems
[0006] A first aspect causes a computer to function as game execution means for executing a game in which the environment of a game field, which is a virtual game space, changes over time based on a user's operation, and display control means for displaying a game screen when executing the game, and when the display control means is displaying a game screen in which a player character of the user is acting within the game field, the display control means displays a user interface screen including a plurality of future environmental changes of the game field This is a game program.
[0007] In the first aspect, the plurality of environmental changes may include at least one of the following: changes in non-player characters, changes in game events, changes in weather in the game field, changes in day and night in the game field, changes in seasons in the game field, and changes in the position of non-player characters within the game field.
[0008] In the first aspect, the display control means can simultaneously display multiple future environmental changes of different types of the game field on the user interface screen as the multiple environmental changes.
[0009] In the first aspect, the display control means can simultaneously display multiple future environmental changes of the same type in the game field on the user interface screen as the multiple environmental changes.
[0010] In the first aspect, the display control means can simultaneously display the current environment of the game field and future environmental changes of the game field on the user interface screen as the plurality of environmental changes.
[0011] In the first aspect, the game execution means can change at least one of the game medium and non-player characters present in the game field in response to changes in the environment of the game field.
[0012] In the first aspect, the game execution means can change the state of the first game medium installed in the game field by the player character in response to changes in the environment of the game field.
[0013] In the first aspect, the game execution means can install the first game medium in the game field upon payment of a specific fee by the user.
[0014] In the first aspect, the display control means can display on the user interface screen the remaining time until the environmental change occurs, either numerically or graphically.
[0015] In the first aspect, the display control means is The user interface screen displays the remaining time until the environmental change occurs in a graph. The display mode of the graph can be changed according to the length of the remaining time.
[0016] In the first aspect, the game is such that the environment of the game field changes based on the passage of in-game time, The user interface screen can display multiple future environmental changes in the game field based on the in-game time.
[0017] In the first aspect, the game execution means fixes the environment of the game field to a specific environment when a specific event occurs within the game. The display control means can change the display mode of the user interface screen depending on whether the game field environment is the specific environment or not.
[0018] In the first aspect, the display control means is When the player character is located in the first area of the game field, a plurality of future environmental changes corresponding to the first area are displayed on the user interface screen. When the player character is located in the second area of the game field, multiple future environmental changes corresponding to the second area can be displayed on the user interface screen.
[0019] The second aspect includes a game execution unit that executes a game in which the environment of a game field, which is a virtual game space, changes over time based on user operations, and a display control unit that displays a game screen when executing the game, and when the display control unit is displaying a game screen in which a player character of the user is acting within the game field, the display control unit displays a user interface screen including a plurality of future environmental changes of the game field This is a game system.
[0020] The third aspect includes a game execution unit that executes a game in which the environment of a game field, which is a virtual game space, changes over time based on user operations, and a display control unit that displays a game screen when executing the game, and when the display control unit is displaying a game screen in which a player character of the user is acting within the game field, the display control unit displays a user interface screen including a plurality of future environmental changes of the game field This is a game device.
Advantages of the Invention
[0021] According to the present disclosure, it is possible to provide a game program, a game system, and a game device that can improve the convenience of games.
Brief Description of the Drawings
[0022] [Figure 1] It is a block diagram showing the schematic configuration of the game system of the first embodiment. <00001 [Figure 6] This flowchart shows an example of the operation of the game system according to the first embodiment. [Figure 7] This is an example of a screen displayed on a game device of the first modified embodiment of the first embodiment. [Figure 8] (A) and (B) are examples of screens displayed on a game device of a first modified example of the first embodiment. [Figure 9] This is an example of a screen displayed on the game device of the second embodiment. [Figure 10] This is an example of a screen displayed on the game device of the second embodiment. [Figure 11] This is an example of a screen displayed on a game device of another embodiment. [Modes for carrying out the invention]
[0023] [First Embodiment] A first embodiment of the game system 1 of this disclosure will be described with reference to the drawings.
[0024] <Game Description> In the game system 1 shown in Figure 1, a server device 2 and multiple game devices 5 are connected to each other via a communication network 6, and games provided by the server device 2 are executed on the game devices 5.
[0025] The game of this embodiment is an online game executed on game system 1. In this game, a user of game device 5 can control one or more player characters in the virtual game space, and have the player characters battle against enemy characters, which are non-player characters. Furthermore, in this game, a user of game device 5 can engage in so-called multiplayer, where their own player character and player characters controlled by other users of game device 5 operate together in the virtual game space, allowing each user's player character to cooperate and battle against enemy characters, which are non-player characters. Hereafter, the virtual game space will also be referred to as the "game field".
[0026] In games, users can acquire game media. Game media refers to electronic data representing elements of the game, including player characters that users control in the game field, items such as weapons, armor, and tools that player characters can use in the game field, and consumable media including various virtual currencies usable within the game. Users can acquire game media through in-game purchases, completing quests, and as rewards for various in-game events.
[0027] Virtual currency can be either paid or free. Paid virtual currency is virtual currency obtained through payment. Free virtual currency is virtual currency obtained without payment. Free virtual currency may be obtainable as the game progresses, for example, as a reward given to users when they log into the game (so-called login bonus), or as a reward given to users for completing game events such as quests.
[0028] A quest is game content associated with tasks or conditions that must be met within the game. Each quest has its own set of completion conditions. When a user completes a quest through their game actions, they receive a predetermined reward. A quest may also have other tasks (so-called missions) associated with it. By completing these missions while fulfilling the quest's completion conditions, the user receives a mission completion reward in addition to the quest completion reward.
