Computer program for games, game system, and method for controlling the same.
The system enhances strategic gameplay by allowing players to dynamically manage character actions and roles, addressing limitations in conventional game systems through a computer program and system that integrates event conditions and third character influence.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- KONAMI DIGITAL ENTERTAINMENT CO LTD
- Filing Date
- 2022-10-07
- Publication Date
- 2026-05-08
AI Technical Summary
Conventional game systems limit strategic depth due to players operating characters with predefined roles, lacking diversity in gameplay elements.
A computer program and system that allows a group of characters with assigned roles to act within a field, where players on different sides instruct actions to meet or avoid event conditions, with a third character's actions influencing event success or failure based on player instructions.
Enhances strategic gameplay by requiring players to deduce and manage character roles and actions dynamically, increasing game enjoyment and complexity.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a computer program or the like for providing a game including an element for a player to actuate a character based on the presence or absence of a predetermined event.
Background Art
[0002] A system for providing a game in which one of the players in a competitive relationship operates a character with a certain role and the other operates a character with another role to play against each other is known (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Conventional game systems are premised on players on different sides operating characters with different roles, for example, a character playing the role of an oni in a game of tag and a character playing the role of running away from the oni. Therefore, there is a certain limit in terms of enhancing the strategic nature of the game.
[0005] Therefore, an object of the present invention is to provide a computer program or the like for a game that can enhance the strategic nature by taking into account elements different from the conventional ones regarding the role of the character that the player should operate.
Means for Solving the Problems
[0006] A computer program according to one aspect of the present invention is a computer program for a game that causes a computer to function to provide a game in which a group of characters, including a first character and a second character, each assigned a first and second role to be played in a predetermined event, and a third character, neither of which is assigned a first nor second role, acts within a field, wherein the computer is set to a basic state in which multiple players instruct the actions of at least some characters to be performed in such a way that the event occurrence conditions associated with the actions of the first and second characters are not met, and a second side instructs the actions of at least some characters to be performed in such a way that the event occurrence conditions are met. The system is configured to function as a game setting means for playing the game, an action control means for acquiring instructions from players on the first side and the second side and controlling the actions of each character in the character group based on the acquired instructions, and an event control means for generating events corresponding to the first role and the second role when the event occurrence conditions are met. The action control means causes the third character to act based on instructions from at least one of the first side and the second side, and the success or failure of the event occurrence conditions is set to change in relation to the actions of the third character in addition to the actions of the first and second characters.
[0007] A game system according to one aspect of the present invention is a game system including a computer that functions to provide a game in which a group of characters, including a first character and a second character, each assigned a first and second role to be played in a predetermined event, and a third character, neither of which is assigned a first nor second role, acts within a field, wherein the computer is set to a basic state in which a plurality of players instruct the actions of at least some characters to be performed in such a way that the event occurrence conditions associated with the actions of the first character and the second character are not met, and a second side instructs the actions of at least some characters to be performed in such a way that the event occurrence conditions are met. The system functions as a game setting means for playing the game, an action control means for acquiring instructions from players on the first side and the second side and controlling the actions of each character in the character group based on the acquired instructions, and an event control means for generating events corresponding to the first role and the second role when the event occurrence conditions are met. The action control means causes the third character to act based on instructions from at least one of the first side and the second side, and the success or failure of the event occurrence conditions is set to change in relation to the actions of the third character in addition to the actions of the first and second characters.
[0008] A method for controlling a game system according to one aspect of the present invention is a method for controlling a computer to provide a game in which a group of characters, including a first character and a second character, each assigned a first and second role to be played in a predetermined event, and a third character, neither of which is assigned a first nor second role, acts within a field, wherein the computer is configured as a basic state in which a plurality of players instruct the actions of at least some characters to be performed in such a way that the event occurrence conditions associated with the actions of the first and second characters are not met, and a second side instructs the actions of at least some characters to be performed in such a way that the event occurrence conditions are met. The system functions as a game setting means for playing the game, an action control means for acquiring instructions from players on the first and second sides and controlling the actions of each character in the character group based on the acquired instructions, and an event control means for generating events corresponding to the first and second roles when the event occurrence conditions are met. The action control means causes the third character to act based on instructions from at least one of the first and second sides, and the success or failure of the event occurrence conditions is set to change in relation to the actions of the third character in addition to the actions of the first and second characters. [Brief explanation of the drawing]
[0009] [Figure 1] A diagram showing an example of the overall configuration of a game system according to one embodiment of the present invention. [Figure 2] A diagram showing an example of a field. [Figure 3] A diagram showing an example of the placement of objects to be searched for in a field. [Figure 4] An example of a game screen is shown in the diagram. [Figure 5] A diagram showing an example of the character group's structure. [Figure 6]This diagram shows an example of a screen displayed when instructing a character to move to a specific location. [Figure 7] This diagram shows an example of a screen displayed when instructing a search. [Figure 8] A diagram illustrating an example of the relationship between the number of players on each side and the number of playable characters. [Figure 9] A diagram showing an example of a turn configuration. [Figure 10] A diagram illustrating an example of a character's status ailment. [Figure 11] This diagram shows an example of the character information section included in a game screen. [Figure 12] A diagram illustrating an example of the correspondence between character types and the player's side. [Figure 13] A diagram illustrating an example of restrictions set according to the instructional relationship between character type and player side. [Figure 14] A diagram illustrating variations of restrictions set according to the instructional relationship between character type and player side. [Figure 15] This diagram shows an example of how the character information section is displayed when it is determined that some characters are not the target. [Figure 16] A diagram showing an example of the position of a character whose spatial relationship is to be determined during an information provision opportunity. [Figure 17] This diagram shows the relative positions of each character, specifically the other characters located within the three areas shown in Figure 16. [Figure 18] This diagram shows the facts derived from the correspondence in Figure 17 regarding whether or not there is a possible relationship between the target and the killer. [Figure 19] This diagram shows the relative positions of each character, specifically other characters located outside of the 3 areas shown in Figure 16. [Figure 20] This figure shows the facts derived from the correspondence in Figure 19 regarding whether or not there is a possible relationship between the target and the killer. [Figure 21] This figure shows an example that reflects the fact that the target has already been identified as being outside the target, in relation to the relationship in Figure 18. [Figure 22]A diagram showing an example that further reflects the fact that the relationship between the target and the killer has already been negated with respect to the relationship in FIG. 21. [Figure 23] A diagram showing an example of a screen displayed for information provision. [Figure 24] A diagram showing an example of a screen display when notifying a player of the factual relationship shown in FIG. 18. [Figure 25] A diagram showing an example of a screen display when notifying a player of the facts derived from the kill check. [Figure 26] A block diagram showing an example of the configuration of the control system of a user device. [Figure 27] A flowchart showing an example of the procedure of game control processing by a game control unit. [Figure 28] A flowchart following FIG. 27. [Figure 29] A flowchart showing an example of the procedure of command phase processing executed as a subroutine process in game control processing. [Figure 30] A flowchart showing an example of the procedure of action phase processing executed as a subroutine process in game control processing. [Figure 31] A flowchart following FIG. 30. [Figure 32] A flowchart following FIG. 31. [Figure 33] A flowchart showing an example of the procedure of information provision processing executed as a subroutine process in game control processing. [Figure 34] A diagram showing a further modification example of the restriction set according to the instruction relationship between the character type and the player's side.
MODE FOR CARRYING OUT THE INVENTION
[0010] First, with reference to Figure 1, an example of the overall configuration of a game system using a computer program according to this embodiment will be described. The game system 1 includes a game server 2 and a plurality of user devices 3 that function as client devices to the game server 2 by being connected to the game server 2 via a predetermined network NT. The game server 2 may be composed of a single physical computer device, or it may be provided as a logical server device that functions by combining a plurality of physical computer devices, for example, as a cloud-type server device. The user devices 3 are also computer devices, and various computer devices configured for users, such as PCs (abbreviation for personal computer), tablet terminals, stationary or portable game devices, and information and communication terminals such as smartphones, may be used as user devices 3. Note that "user" is a concept that means a person who operates user devices 3, and a user of user devices 3 becomes a player when playing a game. Network NT is typically the internet. The game server 2 and user devices 3, and user devices 3, can communicate with each other via network NT. User devices 3 function as game devices that allow users to play a predetermined game by implementing a computer program for games according to this embodiment.
[0011] Next, we will describe a specific example of a game provided by the game system 1 of this embodiment.