[0029] Such games are played using a game device 5, which may be a home game console such as PlayStation®, a portable game console such as Nintendo Switch®, or an electronic device such as a personal computer, smartphone, or tablet. The following example illustrates the case where the game device 5 is a game console.
[0030] <Overview of the game system> Game system 1 consists of a server device 2 and multiple game devices 5.
[0031] Server device 2 stores game programs and game data, and manages the game data of game device 5, and more specifically, manages game data for each account.
[0032] The game device 5 executes a predetermined game based on user input. To do this, the game device 5 receives, specifically downloads and installs, game programs and game data from the server device 2 via the communication network 6. Each user is assigned account information associated with the game device 5. This account information includes identification information and a password. The account information is transmitted from the game device 5 to the server device 2 upon login and is used for user authentication in the server device 2.
[0033] After user authentication, communication between server device 2 and game device 5 becomes possible. After logging in, game device 5 receives data necessary for game progression, such as data related to the game progress, from server device 2, and then proceeds with the game while outputting game images and sounds based on the user's input.
[0034] <Game System Configuration> The hardware configurations of server device 2 and game device 5 will be described below with reference to Figure 1.
[0035] <Server configuration> Server device 2 provides the game to game device 5. As shown in Figure 1, server device 2 has a network interface 21, a storage unit 22, and a control unit 23. The network interface 21 and the storage unit 22 are electrically connected to the control unit 23 via a bus 29.
[0036] The network interface 21 is connected to each game device 5 via a communication network 6 such as the Internet and LAN, enabling communication between them.
[0037] The storage unit 22 consists of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), and SSD (Solid State Drive). The storage unit 22 stores various programs, including a part of the game program of this embodiment, as well as various data such as the user DB (Data Base) 221.
[0038] User DB221 stores user information and information about the player character controlled by each user, associated with their identification number. User information includes information such as username and user rank. Information about the player character includes the player character's level and stats, as well as information about equipment and items associated with that player character.
[0039] The control unit 23 is composed of a microcomputer having a CPU and semiconductor memory, and controls the operation of the server device 2. The control unit 23 functions as an information processing means 231 and a matching means 232 by executing various programs. In this embodiment, these means 231 and 232 are examples of an information processing unit and a matching unit, respectively.
[0040] (Information processing means) The information processing means 231 sends and receives various data to and from each game device 5. The main data received by the information processing means 231 includes game program download request information, account information, and game data. The main data transmitted by the information processing means 231 includes information to confirm that the game device 5 has received the game program.
[0041] (Verification means) The matching means 232 authenticates the user account using the user identification information received from the game device 5.
[0042] <Game device configuration> As shown in Figure 1, the game device 5 has a display 61, speakers 62, and a control pad 63 that are either externally connected or built-in. The game device 5 also has a network interface 51, a graphics processing unit 52, an audio processing unit 53, an operation unit 54, a memory unit 55, and a control unit 56. The network interface 51, graphics processing unit 52, audio processing unit 53, operation unit 54, and memory unit 55 are electrically connected to the control unit 56 via a bus 59. Since the hardware configuration of each of the multiple game devices 5 is basically the same, redundant explanations will be omitted.
[0043] The network interface 51 is connected to the communication network 6 in a way that allows it to send and receive various data between the game device 5 and the server device 2.
[0044] The graphics processing unit 52 renders game images in video format based on game image information output from the control unit 56. The game images include various objects related to the player character and the game field. The graphics processing unit 52 is connected to, for example, a liquid crystal display 61, and displays the game images rendered in video format as a game screen on the display 61.
[0045] The audio processing unit 53 is connected to the speaker 62 and plays and synthesizes game sounds based on instructions from the control unit 56, and outputs the game sounds from the speaker 62.
[0046] The control unit 54 is connected to the control pad 63 and transmits and receives data related to operation and input to and from the control pad 63. The user can input operation signals to the game device 5 by operating the control pad 63. The control pad 63 is, for example, a touch pad or a gamepad.
[0047] The storage unit 55 consists of an HDD, SSD, RAM, and ROM. The storage unit 55 stores game data downloaded from the server device 2, various programs including parts of the game program, and account information for the game device 5.
[0048] The control unit 56 shown in Figure 1 is composed of a microcomputer having a CPU and semiconductor memory, and controls the operation of the game device 5. By executing various programs, the control unit 56 functions as a communication means 561, a game execution means 562, an environmental change management means 563, a voice control means 564, and a display control means 565. Each of these means 561 to 565 is an example of a communication unit, a game execution unit, an environmental change management unit, a voice control unit, and a display control unit.
[0049] (Means of communication) The communication means 561 communicates with the server device 2 via the network interface 51. The communication means 561 generates information that the server device 2 can understand based on various operation signals received by the operation unit 54 from the operation pad 63, and transmits that information to the server device 2. For example, the communication means 561 transmits account information, new game data download request information, etc., to the server device 2. The communication means 561 also receives new game data, etc., transmitted from the server device 2 in response to the download request information.
[0050] (Method of executing the game) The game execution means 562 executes the game on the game device 5. For example, based on the user's operation of the control pad 63, the game execution means 562 reads data such as objects and textures on the game field included in the game data from the storage unit 55 or receives it from the server device 2. The game execution means 562 executes the game program using the data such as objects and textures on the game field and generates two-dimensional or three-dimensional game image information. The game image information is processed by the graphics processing unit 52, and the processed game image is displayed sequentially on the display 61. The game execution means 562 places player characters on the game image based on the user's operation of the game device 5, and controls the actions of the player characters on the game field according to the user's operation and the progress of the game.