[0012] 1. Game Overview The outline of the game in this form is as follows: • Multiple characters that make up a group of characters act within a designated field based on the player's instructions. • Within the group of characters, one character is assigned the role of target, and another character is assigned the role of killer. The remaining characters are classified as normal characters, with neither a target nor a killer role assigned. • As an example of an event trigger condition, a kill trigger condition is set. The kill trigger condition is set in relation to the character's actions. When the kill trigger condition is met, an event occurs in which the killer kills the target, which is an example of an event corresponding to the roles of target and killer. • Multiple players are divided into two sides: the first side, which directs character actions to prevent the conditions for killing from being met, and the second side, which directs character actions to meet the conditions for killing. The game is turn-based. Each turn, the player is given the opportunity to instruct the characters on what to do, and the characters act according to the instructions given. Each character can be instructed and controlled from either the first or second side, although there are exceptions for some characters. The act of a player instructing a character to act will be referred to as "character control" below. At the start of the game, the players on the first side are unaware of which character is the target and which is the killer, while the players on the second side are aware of which character is the target and which is the killer. Therefore, the players on the first side must try to deduce which character is the target and which is the killer while playing the game in a way that avoids killing. • To give the player on the first side at least a clue to deduce the target, the controls are differentiated so that different restrictions are imposed when characters act from the first side compared to when characters act from the second side. • An information provision opportunity will be provided to at least the players on the first side, offering clues to the identification of the target and the killer. If the conditions for a kill are met and a kill occurs before the end of the final turn, the second side wins. If the conditions for a kill are not met and no kill occurs before the end of the final turn, the first side players are given the opportunity to designate which character is the killer. If the designation is correct, the first side players win; otherwise, the first and second sides draw. The following will explain each point with specific examples.
[0013] 2. Field (1) Field composition Figure 2 shows an example of a field set as a virtual space where characters act. Field 10 is set to resemble the interior of a building. Multiple characters 11 can move around and explore within Field 10, performing various actions. Field 10 is divided into multiple rooms 13 by walls 12 (shown by thick solid lines). Each wall 12 has at least one door 14. Characters 11 can move between rooms 13 by opening the doors 14. It is not possible to move between rooms 13 by passing through the walls 12 at any point other than through the doors 14. Multiple Field 10s are prepared, each with a different number and arrangement of rooms 13 and doors 14. The player selects one of the Field 10s to play the game.
[0014] Field 10 is further divided into multiple areas 15. In Figure 2, the areas 15 are shown separated by dashed lines. Area 15 is set as the unit in which the character 11 moves. Each room 13 contains at least one area 15. Area 15 is shown as a square in example, but may be set as an appropriate shape such as a rectangle or hexagon. Each area 15 does not necessarily have to be the same shape or size. Multiple types of areas 15 with different shapes and sizes may be set within a single field 10.
[0015] (2) Search object Within Field 10, multiple types of objects to explore are provided. For example, as shown in Figure 3, a weapon 16A as a first type of object to explore, food 16B as a second type of object to explore, and a third type of object to explore 16C are set at appropriate locations in Field 10. Hereafter, when it is not necessary to distinguish between the different types of objects 16A to 16C, they will be referred to as object 16. The weapon 16A is a virtual item in the game that affects whether or not the conditions for a murder occur. Food 16B is a virtual item in the game that affects the actions of character 11. The third type of object to explore 16C includes multiple types of items, such as items and gimmicks that have a different effect on the game than the weapon 16A and food 16B, or dud items that have no effect. Character 11 can move around Field 10 to access the objects to explore 16 and obtain them by exploring them. However, character 11 will gain nothing from exploring the dud items included in the third type of object to explore 16C. The number and placement of objects to explore 16 will differ depending on the type of Field 10. Each object 16 is uniquely set for field 10, and within the same field 10, there is no differentiation between players or characters 11 in terms of objects 16. On the other hand, even within the same field 10, the number, placement, etc., of objects 16 may be dynamically changed each time the game is played, or every one or a suitable number of turns.
[0016] The display of the search items 16 on the game screen is differentiated between the first and second sides. For example, for players on the second side, all weapons 16A, all food items 16B, and all third-type search items 16C are displayed in a manner that allows identification of the type of search item 16A-16C. However, the contents of the third-type search items 16C remain unknown unless character 11 accesses them. In other words, the more specific type of third-type search item 16C is not explicitly shown to players on the second side. On the other hand, for players on the first side, the locations of all weapons 16A, all food items 16B, and all third-type search items 16C are shown, but the type of search item 16 is not shown, with the exception of some food items 16B. In other words, players on the first side cannot immediately determine from the game screen whether a search item 16 is a weapon 16A, food item 16B, or third-type search item 16C, with the exception of the food items 16B which are explicitly shown. The players on the first side cannot know what the search item 16 is unless they move character 11 to the location of the search item 16 and search for it, with the exception of some food items 16B.
[0017] 3. Game screen Figure 4 is an example of a game screen displayed on the user device 3. The game screen 100 displays the aforementioned field 10 as a three-dimensional image from an appropriate viewpoint. The field 10 is a logical field or space set as a virtual field or space in the game. The field as a display element within the game screen 100 should be strictly distinguished from the field 10 shown in Figure 2, etc., but it is not necessary to treat the two as strictly distinct when explaining the game content, etc. Therefore, the terms and reference numerals used in the explanation of Figure 2, etc. will also be used for the game screen 100. The same applies to the character 11, etc.
[0018] In the game screen 100, character 11 is displayed within field 10, for example, with a circle marking it, to make it easier to understand its position within field 10. Doors 14 and search objects 16 are also displayed within field 10, but these displayed objects may be highlighted within field 10 to make their location easier to understand. The distinction between areas 15 within field 10 is displayed under certain conditions, such as when indicating the destination of character 11.
[0019] The game screen 100 includes a player information unit 102 that displays the names of the players participating in the game in a list format, a role mark 103 that indicates the role of each player, a progress information unit 104 that shows the current progress, a character information unit 105 that displays information about character 11, an operation information unit 106 that displays the number of characters that the player can control and the remaining time that instructions can be given to them, and an instruction end button 107 that the player operates to indicate that they have finished giving instructions. In the player information unit 102, it is indicated whether each player belongs to the first side or the second side through differentiation in display methods such as color and pattern. The role mark 103 displays different marks depending on whether the user of the user device 3 on which the game screen 100 is displayed is participating in the game as a player on the first side or the second side. The progress information unit 104 displays information related to turn progression, such as which turn number the current turn is and how many turns are remaining. The character information unit 105 will be described later.
[0020] 4. Character (1) Character group composition Figure 5 shows an example of the character group composition in the game. The game features at least three characters: a target, a killer, and a normal. The target, killer, and normal each have different roles to play in relation to the killing event. The target is the first role, and a character fulfilling this role can be categorized as an example of a first character. The killer is the second role, and a character fulfilling this role can be categorized as an example of a second character. The normal is the third role, and a character fulfilling this role can be categorized as an example of a third character.
[0021] In the example in Figure 5, a total of six characters 11 are set as characters. Each character 11 is given a different appearance and a different character name for identification purposes. For example, in Figure 5, the character names from left to right are "Agatha," "Berkeley," "Catherine," "Dorothy," "Ellery," and "Freeman." These character names can be distinguished from each other by the initial letters A through F. In the game screen 100 of Figure 4, each character 11 is displayed with the initial letter A through F as a reference for distinguishing them.
[0022] As described above, of the multiple characters 11, one character 11 is set as the target, and another character 11 is set as the killer. The remaining four characters are normal. These settings are set appropriately, for example, randomly, when the game starts. The target and killer do not change until the end of a game. On the other hand, the target and killer are set each time the game is played. Therefore, at least one of the target and killer in one game may match at least one of the target and killer in the next game, or neither may match.
[0023] (2) Relationship with the player's side At the start of the game, the players on the first side are unaware of which character is the target and which is the killer. On the other hand, the players on the second side are aware of which character is the target and which is the killer. In other words, the players are divided into the first side and the second side, and the game starts with the first side unaware of which character is the target and which is the killer, while the second side is aware of this information. This is one example of the basic state of the game. However, it is not necessarily required that the basic state be set at the start of play. The basic state may be set at an appropriate point during gameplay, and the game's progress may be controlled so that the setting triggers a competition between the first side and the second side over the occurrence of a kill.
[0024] 5. Character Actions Within the field, each character can perform various actions. Actions that the player can instruct include moving within the field 10 in the game screen 100 of Figure 4, opening and closing doors 14, searching for items 16, and using acquired items 16. Killing by the killer and consuming food 16B are also types of actions, but these actions are not directly instructed by the player, and can be considered indirect or incidental actions, unlike actions that the player directly instructs, such as movement. However, actions such as consuming food 16B also occur under certain conditions in relation to actions that reflect the player's instructions, and in this respect, they are a type of action of character 11 based on player instructions, or an action associated with player instructions.
[0025] Character 11's movement is, in principle, limited to within 3 areas from the current area 15 in a single turn. In other words, if one area 15 is considered the unit of movement, the maximum distance character 11 can move in a single turn is 3 areas. However, there are exceptions to this limit, which will be explained later. Movement across room 13 is only possible by opening door 14, and it is not possible to move between rooms 13 by passing through wall 12 at locations other than door 14. Therefore, the distance character 11 can move is a concept determined by the number of areas 15 that exist on a path that can be traveled while avoiding wall 12. The number of areas 15 when connecting the source and destination in a straight line does not necessarily coincide with the distance traveled.