[0051] The game execution means 562 advances in-game time while the user is playing the game. In-game time is a time separate from real-world time, and is a virtual elapsed time represented by the game. For example, one day in in-game time corresponds to 50 minutes in real time. In-game time stops when the user is not playing the game. When the user starts playing the game, the counting of in-game time resumes.
[0052] The game execution means 562 changes the day / night cycle and seasons in the game as time progresses. For example, if it is daytime in the game, the game execution means 562 will make the sun appear on the game field and render the entire game field brightly. On the other hand, if it is nighttime in the game, the game execution means 562 will make the moon appear on the game field and render the entire game field darkly. Furthermore, if it is winter in the game, the game execution means 562 will make snow appear in the game. The game execution means 562 may also generate predetermined effects on the player character and the game field depending on whether it is morning, noon, evening, or nighttime in the game, or whether it is spring, summer, autumn, or winter in the game. For example, the game execution means 562 may generate an effect in which enemy characters in the game field are strengthened when it is nighttime in the game compared to when it is daytime. The seasons are not limited to spring, summer, autumn, and winter, but can be any season that repeats at predetermined intervals in the game (for example, one year in game time).
[0053] The game execution means 562 causes various events to occur on the game field according to predetermined rules or randomly as time progresses within the game.
[0054] For example, the game execution means 562 changes the weather of the game field as in-game time progresses. Weather includes, for example, sunny, cloudy, rainy, thunderstorm, sandstorm, and volcanic eruption. Some of the weather conditions affect the player character and the game field. For example, if the current weather of the game field is rain, thunderstorm, or sandstorm, an effect corresponding to each weather condition is displayed on the game screen, reducing the player character's visibility. Also, if the current weather of the game field is a thunderstorm, lightning occurs in the game field, and the player character takes damage when struck by the lightning.
[0055] Furthermore, the game execution means 562 causes special non-player characters to appear in the game field as in-game time progresses. These special non-player characters are, for example, special enemy characters (e.g., boss characters) that are stronger than the enemy characters that appear relatively frequently in the game field. By controlling their own player character to battle these special enemy characters and defeating them, users can advance in-game events or acquire rare game materials. After causing the special enemy character to appear in the game field, the game execution means 562 moves the special enemy character within the game field. Therefore, the position of the special enemy character within the game field changes as in-game time progresses.
[0056] Furthermore, the game execution means 562 can generate any event, not limited to weather changes or the appearance of special non-player characters, but also such as making special items appear or special buildings appear.
[0057] Furthermore, the game execution means 562 may change the environment of the game field in response to the actions of the player character. For example, if a special mission occurs based on the actions of the player character, the game execution means 562 may forcibly change the weather of the game field to a rainy weather condition, for example, that corresponds to that special mission.
[0058] Thus, in this embodiment, as in-game time progresses, in-game elements such as the time of day, season, weather, the position of non-player characters, and events that occur change. Hereinafter, the in-game elements that change as in-game time progresses will be referred to as the "environment."
[0059] In the game of this embodiment, the game field consists of m areas A1 to A mIt is composed of being divided into sections. Note that m is an integer greater than or equal to 2. The game execution means 562 changes the environment for each of the multiple areas. Therefore, the environment of area A1 may be different from the environment of area A2.
[0060] (Methods for managing environmental changes) The environmental change management means 563 manages the occurrence time, duration, and end time of environmental changes on the game field. For example, as shown in Figure 2, the environmental change management means 563 manages multiple environmental changes in association with their occurrence time, duration, and end time within the game. Note that the occurrence time, duration, and end time are managed in game time. Furthermore, the environmental change management means 563 manages the occurrence time, duration, and end time of each of the multiple environments in multiple areas A1~A m Calculate each time.
[0061] (Voice control means) The voice control means 564 controls the audio output of the speaker 62 based on user operations on the game device 5 during game execution.
[0062] (Display control means) The display control means 565 controls the display output of the display 61 based on user operations on the game device 5 during game execution.
[0063] Next, an example of a screen displayed on the display 61 by the display control means 565 will be described. In the following explanation, the example will be that the user's player character is located in area A1 of the game field.
[0064] For example, the display control means 565 displays a game screen 70, as shown in Figure 3, on the display 61 of the game device 5. The game screen 70 is the screen that is displayed when the user is playing the game. The game screen 70 displays, for example, an image of the player character P10 being controlled by the user and an image of the game field F10 where the player character P10 is located. The game screen 70 also displays a simplified map display area 71, a player information display area 72, and a user interface screen 73. Hereafter, the user interface screen 73 will be abbreviated as "UI screen 73".
[0065] The simplified map display area 71 displays map information about the game field surrounding the player character P10's position.
[0066] The player information display area 72 displays status information such as the hit points of player character P10, as well as the hit points of other player characters who are in a party with player character P10.
[0067] The UI screen 73 is displayed as part of the game screen 70. However, the UI screen 73 does not necessarily have to be displayed on the game screen 70. In this case, for example, the user can toggle the display of the UI screen 73 on the game screen 70 by operating a designated button on the control pad 63.
[0068] Figure 4 shows a magnified view of only the UI screen 73. As shown in Figure 4, the UI screen 73 includes a time scale display area 80, a first environmental change display area 81, a second environmental change display area 82, and a third environmental change display area 83.