[0026] 6. How to give instructions for actions Figure 6 shows an example of how the game screen 100 is displayed when the player instructs character 11 to move. When instructing character 11 to move, the area 15 where the character 11 (in the example in Figure 6, "Berkeley") is located, and the areas 15 within the range of movement from that area 15 are clearly indicated, for example, by a border 110. The third area 15, which is the upper limit of the movement distance from the current position, and the other areas 15 are displayed in a different manner, for example, by changing the color or pattern of the border 110. This allows the player to distinguish the upper limit area 15 from the other areas 15. The player can instruct the destination of character 11 by selecting the next area 15 to move to, for example, by operating a pointing device on user device 3.
[0027] Figure 7 shows an example of how the game screen 100 is displayed when instructing the player to search for an object 16. If an object 16 is set in the area 15 to which character 11 has moved, a menu 111 is displayed to specify whether or not to search for that object 16. If the player selects "Search" from menu 111, the character 11 to be moved will search for the object 16. Through this search, character 11 may acquire weapons 16A, food 16B, etc. If the object 16 is a dud, nothing is obtained. Whether or not each character 11 possesses (acquired) an object 16, and if so, what that object 16 is, is equally known to the players on both the first and second sides. Note that instructions to move and instructions to search in a single turn are not mutually exclusive. The player can select the character 11 to act on and the destination to move, and also instruct the character to search in the destination area 15. However, different restrictions are set between the first and second sides regarding the instructions for character 11's actions. Details of the restrictions will be explained later.
[0028] 7. Player Classification Players play the game belonging to either the first or second side. The number of players on each side, and the maximum number of characters that can be controlled from each side in a single turn, are differentiated between the first and second sides. An example is shown in Figure 8. In the example in the figure, the number of players on each side and the maximum number of characters that can be controlled, i.e., whose actions can be controlled, are differentiated when the number of players participating in the same game (referred to as the total number of players) is 2, 3, or 4. Regarding the number of players, regardless of the total number of players, the second side is divided into 1 player and the rest into the first side. Also, regardless of the total number of players, the maximum number of characters that can be controlled in a single turn is set to 2 for the second side. On the other hand, on the first side, the maximum number of creatures is set to 3 when there are 2 players, 4 when there are 3 players (maximum of 2 creatures per player), and 3 when there are 4 players (maximum of 1 creature per player).
[0029] The second side has an advantage in terms of inducing killings, as the target and killer are already known. Therefore, in the example in Figure 8, the number of players on the second side is set to be relatively small, and the maximum number of characters that the second side can control is also set to be smaller than the maximum number of characters that the first side can control overall. However, Figure 8 is just one example, and the total number of players participating in the game and the number of players on each side may be changed as appropriate depending on the difficulty of the game, etc.
[0030] At least one player must be a real user operating User Device 3. Some players may be virtual players generated by a computer such as User Device 3. The computer can identify both the target and the killer as the entity that controls the progress of the game, but it can also virtually generate first-side players who play the game without knowing who the target and killer are, and can instruct these virtual players on the actions of character 11, just like real players. Virtual players may also participate as second-side players. Therefore, it is possible for one real player to be a player on either the first or second side and play one-on-one against a virtual player.
[0031] Furthermore, information on whether each player participating in the game belongs to the first or second side does not necessarily need to be shared among players at the start of the game. Each player only needs to know which side they are playing on. It is not necessary to know whether other players belong to the first or second side. In that case, the player information section 102 of the game screen 100 shown in Figure 4 will not display information indicating which side other players belong to.
[0032] 8. Turn-based (1) Turn composition Figure 9 shows an example of the turn structure in the game. In the example in Figure 9, the game time is set to days 1 through 4. For days 1 through 3, there is one turn each for morning, evening, and night, and for day 4, there is only one turn for morning. Thus, one play of the game is divided into turns 1 through 10. If no murder occurs by the final turn 10, a deduction phase may occur after the last turn. The deduction phase is a phase in which the players on the first side designate the character they believe to be the killer in order to determine the outcome of the play.
[0033] Each turn is divided into a command phase and a subsequent action phase. In the command phase, each player is given the opportunity to instruct their character to act within a predetermined time limit (for example, within 180 seconds). Therefore, the command phase is an example of an instruction opportunity. Giving instructions is optional, and players can choose not to give instructions. It is not mandatory for all characters to be instructed to act in a single command phase; it is permissible for only some characters to be instructed to act. In the command phase, players on both the first and second sides are simultaneously given the opportunity to instruct actions. Although the timing of individual players giving instructions within the command phase time limit may vary, there is no temporal order between the opportunity for the first side to instruct actions and the opportunity for the second side to instruct actions. The action phase is the phase in which each character acts based on the instructions given in the command phase. Therefore, the action phase is an example of an action opportunity. Characters that were not instructed to act by either the first or second side in the command phase may be made to act by the computer according to certain rules, or they may be treated as not acting.
[0034] (2) Opportunities to provide information As shown in Figure 9, information sharing opportunities are set up between certain turns. In the example in Figure 9, information sharing opportunities are set up between the night turns of each day from day 1 to day 3, and between the morning turns of day 2 to day 4. However, information sharing opportunities are not limited to the times shown in Figure 9, but may be set up at any appropriate time from the start to the end of the game. For example, information sharing opportunities may be set up at an appropriate time in response to a request from the player on the first side. Information sharing opportunities may also be set up in response to a request from a player if they meet certain conditions, for example, if they acquire a specific item within a predetermined upper limit of turns. Information sharing opportunities may also be set up at random times determined by a computer lottery or the like.
[0035] Information-providing opportunities are provided by a virtual character, set up to support the first-side player, to provide at least the first-side player with information that can help narrow down the target and killer. This type of information-providing character is different from the target, killer, and normal characters that are the targets of action on the field, and will be referred to as a support character below to distinguish it from the target characters. Specific examples of information provided by support characters will be described later. Regarding the progress of turns, in principle it follows Figure 9, but if a kill occurs, the game ends at that point. Furthermore, if a situation arises where the first-side player can uniquely identify the killer's target before a kill occurs, exceptional treatment will be applied to the progress of the turn. Exceptions to turn progression will be described later.
[0036] 9. Character status effects Regarding characters, status ailments can occur as a result of their actions. For example, as shown in Figure 10, characters can suffer from the status ailments "fatigue," "hunger," and "near death." "Fatigue" is a status ailment that occurs in association with character movement. For example, if a character moves 3 areas in accordance with instructions from the first side, that character will suffer from the "fatigue" status ailment. A character suffering from "fatigue" can only be moved a maximum of 2 areas from the first side in the next turn. In other words, the maximum distance a character can move in response to instructions from the first side is limited to 2 areas. In the turn following the turn in which the limit was imposed, "fatigue" is resolved and the maximum distance that can be moved returns to 3 areas.
[0037] On the other hand, the second side can move a character three areas consecutively over two turns. If a character moves three areas in two consecutive turns, the next turn may be limited to two areas due to "fatigue," or the upper limit of movement distance may be maintained at three areas without causing fatigue. In this way, there is a difference in the upper limit of character movement distance between the first and second sides, so if the same character moves three areas consecutively for two turns, it will be clear that the character moved according to instructions from the second side. This fact, when combined with the action control described later, has the effect of allowing the first side player to identify characters that do not have a target role set (non-target characters).
[0038] "Hunger" and "Near Death" are status effects that occur depending on whether a character possesses food or not. At designated meal times in the game, for example, at the start of each morning turn from day 2 to day 4 (turns 4, 7, and 10), if a character does not possess food, the "Hunger" status effect will occur. A character who is "Hungry" will have their movement distance limited to one area in the next turn. This restriction applies equally regardless of whether the action is directed from the first or second side. "Near Death" is a status effect that occurs if a character who is "Hungry" still does not possess food at the next meal time. A "Near Death" character's actions are restricted in the same way as a "Hungry" character, in that their movement distance in the next turn is limited to one area. In addition, for normal characters, whether or not they are "Near Death" affects the success or failure of the conditions for killing. In this respect, the "Near Death" status effect has a different impact on the game than the "Hunger" status effect. If a character who is "hungry" or "near death" explores the field and obtains food before the next mealtime, it will be treated as if the character ate at the next mealtime, and both the "hungry" and "near death" status effects will be resolved. However, the "near death" status effect may be changed to "hungry" with a single meal.
[0039] 10. Conditions under which a murder occurs The conditions for a kill are set in relation to the character's actions. For example, a kill condition may be set to occur when all three of the following requirements A-C are met. The conditions for a kill are made known to all players as part of the game rules. Requirement A: The killer is in possession of weapon 16A (see Figure 3). Requirement B: In Field 10, the target and the killer are located in the same area 15. Requirement C: No normal character 11 is present in the same room 13 as the area where the target and killer are located. However, a normal character 11 with the "dead" status effect is considered not to be present, even if they are in the same room 13 as the target and killer.
[0040] Requirement A is a requirement whose success or failure depends on the killer character's exploration actions. Specifically, Requirement A is met if the killer acquires a weapon through exploration, and not met if the killer does not acquire a weapon. Requirement B is a requirement whose success or failure depends on the actions of the target and the killer, and is an example of a first positional requirement whose success or failure depends on the relative positions of the target and the killer. Requirement B is met if the target and the killer act in a way that positions them in the same area, and not met otherwise. Requirement C is a requirement whose success or failure depends on the actions of the normal character, and is an example of a second positional requirement whose success or failure depends on the relative positions of the target / killer and the normal character. The "critical" status effect affects the success or failure of Requirement C, but whether or not the "critical" status effect occurs depends on whether or not the normal character acquires food through exploration. Therefore, Requirement C is a type of requirement whose success or failure depends on the actions of the normal character.
[0041] As described above, the conditions for a murder to occur are all defined in such a way that success or failure depends on the actions of the characters. Therefore, the player on the first side is required to estimate which character is the target and which is the killer, and to have the characters act in a way that prevents the conditions for a murder from being met. On the other hand, the player on the second side is required to have the characters act in a way that allows the conditions for a murder to be met. Moreover, the character group includes not only the first and second characters who are the parties to the murder, i.e., the target and the killer who are the victims and perpetrators, but also a third character, the normal character, who is not assigned these roles. Furthermore, the conditions for a murder to occur include requirements A and B, which are associated with the actions of the target and the killer, as well as requirement C, which is associated with the actions of the normal character. Therefore, players need to consider not only the actions of the target and the killer characters, but also how the normal character should act, or how the normal character has acted, when deciding what actions to give the characters. This increases the strategic depth of the game and enhances its enjoyment.
[0042] Requirements A to C mentioned above are just examples. The conditions for a kill can be set as appropriate, insofar as they are linked to the actions of the characters in response to player instructions. In other words, the conditions for a kill can be configured as appropriate, as long as the actions of the players on the first and second sides, and the instructions they give to the characters, affect the success or failure of the kill. Whether or not the killer possesses a weapon, the relative positions of the target and the killer, the relative positions of the normal characters, and whether or not the "critically injured" status effect occurs all indicate the state or situation of each character, but these matters appear depending on the character's actions. Therefore, the requirements related to the state or situation of each character are positioned as a type of requirement whose success or failure changes in relation to the character's actions.
[0043] 11. Character Action Order (1) Setting the order of actions Character actions during the action phase of each turn are performed in a predetermined order. Figure 11 shows a magnified view of the character information section 105 displayed at the top center of the game screen 100 in Figure 4. The character information section 105 displays magnified images of each character 11, arranged from left to right in order of their action order. The action order is set according to a predetermined initial state, for example, in the order of the first letters of the character names from A to F. This initial state order is changed sequentially according to the state of each character 11 at the start of each turn. The action order of a character 11 with a status ailment will be delayed compared to a character 11 without a status ailment. Furthermore, among characters 11 with status ailments, the more severe the ailment, the later their action order will be set. For example, a character 11 that is "fatigued," "hungry," or "near death" will be moved to a later position than a character 11 without those status ailments. Furthermore, a character 11 who is "hungry" or "near death" will have a lower maximum movement distance than a character 11 who is "fatigued," and will therefore have a lower action order as they are considered to have a higher degree of status ailment. Similarly, a character 11 who is "near death" will have an even lower action order as they are considered to have an even higher degree of status ailment than a character 11 who is "hungry." The character information section 105 reflects any changes in the order of the characters 11 at the start of the command phase of each turn.
[0044] (2) Relationship with the conditions under which the murder occurred During the action phase, the actions of each character 11 are displayed on the game screen 100 according to the order indicated in the character information unit 105. On the other hand, the success or failure of the conditions for a kill is determined based on the state in which all characters have acted based on the instructions given in the command phase of a turn, that is, the state in which all characters' actions have been completed. Therefore, even if a situation arises in the middle of the action phase in which the conditions for a kill are temporarily met, a kill will not occur unless the conditions for a kill are met when all actions are completed. For example, even if a situation arises in the middle of the action phase in which all of the above requirements A to C are met, if some characters subsequently act in a way that makes at least some of requirements A to C unmet, for example, if the target moves to an area different from the killer, a kill will not occur in that turn.
[0045] (3) Exceptions to the order of actions An exception is made to the change in the order of character actions. This exception occurs when the second side instructs the killer character to "attack" as an example of a specific action. In this case, the action order of the character instructed to "attack" is changed to the last (rightmost in the character information section 105), and this change is reflected in the display of the character information section 105 at the start of the action phase of the same turn. As described above, the change in the order in the character information section 105 is performed at the start of the command phase of each turn. Therefore, if the order in the character information section 105 is changed at the start of the action phase, the first side player can understand that "attack" has been instructed and that the character targeted by that instruction is the killer. Specific examples of "attack" will be described later.
[0046] 12. Controlling Character Behavior (1) Player side and character type Character actions are not controlled equally whether they are instructed from the first side or the second side, but are controlled differently in at least part of the instruction relationship between the player's side and the character. Here, the instruction relationship refers to the correspondence between the side that instructs the action and the character that is the target of the instruction. Figure 12 shows an example of differentiation according to the instruction relationship. In Figure 12, the target character is distinguished by reference code 11T, the killer character by reference code 11K, and the normal character by reference code 11N. In the example in Figure 12, the target character 11T is classified as first type C1, and the killer and normal characters 11K and 11N are classified as second type C2. Control is differentiated so that the player PL on the first side S1 has an advantage with respect to first type C1, and the player PL on the second side S2 has an advantage with respect to second type C2.
[0047] In other words, a distinction is applied where the first side S1 can give instructions to character 11T of type C1 and make them act, but the second side S2 cannot. That is, with regard to the actions of character 11T of type C1, the second side S2 is restricted from giving instructions and making them act (a predetermined restriction on instructions), but the first side S1 is not subject to such a restriction. Therefore, the first side S1 has exclusive authority over making character 11T of type C1 act. From the perspective of the second side S2, it is not possible to make the target character 11T act through instructions from its side. This point acts as a constraint on the second side S2 in making each character 11 act in order to fulfill the conditions for killing. Furthermore, with respect to the actions of character 11T of type 1 C1, the restrictions applied to the second side S2 may be implemented in either a manner that restricts the instructions themselves so that the second side S2 cannot issue instructions for actions, or in a manner that, even if instructions can be given from the second side S2, the instructions are rendered invalid, such as by preventing character 11T from acting in accordance with those instructions. In either manner, there is no difference in that restrictions are imposed on instructions from the second side S2.
[0048] On the other hand, characters 11K and 11N of type 2 C2 can be instructed to act from either side 1 S1 or side 2 S2. In this respect, there is no difference between side 1 S1 and side 2 S2. However, if instructions from side 1 S1 and side 2 S2 overlap for the same character 11, the instructions from side 2 S2 take precedence. This is where the control is differentiated. In other words, side 1 S1 is restricted to instructing characters 11K and 11N to act only if the instructions do not overlap with those from side 2 S2, while side 2 S2 can instruct characters 11K and 11N to act according to instructions from its own side S2, regardless of whether the instructions from side 1 S1 overlap or not. With respect to type 2 C2, side 2 S2 is not subject to the same restrictions as side 1 S1. Therefore, side 2 S2 has priority in terms of the authority to instruct characters 11K and 11N of type 2 C2 to act. The relationships described above are summarized in the table in Figure 13. In the table, ○ indicates cases where the restriction does not apply, × indicates cases where it is impossible to perform the action, and △ indicates cases where instructions from the second side take precedence over instructions from the first side.
[0049] In the second side S2, to fulfill the conditions for a kill, the killer character 11K must acquire weapon 16A and act to approach the target character 11T, while the normal character 11N (with the exception of being "dead") must act to be in a different room 13 from the killer character 11K. In creating such a situation, the aforementioned restrictions on the second type C2 characters 11K and 11N work to the advantage of the second side S2 player.
[0050] On the other hand, from the perspective of the first side S1, it may be possible to recognize that there is another character 11 that tends to act in a way that approaches one of the other characters 11, and that there is another character 11 that tends to act in a way that moves to a different room 13 from those characters 11. If the player of the first side S1 can perceive such differences in behavioral tendencies, they can obtain clues to distinguish and estimate which characters 11 act as targets or killers and which characters 11 act as normals. Based on that estimation, the first side S1 can instruct the actions of the characters 11 so that a situation does not occur where only two characters 11 are located in the same room 13, thereby preventing the conditions for a kill from being met. With regard to such operations, the treatment of allowing the first side S1 to exclusively control the target character 11T works to the advantage of the first side S1.
[0051] (2) Relationship with estimation of targets, etc. Character 11T of type 1 C1 can only be instructed and acted upon by side 1 S1, and for characters 11K and 11N of type 2 C2, if instructions from both sides S1 and S2 overlap, the instructions from side 2 S2 take precedence. The combination of these restrictions provides side 1 S1 with further clues to distinguish between characters 11 of type 1 C1 and characters 11 of type 2 C2. That is, from side 1 S1's perspective, character 11 of type 1 C1 can always be instructed to act according to instructions from its own side S1, while character 11 of type 2 C2 cannot be instructed to act if their instructions overlap with those from side 2 S2. Therefore, if a character 11 does not act according to instructions given by side 1 S1, it is possible to infer that character 11 is not a target, or in other words, at least a killer or normal. By accumulating such inferences, it becomes possible to gradually narrow down the target character 11T and eventually definitively identify the target character 11T. On the other hand, by using the behavioral tendencies of the characters 11 who are presumed to be outside the target, such as whether they tend to approach any of the other characters 11, or whether they tend to move to a different room 13 from the other characters 11, it becomes possible to narrow down the killer character 11K.