[0069] The time scale display area 80 shows how much time in real time the range from the leftmost scale mark 800 to the rightmost scale mark 801 represents. Figure 4 illustrates a case where the range from the "present" scale mark 800 to the "60 minutes later" scale mark 801 represents 60 minutes in real time. For example, if one day in the game corresponds to 50 minutes in real time, the range from scale mark 800 to scale mark 801 will represent a time slightly longer than one day in the game.
[0070] The first environmental change display area 81 displays the duration of each day / night state in area A1 of the game field where the player character is located, using bar graphs 810 of different colors and different icons 811a to 811d. In the following figures, including Figure 4, the difference in color is represented by the difference in hatching. Icons 811a to 811d correspond to morning, noon, evening, and night, respectively. Bar graph 810 is divided into four areas where icons 811a to 811d are placed. The length of each of the four areas in the left-right direction indicates the duration of the corresponding day / night state. For example, the area where icon 811a is placed indicates the duration of morning. The left end of bar graph 810 is located on the "present" scale 800, and the right end of bar graph 810 is located on the "60 minutes later" scale 801. Therefore, Figure 4 shows an example where the current day / night state is "night," and the day / night state after 60 minutes in real time is "morning." By comparing the time scale display area 80 and the first environmental change display area 81, the user can understand the correspondence between the real-world elapsed time from the present moment and the change in the day / night state of the game field. In the first environmental change display area 81, the word and icon corresponding to the current time from among morning, noon, evening, and night are displayed above the left end of the bar graph 810. For example, in Figure 4, since the current time is "night," the "night" icon and the word "night" are displayed above the left end of the bar graph 810.
[0071] In the second environmental change display area 82, the duration of each season in area A1 of the game field where the player character is located is displayed as different colored bar graphs 820 and different icons 821. In Figure 4, an example is shown where the season of the game field remains "summer" for the period from the present until 60 minutes have passed in real time, or in other words, until more than one day has passed in game time. The left end of bar graph 820 is located on the "present" scale 800, and the right end of bar graph 820 is located on the "60 minutes later" scale 801. Therefore, Figure 4 shows an example where the current season is "summer" and the season after 60 minutes in real time is also "summer". Above the left end of bar graph 820 in the second environmental change display area 82, the text and icon of the season corresponding to the present among multiple seasons are displayed. For example, in Figure 4, since the current season is "summer," a "summer" icon and the word "summer" are displayed above the left end of bar graph 820. As mentioned above, in this game, in addition to summer, spring, autumn, and winter are available as seasons for the game field. For example, if the season of "spring" arrives within 60 minutes from the current time in real time, a bar graph and icon of the color corresponding to "spring" will be displayed in the second environmental change display area 82. By referring to both the first environmental change display area 81 and the second environmental change display area 82, the user can see, for example, that if the current state of the game field is "summer night," the state of the game field will change to "summer morning" after 60 minutes have passed in the real world.
[0072] The third environmental change display area 83 displays a forecast of environmental changes that will occur in area A1 of the game field where the player character is located, excluding those displayed in the first environmental change display area 81 and the second environmental change display area 82, respectively, and that will occur from the present until a predetermined threshold time Tth has elapsed in the game. The threshold time Tth is set to, for example, in-game time corresponding to 60 minutes in real time, i.e., more than one day in in-game time. Environmental changes displayed in the third environmental change display area 83 include changes in weather and the appearance of special non-player characters.
[0073] For example, the uppermost environmental display section 830 of the third environmental change display area 83 forecasts the occurrence of a sandstorm, which is one of the weather conditions. The environmental display section 830 displays a sandstorm icon A10 and a bar graph G10. The bar graph G10 is formed to extend to the right from a position corresponding to the "current" scale 800. The length of the bar graph G10 in the left-right direction represents the remaining time until a sandstorm occurs in area A1 of the game field where the player character is located. Therefore, the bar graph G10 shown in Figure 4 indicates that a sandstorm will occur in area A1 approximately 6 to 7 minutes in real time from the current time. The display control means 565 identifies the in-game time when a sandstorm will occur in the area where the player character is located, based on the information shown in Figure 2 which is managed by the environmental change management means 563, and calculates the remaining time until the sandstorm occurs, and displays the bar graph G10 with a length corresponding to that remaining time.
[0074] As in-game time progresses, the right end face G10a of the bar graph G10 moves to the left, causing the bar graph G10 to gradually shorten. As more in-game time progresses, when the right end face G10a of the bar graph G10 reaches the position corresponding to the "current" scale 800, a sandstorm occurs in area A1 of the game field where the player character is located. As a result, as shown in Figure 5, the environment display area 830 corresponding to the sandstorm disappears from the third environment change display area 83.
[0075] The fourth environmental display area 831 from the top in the third environmental change display area 83 shown in Figure 4 predicts the appearance of a special non-player character, an enemy character. The environmental display area 831 displays the enemy character icon A11 and a bar graph G11. The horizontal length of the bar graph G11 represents the remaining time until the special enemy character appears in area A1 of the game field where the player character is located. This bar graph G11 is formed in the same way as the bar graph G10 in the environmental display area 830, and changes in the same way as the bar graph G10 in the environmental display area 830. That is, as in-game time elapses, as shown in Figure 5, the right end face G11a of the bar graph G11 moves to the left, causing the bar graph G11 to gradually shorten. As more in-game time elapses, when the right end face G11a of the bar graph G11 reaches the position corresponding to the "current" scale 800, the special enemy character appears in area A1 of the game field where the player character is located.