[0052] In order for the first side S1 to know whether the restrictions on the second type C2 described above have been applied, the first side S1 player (PL) must be aware that there is a restriction that prevents the target character 11T from taking action from the second side S2, and that for characters 11K and 11N of the second type C2, the instructions of the second side S2 take precedence. For example, the differentiation of control, i.e., the application of restrictions, can be made known to each player (PL) in advance as a game rule. Furthermore, during gameplay, the first side S1 player (PL) needs to know when an overlap of instructions from both sides S1 and S2 actually occurs, and as a result the instructions of the second side S2 take precedence. To this end, a process can be implemented to notify the first side S1 player (PL) when an action occurs in which the instructions of the second side S2 take precedence. However, if a character does not act according to instructions given from the first side S1, and this occurs only when it is due to an overlap with instructions from the second side S2, then the first side S1 can recognize the overlap in instructions by the occurrence of an action different from the instructions, without any special notification.
[0053] As described above, the restrictions applied to character 11T of type 1 C1 in side 2 S2, and the restrictions applied to character 11K and 11N of type 2 C2 in side 1 S1, serve to provide the player PL in side 1 S1 with clues to determine whether each character is a target, to narrow down the target character 11T, and further to provide clues to estimate the killer character 11K.
[0054] Differentiating controls or restrictions to provide clues for narrowing down targets is not limited to the example in Figure 13. Several variations are given below.
[0055] Figure 14(a) shows a modified example. In this example, only the restrictions of the second side apply to the first type of character (the target character 11T in the example of Figure 13). For the second type of character (the killer and normal characters 11K and 11N in the example of Figure 13), actions can be made from either the first or second side, and if instructions from both sides overlap, the instructions from one side are adopted to make the character act, for example by using a lottery, to maintain fairness to both sides (indicated by ◇ in the table). Even in this case, a difference arises in that the first type of character acts according to the instructions from the first side and does not act according to the instructions from the second side, while the second type of character may act according to the instructions from either side. Through this difference, the first side can provide clues to estimate the target character.
[0056] Figure 14(b) shows another variation. In this example, for the first type of character (character 11T in the example of Figure 13), instructions from the first side take precedence, and the second side can make the character act as long as the instructions do not overlap with those from the first side. For the second type of character (characters 11K and 11N in the example of Figure 13), actions can be made from either the first or second side, and if instructions from both sides overlap, the instructions from one side are adopted while maintaining fairness to both sides, and character 11 acts accordingly. This example differs from the examples in Figures 13 and 14(a) in that the second side also retains the possibility of being able to instruct the target character 11T to act. In the example in Figure 14(b), for the first type of character 11T, instructions from the first side always take precedence, while for the second type of characters 11K and 11N, there are cases where the character does not act as instructed by the first side. Therefore, it is possible to provide the first side with clues to estimate whether a character is a target or not.
[0057] Of the restrictions mentioned above, the preferential treatment portion indicated by △ in the table is not limited to a configuration where, when instructions from both sides overlap, one side's instruction is always selected. For example, in the modified example in Figure 14(c), with respect to the actions of the second type of characters 11K and 11N, the restriction may be set such that, when instructions from both sides overlap, the probability of the instruction from the first side being adopted is significantly smaller than the probability of the instruction from the second side being adopted. Even in that case, from the perspective of the first side, there is a significant difference between the frequency with which the action instructed for the first type of character 11T occurs exactly as instructed, and the frequency with which the action instructed for the second type of characters 11K and 11N occurs exactly as instructed. Therefore, it is possible to estimate which character is outside the target and, accordingly, narrow down the target character 11T. In other examples, the restriction when instructions from both sides overlap may be set similarly.
[0058] Furthermore, in all examples, the first side must ensure the possibility of giving instructions to and instructing actions from any of the character types 11, including character 11T of type 1 C1 and characters 11K and 11N of type 2 C2. Here, "ensuring" means that the possibility of selecting any character type as the target of instructions and instructing them to act is not completely excluded, but remains at least on some occasions; in other words, it is not impossible to give instructions and instruct them to act. For example, characters of type 1 on the first side can be instructed to act without restriction, and this possibility is not excluded in any way. Similarly, the possibility of giving instructions and instructing actions from characters of type 2 remains with the first side, as long as the instructions from the second side do not overlap, and this possibility is not completely excluded. In other words, "ensuring" means guaranteeing the authority to give instructions and instruct actions at least on some occasions. If restrictions are set so that the first side cannot give instructions to either type C1 or C2 to make them act, then by identifying character 11 that cannot be instructed to act, it becomes possible to immediately determine whether character 11 is of type C1 or type C2, and thereby definitively identify at least the target character 11T. In this case, however, the premise of the game, in which the first side player gradually narrows down the possibilities while the target character 11T and the killer character 11K are unknown, cannot be maintained, which is a problem.
[0059] As is clear from the example in Figure 8, there may be multiple players on at least the first side. In that case, it is expected that the instructions for the same character will overlap not only between sides but also within the same side. Even when instructions overlap within the first side, it is necessary to adopt one of the instructions to determine the character's actions, but from the perspective of each player on the first side, the character will take an action different from the instruction they gave. There is a risk that it may be difficult to determine whether such an action is due to an overlap with instructions from the second side or an overlap with instructions from the same side. To eliminate such a risk, it is effective to give the first side the notification mentioned above, that is, a notification that the instructions from the second side take precedence.
[0060] If information is shared among players indicating whether each player belongs to the first or second side, in addition to the above notification, or instead, information indicating which character each player has instructed to act within the first side may be displayed on the game screen, or this information may be made shareable among players on the first side through chat or other mechanisms. In that case, each player on the first side will be able to identify whether or not an action is the result of instructions from the second side taking precedence. Alternatively, a process may be applied that allows each player on the first side to exclusively control the character they instruct, in order to eliminate duplication of instructions within the first side. However, if there is only one player on both the first and second sides, it may be possible to determine that a character that has not been instructed by a player on the first side is an untargeted character 11K or 11N if that character has taken action. However, if the computer automatically causes a character that has not received instructions from either the first or second side (hereinafter sometimes referred to as an uninstructed character) to act, it is necessary to distinguish between such actions and actions corresponding to instructions from the second side.
[0061] In other words, if there is an undirected character during the command phase of a turn, as long as control is executed to prevent that undirected character from acting during the action phase of the same turn, the player on the first side can determine that a character that takes some action despite not being instructed to do so is a character that acted according to instructions from the second side, and therefore can determine that the character is not a target. However, with respect to undirected characters, if the computer automatically causes them to act according to some control rule (which is different from when a virtual player generated by the computer gives instructions and causes them to act), the first side cannot determine whether that action is due to instructions from the second side or occurred automatically under computer control. Such actions may interfere with the first side's identification of first-type or second-type characters. To avoid such inconveniences, it is necessary to provide the first side with information so that it can distinguish whether an action is due to instructions from the second side or an action by an undirected character under computer control. A notification that instructions from the second side take precedence serves as one such piece of information, but in addition to or instead of that, the first side may be explicitly informed that the action is computer-controlled, or the computer may cause the character to act in a way that exhibits a distinctive tendency that is distinguishable from actions directed by the first or second side.
[0062] Furthermore, when the computer controls characters other than those specified, the tendency of its control may be set to manifest in response to instructions from the players on the first or second side, that is, to manifest in a way that prevents the conditions for killing from being met, or to manifest in a way that allows the conditions for killing to be met, or it may be set to manifest in a way that exhibits the specific tendencies described above. As for specific tendencies, for example, it is possible to set it so that the killer character tends to act in a way that approaches the target character, and characters other than the killer tend to act in a way that prioritizes exploration.
[0063] As explained above, in this form of game, the control of character actions is differentiated according to the instruction relationship between the player's side and the character type, thereby creating a difference between the first and second character types in how instructions given from the first side are reflected in the character's actions. Through this difference, the first-side player is given clues to determine whether each character is likely to be a target, and furthermore, the first-side player can narrow down the target character and the killer character, and ultimately provide a basis for inferring those characters.
[0064] In the example above, the conditions under which a character can act were differentiated according to the instruction relationship between the player's side and the character's type, but differentiation of control is not limited to such conditional differentiation. Control may be differentiated in any appropriate manner, as long as the difference between the actions that occur in response to instructions from one side and the actions that occur in response to instructions from the other side provides a clue for the player on the first side to distinguish between characters of the first type and characters of the second type. For example, the differentiation regarding the upper limit of the movement distance of character 11 described above provides a clue to distinguish between the first type and the second type. That is, in the relationship shown in Figure 13, player PL on the second side S2 cannot make character 11T of the first type C1 act, and characters 11K and 11N of the second type C2 can move 3 areas consecutively for at least 2 turns. Therefore, for characters 11K and 11N of type 2 C2, even if the instructions from side 1 S1 and side 2 S2 do not overlap, if character 11 appears that moves 3 areas consecutively over 2 turns, the player PL on side 1 S1 can understand that character 11 is of type 2 C2, that is, not the target character 11T.