[0076] The display control means 565 changes the color of the bar graph according to the length of time remaining until each environmental change occurs. For example, the display control means 565 uses a threshold time Tth to display bar graphs showing environmental changes whose remaining time until occurrence is within "Tth / 2" in game time in a first color (e.g., red). The threshold time Tth is, for example, in game time corresponding to 30 minutes in real time. In Figure 4, for example, bar graph G10 corresponding to a sandstorm is displayed in the first color. The display control means 565 also displays bar graphs showing environmental changes whose remaining time until occurrence is longer than "Tth / 2" in game time and within "Tth" in a second color (e.g., green). In Figure 4, for example, bar graph G11 corresponding to the appearance of a special enemy character is displayed in the second color.
[0077] If the number of environmental changes that occur from the present moment until the threshold time Tth in game time has elapsed exceeds the number that can be displayed on the UI screen 73, the display control means 565 displays a scroll bar 84 at the right end of the third environmental change display area 83, as shown in Figure 4. By operating this scroll bar 84 up and down, the user can view all environmental changes that occur from the present moment until the threshold time Tth in game time has elapsed.
[0078] By comparing the timescale display area 80 with the third environmental change display area 83, the user can understand the timing of various environmental changes in relation to the elapsed time in reality. Furthermore, by comparing the first environmental change display area 81 with the third environmental change display area 83, the user can understand the timing of various environmental changes in relation to the day-night cycle in the game, in other words, the timing of various environmental changes in relation to the elapsed time in the game. In addition, by comparing the second environmental change display area 82 with the third environmental change display area 83, the user can understand the timing of various environmental changes in relation to the seasons in the game, in other words, the timing of various environmental changes in relation to the elapsed time in the game.
[0079] Furthermore, when the user's player character moves from area A1 to area A2, the display control means 565 displays the environmental changes of area A2 on the UI screen 73 instead of the environmental changes of area A1.
[0080] <Game System Operation Flow> Next, with reference to Figure 6, the operation flow of the game system 1 of this embodiment will be described. Note that the operation shown in Figure 6 is repeatedly executed at a predetermined cycle by the display control means 565 of the game device 5 while the user is playing the game.
[0081] As shown in Figure 6, the display control means 565 first obtains the current in-game time and season from the game execution means 562 (step S10). Then, based on the obtained current in-game time and season, the display control means 565 updates the day / night display and season display in the first environment change display area 81 and the second environment change display area 82 of the UI screen 73 in Figure 4 (step S11). Specifically, based on the current in-game time, the display control means 565 updates the respective positions of the bar graph 810 and icons 811a to 811d in the first environment change display area 81, as well as the icons and characters to be displayed above the left end of the bar graph 810. The display control means 565 also updates the respective positions of the bar graph 820 and icon 821 in the second environment change display area 82, as well as the icons and characters to be displayed above the left end of the bar graph 820, based on the current in-game time.
[0082] Next, the display control means 565 obtains information from the game execution means 562 about the area on the game field where the user's player character is located (step S12). Then, the display control means 565 extracts one or more environmental changes from among the multiple environmental changes managed by the environmental change management means 563 that correspond to the area of the player character (step S13). Furthermore, the display control means 565 extracts one or more environmental changes from among the one or more environmental changes extracted in the process of step S13 whose remaining time until occurrence is less than or equal to the threshold time Tth (step S14). In addition, the display control means 565 updates the display of other environmental changes included in the third environmental change display area 83 of the UI screen 73 in Figure 4 based on the one or more environmental changes extracted in the process of step S14 and their occurrence times (step S15).
[0083] <Game System Functions and Effects> As described above, in the game system 1 of this embodiment, the control unit 56 (computer) functions as a game execution means 562 and a display control means 565. The game execution means 562 executes a game in which the environment of the game field, which is a virtual game space, changes over time, based on user operations. The display control means 565 displays the game screen 70 when the game is being executed. When the display control means 565 is displaying the game screen 70 in which the user's player character is moving around in the game field, it displays a UI screen 73 as shown in Figure 4, which includes a plurality of future environmental changes in the game field. The plurality of environmental changes include at least one of changes in non-player characters such as enemy characters, changes in game events, changes in the weather in the game field, changes in day and night in the game field, and changes in the seasons in the game field.
[0084] This configuration allows users to understand multiple future environmental changes in the game field by viewing UI screen 73, thereby improving the usability of the game.
[0085] Furthermore, in games where environmental changes affect the user, as in this embodiment, there may be cases where the user desires the occurrence of a specific environmental change. For example, if the user desires the occurrence of an environmental change such as a "spring sandstorm," and there is no configuration that predicts multiple environmental changes, such as game system 1 in this embodiment, the user will not know when each type of environmental change will occur. In such a case, the user may engage in unnecessary gameplay, such as keeping the player character waiting in the game field until the "spring sandstorm" environmental change occurs.
[0086] In particular, when attempting to trigger an environmental change such as a "spring sandstorm," the user must adapt both seasonal and weather-related environmental changes. Therefore, the probability of it occurring may be significantly lower than when attempting to trigger a single environmental change like a "sandstorm." As a result, users may choose to keep their player character waiting in the game field to avoid missing the "spring sandstorm" environmental change.