[0065] (3) Regarding the actions of the "attack" As mentioned in the explanation of the action order in Figure 11, the second-side player can command "Attack" as a specific action. The target of the "Attack" command is limited to the killer character possessing weapon 16A, and does not require specifying the destination area. When the second-side player commands "Attack" in the command phase, the killer character's action order in the subsequent action phase is changed to last, and the killer character takes the "Attack" action as a specific action. The "Attack" action is characterized as the killer character automatically moving towards the area where the target character is located. However, the upper limit of the movement distance is the same as the upper limit of the movement distance applied to the second side.
[0066] In the command phase where "Attack" is specified, even if the target character is located within 3 areas relative to the killer character, if the character moves during the subsequent action phase and the killer character cannot reach the same area, and requirement B of the conditions for a kill is not met, or if a normal character (except in the case of "Dying") moves into the same room as the killer and target and requirement C is not met, then even if "Attack" occurs, no kill will occur. On the other hand, the player on the first side can uniquely identify which character is the killer by changing the order of the character information unit 105 (Figure 11) at the start of the action phase.
[0067] (4) Presentation of facts revealed by the actions As described above, through the actions of the characters, it may be revealed that a character is not a target, and furthermore, the killer character may be revealed. When such facts are revealed, these facts are presented to the player on the first side via the character information unit 105 in Figure 11. The character information unit 105 is provided with an identification unit 120 that is linked one-to-one with the image of each character 11 to indicate whether or not each character 11 has the potential to be either a target or a killer. The identification unit 120 further includes a first identification unit 120a that indicates whether or not the character has the potential to be a target, and a second identification unit 120b that indicates whether or not the character has the potential to be a killer. The display mode of the first identification unit 120a and the second identification unit 120b changes depending on whether or not there is a possibility of matching. Figure 11 is an example of the display mode when all characters 11 still have the potential to be either a target or a killer. The first identification unit 120a displays a mark symbolizing the target, and the second identification unit 120b displays a mark symbolizing the killer, indicating that neither the possibility of being the target nor the possibility of being the killer has been ruled out. At the start of the game, the players on the first side do not know who the target or the killer is, so the displays on the identification units 120a and 120b are as shown in Figure 11.
[0068] On the other hand, if it is determined that character 11 is not a target, the display of the first identification unit 120a changes to a state where the mark is not visible, for example, blacked out. Figure 15 shows an example of when the display changes in this way. The example in Figure 15 shows that, with respect to character 11 "Agatha," as a result of taking action prioritizing instructions from the second side, it is determined that "Agatha" is not a target, and the mark symbolizing the target on the first identification unit 120a corresponding to "Agatha" changes from being displayed to being hidden. If an "attack" is ordered and the killer is identified, it is also possible to indicate this fact by changing the display mode of the second identification unit 120b for that killer's character 11 to a state where the killer's mark is not visible. In this way, the character information unit 105 also has the function of presenting the fact to the first side player when the possibility of character 11 being a target or a killer is ruled out based on the character's actions. The fact that a character is not a target can be ascertained through the actions of character 11, and it is not mandatory for this to be presented in the character information section 105. However, by providing a function to present such facts, the player on the first side can steadily narrow down the target and killer in conjunction with information provided by support characters, without overlooking or forgetting the facts obtained through the actions of character 11.
[0069] 13. Information provided by support characters (1) Matters that the support character determines As described above, by differentiating control according to the instruction relationship between the player's side and the character type, clues can be given to the player on the first side to narrow down the target and killer. In addition to this, to provide further clues, certain information is provided by the support character during information provision opportunities in the game (see Figure 9).
[0070] The information provided by the support character includes information related to the positional relationship of the characters 11 within field 10 in Figure 2. That is, the support character determines whether the target character 11 and the killer character 11 are located within a predetermined distance range and provides the result of this determination to the player on the first side. The computer, which controls the information provision by the support character, naturally knows which character 11 is the target and which is the killer. However, if this information were disclosed to the first side, the game would not be playable. Therefore, the support character determines whether the state in which the target and the killer are located within a predetermined distance range occurs and notifies at least the player on the first side of the result of this determination. Hereafter, this determination may be referred to as the determination of positional relationship.
[0071] A concrete example of positional relationship determination is as follows. First, assume that at the time when the support character should perform the determination, each character 11 is located within the field 10 as shown in Figure 16. In Figure 16, each character 11 is distinguished and shown by the initial letters A to F. In the example in Figure 16, if the distance range to be determined is set to a distance of 3 areas from one character 11, then the characters 11 located within the predetermined distance range (within 3 areas) relative to each character 11 are as shown in Figure 17 (in this figure, characters are represented by the initial letters A to F). Note that the distance range here is a concept that is specified by the number of areas 15 that exist on a path that can be moved while avoiding the wall 12, similar to the concept of the movement distance of the character 11 described above, and does not necessarily coincide with the number of areas 15 when the source and destination are connected by a straight line. When two characters are located in the same area, it is naturally one aspect of being within the distance range.
[0072] In the relationship shown in Figures 16 and 17, if "Dorothy" (D in the figure) is the target and "Berkeley" (B in the figure) is the killer, then neither character 11 is located within area 3, and the support character's determination result will be "none". On the other hand, if "Dorothy" (D in the figure) is the target and "Freeman" (F in the figure) is the killer, then neither character 11 is located within area 3, and the support character's determination result will be "present". The support character determines whether the killer is located within area 3 relative to the target and notifies at least the player on the first side of the determination result.
[0073] (2) Facts derived from the classification results The positional relationship determination results described above are new information for narrowing down the target and killer, and act as separate information that cannot be obtained through the control differentiation described above. For example, if the positional relationships of character 11 are as shown in Figures 16 and 17, and the determination result is "none", then it is found that all the correspondences shown in Figure 17 do not establish a target-killer relationship. In the example in Figure 17, the establishment of a target-killer correspondence between "Agatha" and "Dorothy" and "Freeman" is denied. Similarly, the establishment of a target-killer correspondence between "Berkeley" and "Ellery" is also denied. Therefore, if it is determined that there is "no support character", the facts shown in Figure 18 can be derived regarding whether or not there is a target-killer correspondence between the characters. In Figure 18, character 11 is arranged vertically as a provisional target, and each character 11 is arranged horizontally as a provisional killer, with the locations where the possibility of a target-killer correspondence between them is denied is indicated by an "x". The unmarked sections are areas where it is not possible to determine whether or not there is a corresponding relationship between the target and the killer based on the support character identification results.
[0074] On the other hand, in the examples of Figures 16 and 17, if the support character's determination result is "present," it is found that one of the correspondences shown in Figure 17 is a relationship that establishes a target-killer relationship. In that case, the relationships that are mutually exclusive with respect to Figure 17, that is, the target-killer correspondence does not exist between one character and another character located outside the 3-area from that character's perspective. In the example of Figure 16, the characters 11 that are not located within the 3-area for each character 11 are as shown in Figure 19, and if this relationship is shown in terms of the success or failure of the correspondence between characters, similar to Figure 18, it is as shown in Figure 20.
[0075] In this way, by having a support character determine whether the target and killer are located within a predetermined distance range, the combinations of characters for which a target-killer relationship does not exist can be determined from the determination result. If this determined fact is provided to the first-side player as additional information, along with the positional relationship determination result, the first-side player can accurately narrow down the combinations of characters for which a target-killer relationship exists, and consequently correctly estimate the target and killer. The method of providing the support character's determination result and the facts derived from that determination result to the player will be described later.
[0076] The distance range used by support characters to determine their relative positions is not necessarily limited to three areas. If the distance range is excessively large, the number of cases where a character is identified as "present" increases significantly, potentially preventing the provision of information suitable for narrowing down the search. On the other hand, if the distance range is excessively small, the number of cases where a character is identified as "absent" increases significantly, and when a character is identified as "present," the combination of two characters located within the distance range becomes limited, potentially making it easier than necessary to identify the target and killer. It is desirable to determine the distance range while considering such a balance.
[0077] Furthermore, the distance range does not necessarily have to coincide with the maximum movement distance of character 11 in a single turn. However, if the maximum movement distance and the distance range used by the support character for determination coincide, the determination result of "present" means that the conditions for a kill are close to being met, specifically that the possibility of requirement B of the kill condition being met in the next turn is relatively high. Therefore, desirable effects such as increasing the tension or predictability in the game may occur. When associating the distance range with the maximum movement distance, if the killer is "hungry" or "dying" and their maximum movement distance has been reduced, the distance range may be reduced to match the changed maximum movement distance. However, since reducing the distance range may provide a clue that a "hungry" or "dying" character is the killer, it is desirable to decide whether or not to inform the first-side player of the reduction in consideration of the game's difficulty and balance.
[0078] The above distance range does not necessarily have to be determined by the number of areas along the character's movement path. For example, the distance range could be defined as a circle with a certain radius centered on each character, and it could be determined whether or not a relationship exists between a target and a killer within that range.
[0079] (3) Integration with facts revealed from the characters' actions The facts derived from the determination of positional relationships can be combined with the facts revealed due to the differentiation of control as described above. In the example shown in Figures 12 and 13, the killer and normal characters 11K and 11N, classified as Type 2 C2, are found to be outside the target because they acted based on instructions from the second side. When such facts are revealed, the player on the first side is notified via the character information unit 105 as illustrated in Figure 15. In addition, the player may be presented with additional information indicating the success or failure of the correspondence between the target and the killer, combined with facts derived from the determination of the support character.
[0080] For example, if the character "Agatha" acts on instructions from the second side, and it is determined that "Agatha" is not the target, then in the correspondence shown in Figure 18, any character can negate the part where "Agatha" is the provisional target. Reflecting this fact, the correspondence in Figure 18 can be transformed as shown in Figure 21. In Figure 21, correspondences where "Agatha"'s target status is negated by her actions are shown in gray, distinguishing them from the "x" marks indicating correspondences where the relationship is negated by the support character's judgment. In this case, since it has already been determined that "Agatha" is not the target, even if the support character determines whether or not a killer exists within a predetermined distance range based on "Agatha," no new facts can be derived from that determination. Therefore, the determination where "Agatha" is the provisional target can be omitted.
[0081] (4) Kill check In addition to the positional relationship determination results by the support character and the facts derived therefrom, information indicating facts derived from kill checks will also be provided as another form of information provision by the support character. A kill check refers to a situation where, although the conditions for a kill appear to be met, no kill occurred. The support character will provide at least the first-side player with information indicating facts derived from kill checks.
[0082] Since the players on the first side are unaware of both the target and the killer, in the field 10 of Figure 2, if two characters 11 are located in the same area 15, one of the characters 11 is carrying weapon 16A, and there are no other characters 11 in the same room 13 as those characters 11, or if there are, they are in the "critically injured" status, then seemingly all of the conditions A to C for a kill to occur are met.
[0083] However, requirement B is not met if at least one of the two characters 11 located in the same area 15 is neither the target nor the killer. Even if the two characters 11 located in the same area 15 are the target and the killer, requirement A is not met if only the target character 11 possesses weapon 16A and the killer does not possess weapon 16A. Such a situation is a kill check. Furthermore, the fact that a kill check has occurred can be used to deduce the following facts.
[0084] If no murder occurs despite both characters 11 possessing weapon 16A, then a target-killer correspondence does not exist between those two characters 11. The possibility that either character 11 is the target or the killer cannot be ruled out, nor can the possibility that neither of the two characters 11 is the target or the killer. If one of the two characters 11 possesses weapon 16A and the other does not, and no killing occurs, then the correspondence between the character 11 possessing weapon 16A as the killer and the other character 11 not possessing weapon 16A as the target is not established. In that case, the possibility that the character 11 possessing weapon 16A is the target, and the possibility that the character 11 not possessing weapon 16A is the killer, cannot be ruled out. The possibility that neither of those two characters 11 is either the target or the killer cannot be ruled out either.
[0085] When a kill check occurs in this way, certain facts can be derived that provide clues to narrowing down the correspondence between the target and the killer. Therefore, the support character provides the player on the first side as reference information that indicates the facts derived from the kill check. For example, reference information is provided by suggesting combinations that negate the correspondence between the target and the killer, such as notifying that the character possessing the weapon does not have any intent to kill the character located in the same area.
[0086] (5) Reflection of facts derived from kill checks The facts derived from kill checks can be reflected in the correspondence between hypothetical targets and hypothetical killers exemplified in Figures 18, 20, and 21. For example, if a kill check shows that "Ellery" and "Agatha" are in the same area, "Agatha" is carrying a weapon, and no other character who is not "critically injured" is in the same room as "Ellery" and "Agatha," and no kill occurs, then it is determined that the relationship between "Ellery" as the target and "Agatha" as the killer does not hold true. Reflecting this fact, the correspondence in Figure 21 can be further transformed as shown in Figure 22. Note that in Figure 22, correspondences that have been rejected by kill checks are shown in gray, distinguishing them from the "x" marks that indicate correspondences that have been rejected by identifying support characters.
[0087] (6) Specific examples of information provision Figure 23 shows an example of an information provision screen for notifying the player of the results of the positional relationship determination described above, and facts derived from the determination results and already known facts. The information provision screen 130 in Figure 23 includes a first information unit 131 that shows how the support character notifies the player of information, and a second information unit 132 that shows the facts that have been determined regarding the success or failure of the correspondence between the target and the killer among the characters 11.
[0088] The first information unit 131 includes an image of the support character 133, along with a dialogue unit 134 that expresses the information to be provided by the support character 133 in text form. The dialogue unit 134 indicates the result of the positional relationship determination; for example, if the determination result is "not present," it will be expressed as "There is no killer within 3 areas of the target." If the determination result is "present," it will be expressed as "There is a killer within 3 areas of the target."
[0089] The dialogue section 134 also displays the above additional information in text form. Specifically, the dialogue section 134 displays text indicating that a correspondence between a target and a killer has been denied, or that there is still a possibility that such a correspondence exists between the characters. For example, if combinations in which a correspondence is denied have been identified as shown in Figure 22, the text indicating the result of the positional relationship determination above will be followed by the preface, "In other words, the following cases are possible," and then, as shown in Figure 24, text will be displayed indicating which characters have not yet been ruled out as killers when one of the characters is assumed to be the target, such as, "There are four killer candidates who could target Berkeley: Agatha, Catherine, Dorothy, and Freeman." The text displayed in the dialogue section 134 in Figure 24 notifies the characters (the characters whose names are blank) whose possibility as killers has not been ruled out when "Berkley" is assumed to be the target in Figure 22.
[0090] The information provided in text form in the dialogue section 134 of Figure 24 continues by sequentially indicating the names of characters that could be the killer if "Catherine" and subsequent characters were assumed to be the target. In the example of Figure 24, the text in the dialogue section 134 is structured to clearly indicate combinations of characters that still have the potential to be the target and the killer, respectively. Therefore, combinations for which the possibility has already been ruled out are not displayed in the dialogue section 134. In the example of Figure 22, if "Agatha" is assumed to be the target, there are no characters that could be the killer. Therefore, the text for assuming "Agatha" as the target is not displayed. Combinations for which the possibility of a target-killer relationship has been ruled out by the killer check are also not displayed in the dialogue section 134.
[0091] The text in dialogue section 134 may be configured to notify the player of combinations for which the possibility of a target-killer correspondence has been ruled out. In that case, the gray areas in the example in Figure 22, namely the correspondences with all other characters when "Agatha" is the hypothetical target, and the correspondence with "Agatha" when "Ellery" is the hypothetical target, may or may not be included in the notification in dialogue section 134.
[0092] Returning to Figure 23, the second information unit 132 visualizes and displays the correspondence between the characters exemplified in Figures 21 and 22. Specifically, the second information unit 132 has six character columns 135A to 135F (sometimes represented by reference numeral 135) in which each of the six characters 11 from "Agatha" to "Freeman" is placed at the left end, and the other characters 11 are arranged to the left and right. The subscripts A to F in character columns 135A to 135F correspond to the first letter of the name of the character 11 placed at the left end. One character column 135 corresponds to one row in the table in Figure 21 or Figure 22. For example, the row with "Berkeley" as a provisional target corresponds to character column 135B, and so on. In each character column 135, a character 11 that is not likely to be a target-killer combination is marked with an "x", and the display is changed to make it less conspicuous using techniques such as graying out. Furthermore, for character 11 whose actions or kill checks rule out the possibility of them being the killer, the display method will be changed to make them less conspicuous using methods such as graying, but no "X" mark will be placed. These display methods correspond to the representations in the tables in Figures 21 and 22.
[0093] As the second information section 132 is displayed as described above, the player can identify the characters 11 that have already been ruled out as killers, assuming that each character 11 is a target, based on the factual relationships illustrated in Figures 21 and 22. The player can then narrow down the targets and killers by assuming that a target and killer combination exists in one of the parts remaining as revealed in each character row 135. The relationships remaining as revealed in the second information section 132 correspond to the relationships revealed in the text displayed in the dialogue section 134 of the first information section 131.
[0094] The information provision screen 130 described above is displayed as at least part of the information provided by the support character 133 during the information provision opportunity illustrated in Figure 9. However, in addition to providing information, the information provision screen 130 may also be made available at appropriate times, such as at the request of the player on the first side, so that the player can refer to the information provision screen 130 as needed. If the information provision opportunity is not limited to the time shown in Figure 9, but occurs at an appropriate time in response to the request of the player on the first side, the information provision screen 130 may be displayed to show the determination of the positional relationship of the support character 133 at that time, the facts derived from the determination result, and the facts known up to that point. Furthermore, the information provision screen 130 may be made available for referencing again at an appropriate time thereafter.