[0087] In this regard, in the game system 1 of the above embodiment, the user can see multiple future environmental changes, so the user only needs to move the player character towards the game field at the timing when the desired environmental change occurs, based on these multiple future environmental changes. Therefore, the user will no longer have to perform unnecessary gameplay as described above, thus improving convenience.
[0088] As shown in Figure 4, the display control means 565 simultaneously displays multiple future environmental changes of the same type in the game field on the UI screen 73, such as displaying the appearance of multiple enemy characters as multiple environmental changes. In addition, as shown in Figure 4, the display control means 565 simultaneously displays multiple future environmental changes of different types in the game field on the UI screen 73, such as displaying seasons, day and night, and other environmental changes on the UI screen 73.
[0089] This configuration allows users to simultaneously view multiple environmental changes of the same type, as well as multiple environmental changes of different types, by looking at UI screen 73, thereby improving the usability of the game.
[0090] As shown in Figure 4, the display control means 565 displays the current environment of the game field and future environmental changes of the game field simultaneously on the UI screen 73, for example, by displaying the current weather and the weather for the next 60 minutes in real time as multiple environmental changes on the UI screen 73.
[0091] This configuration allows users to check the current environment and future environmental changes by viewing UI screen 73, thereby improving the usability of the game. Furthermore, being able to check the current environment and future environmental changes makes it easier for users to plan their gameplay. For example, suppose that when the environmental change "summer rain" occurs, the enemy characters the user desires will no longer appear, and visibility in the game field will worsen. In such a case, if the user can learn about the future occurrence of the "summer rain" environmental change by viewing UI screen 73, they can plan their gameplay to avoid combat with enemy characters when the "summer rain" environmental change occurs in the future. Also, if the user learns that the current environment is "spring sunshine," they can plan to complete combat with enemy characters while the environment is still in its current state. In this way, being able to check the current environment and future environmental changes allows users to play more efficiently, thus improving usability.
[0092] The display control means 565 displays the remaining time until an environmental change occurs on the UI screen 73 using a graph. The display control means 565 changes the color of the graph according to the length of the remaining time. Alternatively, instead of changing the color of the graph, the display control means 565 may change the display manner of the graph by any method, such as changing the thickness of the graph or changing the pattern of the graph.
[0093] This configuration makes it easier for users to see the remaining time until an environmental change occurs.
[0094] The game's environment changes based on the passage of in-game time. UI screen 73 displays several future environmental changes to the game field based on in-game time.
[0095] This configuration makes it easier for users to understand future environmental changes in the game field.
[0096] The display control means 565 displays multiple future environmental changes corresponding to area A1 (first area) on the UI screen 73 when the user's player character is located in area A1 (first area) of the game field. The display control means 565 displays multiple future environmental changes corresponding to area A2 (second area) on the UI screen 73 when the user's player character is located in area A2 (second area) of the game field.
[0097] This configuration allows the content displayed on UI screen 73 to change depending on the area where the user's player character is located, thereby improving user convenience.
[0098] (First variation) Next, a first modified example of the game system 1 of the first embodiment will be described.
[0099] The UI screen 73 for displaying multiple environmental changes can be modified as needed. For example, the UI screen 73 can be modified as shown in Figure 7. In the UI screen 73 shown in Figure 7, the remaining time until each environmental change occurs is displayed numerically. Note that in the UI screen 73 shown in Figure 7, the remaining time until each environmental change occurs is displayed in in-game time. Alternatively, the remaining time until each environmental change occurs may be displayed in real time. Note that the content displayed on the UI screen 73 in Figure 7 may be, for example, related to changes in the weather of the game field as shown in Figure 8(A), or related to changes in the day and night cycle of the game field as shown in Figure 8(B).
[0100] Even with this configuration, it is possible to obtain the same or similar functions and effects as the game system 1 of the first embodiment.
[0101] (Second variation) Next, a second modified example of the game system 1 of the first embodiment will be described.
[0102] In this modified example, the game execution means 562 changes at least one of the game medium and non-player characters present in the game field in response to changes in the game field environment.
[0103] For example, if the current weather in area A1 of the game field is a sandstorm, the game execution means 562 will destroy a game medium that the user has placed in area A1, thereby rendering the game medium unusable. Such a game medium could be, for example, a respawn location designation item. A respawn location designation item is an item that allows the user to specify the location where the player character will respawn when the player character becomes incapacitated, for example, when the player character's hit points reach zero. For example, if the user places a respawn location designation item at any location on the game field, the player character will respawn at the location where the respawn location designation item was placed when the player character becomes incapacitated. The respawn location designation item may also be one that the user can select as a fast travel point for the player character. Fast travel is a game function that allows the player character to instantly move to a predetermined location when the user selects that location.
[0104] When game media become unusable due to environmental changes, users will refer to the information about future environmental changes displayed on UI screen 73 and consider how to act to prevent such game media from being destroyed. Therefore, it is possible to provide users with a new gameplay element that encourages them to think about such actions, thereby improving the enjoyment of the game.
[0105] Furthermore, respawn location designation items may be placed on the game field upon payment of a specific price by the user. This specific price could be, for example, the consumption of resources such as items. When a user places a respawn location designation item by paying a specific price, the user will have to consider how to position their player character to prevent the respawn location designation item from being destroyed, thus improving the enjoyment of the game. Furthermore, respawn location designation items may not be placed for free within the game, but only upon payment of a specific price by the user.
[0106] Alternatively, a respawn location item may be placeable regardless of whether the user pays a specific price, but may also have special effects, such as becoming more difficult to destroy, if the user pays a specific price. This configuration reduces user stress because the respawn location item becomes more difficult to destroy when a specific price is paid.
[0107] Furthermore, respawn location designation items may only be placed in a predetermined number of specific locations within the game field.
[0108] Furthermore, in the third environmental change display area 83 of the UI screen 73 shown in Figure 4, information to inform the user that the respawn location designation item will be destroyed due to the occurrence of the sandstorm environmental change, such as an icon indicating this, may be displayed in the bar graph G10 of the sandstorm.
[0109] On the other hand, if the current weather in area A1 of the game field is rainy, the game execution means 562 may strengthen enemy characters with water attributes. Alternatively, if the current weather in area A1 of the game field is rainy, the game execution means 562 may increase the attack power of trap items that the player character can place on the field. In this way, even if the state of non-player characters changes due to environmental changes, or if an effect favorable to the game medium occurs, the user will consider how to move their player character while referring to information about future environmental changes, thereby improving the enjoyment of the game. Thus, environmental changes are not limited to those that produce an unfavorable effect on the user, such as destroying respawn location designation items, but may also produce an effect favorable to the user.
[0110] (Third variation) Next, a third modified example of the game system 1 of the first embodiment will be described.
[0111] In this modified version, the game execution means 562 fixes the environment of the game field to a specific environment when a specific event occurs in the game. For example, when a specific non-player character (e.g., a boss character) appears in area A1 of the game field, the game execution means 562 fixes the environment of area A1 to a "volcanic eruption" environment for a predetermined time. The predetermined time is set to, for example, the time until the boss character is defeated. When the environment of area A1 is fixed to a "volcanic eruption" environment, the game execution means 562 does not cause any other environmental changes in area A1.
[0112] If the environment of area A1 is fixed to a predetermined state in this way, then no future environmental changes will occur. For this reason, the display control means 565 may not display the UI screen 73 that allows confirmation of multiple environmental changes as shown in Figure 4. Alternatively, the display control means 565 may display the UI screen 73 that includes only the fixed environmental changes.
[0113] Thus, the display control means 565 may change the display mode of the UI screen 73 depending on whether the game field environment is a specific environment or not.
[0114] [Second Embodiment] Next, a second embodiment of game system 1 will be described. The following description will focus on the differences between this second embodiment and the first embodiment of game system 1.
[0115] The display control means 565 of this embodiment displays the UI screen 74 shown in Figure 9 on the game screen 70. As shown in Figure 9, the UI screen 74 displays map information for, for example, area A1, where the player character is located in the game field. When a special enemy character appears in area A1 as one of the environmental changes, an icon 740 corresponding to that enemy character is displayed on the UI screen 74. Therefore, by looking at the UI screen 74, the user can recognize that a special enemy character has appeared in area A1 where their player character is located, and can also confirm the location of that enemy character in area A1 and the type of enemy character.
[0116] When the display control means 565 displays an enemy character icon 740 on the UI screen 74, it displays the future direction of movement of that enemy character within area A1 using an arrow 741.
[0117] Thus, in the UI screen 74 of this embodiment, the future progress of a special enemy character is displayed as a future environmental change. With this configuration, the user will control their player character according to the enemy character's future direction of movement, for example, by directing their player character towards the enemy character's path to defeat it, or by manipulating their player character to avoid combat with the enemy character. This can improve the enjoyment of the game.
[0118] As shown in Figure 10, the display control means 565 may further provide a seek bar 742 and a play button 743 on the UI screen 74. When the user operates the button 742a of the seek bar 742 left or right, the predicted position of the enemy character at a future point in time corresponding to the position of the seek bar 742 is displayed on the UI screen 74. In Figure 10, the current position of the enemy character is shown by a dashed frame, and the predicted position of the enemy character corresponding to the button 742a of the seek bar 742 is shown by a solid frame. Also, when the user operates the play button 743, the future progress of the enemy character is displayed on the UI screen 74 in video format. Note that such a seek bar 742 and play button 743 are not limited to the UI screen 74 of the second embodiment, but may also be provided on the UI screen 73 of the first embodiment.
[0119] Furthermore, with respect to the game system 1 of this embodiment, it is also possible to apply the configurations of each modified example of the first embodiment. For example, if the configuration of the second modified example of the first embodiment is combined with the game system 1 of this embodiment, the user will be able to perform gameplay such as pre-placing trap items that increase attack power when it is raining in the enemy character's path when rain is forecast. This can further enhance the enjoyment of the game.
[0120] [Other embodiments] The various control means and processing procedures described in the above embodiments are examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be modified as appropriate without altering the essence of the present invention.
[0121] For example, the time displayed on the scale 801 of the time scale display area 80 of the UI screen 73 shown in Figure 4 is not limited to time corresponding to real time, but may also be time corresponding to in-game time. Thus, the time handled by each of the above embodiments and each of the modified examples may be either real time or in-game time.
[0122] The UI screen 73 shown in Figure 4 may display not only environmental changes in the area where the player character is located, but also environmental changes in areas where the player character is not located. In that case, for example, the UI screen 73 may be provided with buttons for switching the display area.
[0123] The game execution means 562 may display a UI screen 73, as shown in Figure 4, for a predetermined time, on the condition that the user pays a specific price, for example, by consuming a specific item. This configuration requires gameplay such as collecting specific items to check for future environmental changes, thus improving the game's appeal.
[0124] The UI screen 73 shown in Figure 4 may allow users to check not only when an environmental change occurs, but also the duration for which the environmental change persists. For example, the display control means 565 displays left and right arrows G10b on the bar graph G10 in the third environmental change display area 83 of the UI screen 73, as shown in Figure 11. The left and right arrows G10b indicate the duration for which the sandstorm environmental change persists.
[0125] The environmental changes displayed on UI screen 73 can be modified as appropriate. For example, UI screen 73 may display only environmental changes that transition to a state where the game medium is unusable, such as the "sandstorm" environmental change described in the second modification of the first embodiment above.
[0126] The games provided by the game system 1 in each of the above embodiments and variations are not limited to online games, but may also be offline games, for example, in which a single player battles an enemy character.
[0127] The correspondence between in-game time and real time in each of the above embodiments and variations is not limited to the correspondence described above, and can be changed as appropriate, for example, by making one day of in-game time correspond to five minutes of real time.
[0128] In the above embodiment, the example shown is that the game device 5 is a game machine, but the game device 5 may also be a smartphone or an amusement device provided to a game center or the like.
[0129] The above embodiment illustrates a case where a server device 2 and multiple game devices 5 function together as a single unit to run a game program, but it is not limited to this. All means of the game program may be provided in the server device 2 alone, the game device 5 alone, a separate communication terminal separate from the server device 2 and game devices 5, or any two of these devices that can be combined (for example, distributed processing on the server device 2 and game devices 5). Furthermore, when the server device 2, game devices 5, and communication terminal function together as a single unit, the means of operation on which device can be appropriately changed.
[0130] The effects and advantages of this embodiment will also be achieved when these other embodiments are adopted. Furthermore, it is possible to combine this embodiment with other embodiments, and other embodiments with each other, as appropriate. [Explanation of Symbols]
[0131] 1: Game system, 5: Game device, 56: Control unit (computer), 562: Game execution means (game execution unit), 565: Display control means (display control unit).
Claims
1. Computers, A game execution means that executes a game in which the environment of the game field, which is a virtual game space, changes over time, based on user input, In executing the aforementioned game, a display control means for displaying the game screen is provided, When the display control means is displaying a game screen showing the user's player character acting within the game field, it displays a user interface screen that includes a plurality of future environmental changes in the game field. The display control means is In the aforementioned user interface screen, The reference scale, which serves as a common time reference indicating the current time, is explicitly displayed on the user interface screen, Starting from the aforementioned reference scale, the bar graphs corresponding to the multiple environmental changes are displayed in a manner that allows for mutual comparison, with the remaining time until each environmental change occurs represented by the length of the bar based on the same time scale. Game program.
2. The aforementioned multiple environmental changes include at least one of the following: changes in non-player characters, changes in game events, changes in weather in the game field, changes in day and night in the game field, and changes in seasons in the game field. The game program according to claim 1.
3. The change in the non-player character includes a change in the position of the non-player character within the game field. The game program according to claim 2.
4. The display control means simultaneously displays multiple future environmental changes of different types of the game field on the user interface screen as the multiple environmental changes. The game program according to claim 1.
5. The display control means simultaneously displays multiple future environmental changes of the same type in the game field on the user interface screen as the multiple environmental changes. The game program according to claim 1.
6. The display control means further displays the current environment of the game field on the user interface screen. The game program according to claim 1.
7. The display control means further displays the remaining time until the environmental change occurs as a numerical value on the user interface screen. The game program according to claim 1.
8. The aforementioned game is characterized in which the environment of the game field changes based on the passage of in-game time, The user interface screen displays multiple future environmental changes in the game field based on the in-game time. The game program according to claim 1.
9. The aforementioned game execution means fixes the environment of the game field to a specific environment when a specific event occurs within the game. The display control means changes the display mode of the user interface screen depending on whether the game field environment is the specific environment or not. The game program according to claim 1.
10. The display control means is When the player character is located in the first area of the game field, a plurality of future environmental changes corresponding to the first area are displayed on the user interface screen. When the player character is located in the second area of the game field, a plurality of future environmental changes corresponding to the second area are displayed on the user interface screen. The game program according to claim 1.
11. A game execution unit that runs a game in which the environment of the game field, which is a virtual game space, changes over time, based on user input, The game includes a display control unit that displays a game screen when the game is executed, When the display control unit is displaying a game screen showing the user's player character acting within the game field, it displays a user interface screen that includes a plurality of future environmental changes in the game field. The display control unit, In the aforementioned user interface screen, The reference scale, which serves as a common time reference indicating the current time, is explicitly displayed on the user interface screen, Starting from the aforementioned reference scale, the bar graphs corresponding to the multiple environmental changes are displayed in a manner that allows for mutual comparison, with the remaining time until each environmental change occurs represented by the length of the bar based on the same time scale. Game system.
12. A game execution unit that runs a game in which the environment of the game field, which is a virtual game space, changes over time, based on user input, The game includes a display control unit that displays a game screen when the game is executed, When the display control unit is displaying a game screen showing the user's player character acting within the game field, it displays a user interface screen that includes a plurality of future environmental changes in the game field. The display control unit, In the aforementioned user interface screen, The reference scale, which serves as a common time reference indicating the current time, is explicitly displayed on the user interface screen, Starting from the aforementioned reference scale, the bar graphs corresponding to the multiple environmental changes are displayed in a manner that allows for mutual comparison, with the remaining time until each environmental change occurs represented by the length of the bar based on the same time scale. Game device.
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