[0095] Figure 25 shows an example of an information screen 140 that is displayed when a kill check occurs and a support character provides the player with facts derived from that fact. The information screen 140 is similar to the first information section 131 in the information screen 130 in that it includes an image of the support character 133 and a dialogue section 141. However, the dialogue section 141 displays information describing the facts derived from the kill check in text format. For example, in the example given in the explanation of kill checks, namely, when "Ellery" and "Agatha" are in the same area, "Agatha" is carrying a weapon, and no other character who is not "critically injured" is in the same room as "Ellery" and "Agatha", and no killing occurs, the dialogue section 141 may display a sentence such as "Agatha does not intend to kill Ellery." This indicates to the player that the relationship between "Ellery" being the target and "Agatha" being the killer does not exist (corresponding to the gray area in Figure 22).
[0096] Unlike the information provision opportunities shown in Figure 9, kill checks can occur during the action phase of each turn. Therefore, it is desirable that the information provision screen 140 corresponding to a kill check be displayed during the action phase in which the kill check occurs. However, similar to the information provision screen 130, the displayed information provision screen 140 may be made accessible again at the player's request. Furthermore, facts derived from kill checks can also be reflected in the information provision screen 130 shown in Figure 23, thus positioning them as part of the information provided during information provision opportunities. In addition, the display of target and killer applicability in the identification unit 120 of the character information unit 105 shown in Figure 15 corresponds to a form of information provision in the game, as it conveys a type of information that serves as a clue to narrow down the target and killer.
[0097] The information screen 130 indicates whether other characters are likely to be the killer, assuming all characters are tentatively targeted. However, it is not necessary to display all characters. For example, the player on the first side may designate a tentative target, and the information screen 130 may only display whether that tentative target is likely to be the killer. In that case, the support character's determination may apply to all characters, or it may only determine whether there is a killer within three areas based on the character designated as the tentative target. Such measures can be advantageous for the player on the first side when they have narrowed down the targets and killers to some extent and only want to check whether suspicious combinations are likely to be the target and killer, or when there are many characters on the field and displaying the information screen 130 for all characters would result in too much information, potentially causing confusion in the narrowing down process.
[0098] As illustrated in Figure 9, multiple information-providing opportunities may occur in a single game. In this case, the relative positions of each character on the field and the presence or absence of status ailments differ between information-providing opportunities. Therefore, a relationship where the possibility of a target and killer combination was not ruled out in the previous information-providing opportunity (the blank areas in Figures 21 and 22) may be ruled out in the current information-providing opportunity, thereby providing new information that can help narrow down the target and killer. On the other hand, a relationship where the possibility of a target and killer combination was ruled out in the previous information-providing opportunity (the areas marked with an "x" in Figures 21 and 22) may not be ruled out in the current information-providing opportunity. For this reason, if only facts obtained individually in each information-providing opportunity are displayed on the information-providing screen 130, there is a risk that the player will forget previously obtained facts, i.e., facts where the possibility of a target and killer combination was ruled out. To avoid such inconveniences, it is desirable that the information-providing screen 130 be generated so that newly obtained facts from the current information-providing opportunity are added to the facts obtained up to the previous time. However, the information provision screen 130 should show the facts obtained during each information provision opportunity, and facts obtained in previous instances may be made available separately as past information provision screens 130, or left to the player's memory.
[0099] The information provided by information screens 130 and 140 should be accessible to at least players on the first side, from the perspective of assisting in narrowing down targets and killers. For players on the second side, since both targets and killers are already known, it is not necessarily required to display information screens 130 and 140. On the other hand, at least a portion of information screens 130 and 140 may also be displayed to players on the second side. For players on the second side, the information obtained from information screens 130 and 140 can be used as a clue to understand how far the first side has progressed in narrowing down targets and killers. Therefore, players on the second side can consider the actions of killers and normal characters while taking into account the degree of narrowing down by the first side, thereby increasing the strategic depth and entertainment value of the game for the second side as well.
[0100] Of the information provided through information screens 130 and 140, all information except for the determination of the positional relationship of support characters, i.e., the determination of whether they are "present" or "absent," is fact that can be determined in relation to the character's actions, or fact that can be definitively derived by cross-referencing the determined facts, and can be grasped by the player even without being provided through information screens 130 and 140. However, facts that can be determined from a single event, for example, if a character acts based on instructions from the second side, the fact that the character is not the target can be grasped relatively easily and clearly. However, as multiple facts accumulate, the difficulty of deriving new facts by synthesizing those facts gradually increases, and this may impair the enjoyment of the game. By providing information appropriately through information screens 130 and 140, it is possible to appropriately adjust the difficulty of the game and maintain the enjoyment of the game. Furthermore, as players become more proficient in the game, even if at least some of the information provided on information screens 130 and 140 is omitted, players may acquire the skill to accurately narrow down targets and killers, which could consequently lower the relative difficulty of the game. Therefore, the extent of information provided, such as the number of information opportunities and the range of characters covered in information provided in a single opportunity, may be appropriately changed according to the game's difficulty setting and the player's preferences.
[0101] 14. Exceptions to Turn Progression As mentioned above, the outcome of the game depends on whether or not a murder occurs, and, if no murder occurs, whether or not the first side successfully identifies the killer. Therefore, if the first side is able to uniquely identify the killer, the subsequent progression of the game may differ from that when the killer is unknown. For example, if the first side can identify the killer character, they can prevent a murder by having their characters act in a way that prevents other characters from being in the same area as that character, or in a room with characters other than those in a "dead" state, thus significantly reducing the difficulty of the game.
[0102] The killer's identity is not revealed to the first-side players at the start of the game. However, depending on the game's progress, it may become possible to uniquely identify the killer character. For example, the killer is revealed when an "attack" occurs. Alternatively, if five of the six characters prioritize instructions from the second side, or if they move through three consecutive areas over two turns, the remaining character is confirmed to be the target. Furthermore, as the number of combinations that negate the possibility of a target-killer relationship increases based on the positional relationship determinations made by the support characters, the facts derived from those determinations, or the facts derived from kill checks, the possibilities of a target-killer relationship will be narrowed down, and by cross-referencing this with the fact that the target is known to be someone other than the killer, the killer may be uniquely identified logically.
[0103] Therefore, if a situation arises in which the killer is identified, the next turn is set as a one-time special turn, as an exception to the turn structure shown in Figure 9. For example, if such a situation occurs in a turn before turn 10, any unplayed turn may be set as a special turn, regardless of which turn it is at that point. If such a situation occurs in turn 10, as an exception, turn 11 may be added and set as a special turn. Such a special turn gives the second side a one-time opportunity to give final action instructions toward the occurrence of a murder. The players on the first side should have their other characters act in a way that prevents the conditions for a murder from being met against the identified killer.
[0104] 15. Confirmation of play results The timing of determining the outcome of a game differs depending on whether or not a murder occurs. If a murder occurs before the end of the final turn, the game ends on the turn in which the murder occurred, and the outcome is determined as a victory for the players on the second side and a defeat for the players on the first side. In this case, even if there are multiple players on the first side, the result of defeat is determined uniformly for all of them. The final turn is turn 10 in Figure 9, but as mentioned above, if an "attack" occurs, a special turn becomes the final turn.
[0105] On the other hand, if no murder occurs by the end of the final turn, the game proceeds to the deduction phase shown in Figure 9. In the deduction phase, players on the first side are given the opportunity to designate one character they believe to be the killer from among six characters. This opportunity is presented, for example, by displaying the six characters in a list on the screen and allowing the player to select one character they believe to be the killer. If there are multiple players on the first side, each player is given the opportunity to designate a killer individually. The first player who correctly designates the killer is declared a winner against the second side players. The first player who incorrectly designates the killer is declared a draw against the second side players. If there are multiple players on the first side, the play results are determined for each player on the first side. Therefore, within the first side, there may be a mix of players who win and players who draw. If there are multiple players on the second side, the play results of those players are determined uniformly for each player on the first side. If an "attack" occurs and no killing takes place in the final turn, the killer's character will be revealed on the first side as described above. In this case, the players on the first side may be asked to designate the killer during the deduction phase, or the deduction phase may be omitted, and the outcome of the game may be finalized at the end of the final turn, with all players on the first side declared victorious.
[0106] Next, with reference to Figures 26 to 33, the control system and processing of the user device 3 for realizing the game described above will be explained. 1. Control System Configuration Figure 26 shows a schematic configuration of the control system in the user device 3 for realizing the game described above. The user device 3 is equipped with a control unit 30 and a storage unit 31. The control unit 30 is configured as a computer including a CPU and internal storage devices necessary for its operation, such as cache memory, RAM, and frame memory. The storage unit 31 is a storage device that functions as an external storage device for the control unit 30, using a non-volatile storage medium such as a magnetic storage medium or flash memory. The control unit 30 is connected to an input device 32 that detects user operations and outputs operation signals according to the detection results, and a display device 33 for displaying the game screen, etc. In addition, the control unit 30 is also connected to a speaker unit for outputting sound, a communication control unit for controlling communication with the game server 2, etc., but these are not shown in the figure.
[0107] The memory unit 31 stores the game program Pg, game data Dg, and play data Dp. The game program Pg is an application program that works in cooperation with the operating system that controls the basic operation of the control unit 30 to cause the control unit 30 to execute the calculations and operation controls necessary for the game. The game program Pg describes various information necessary to control the game as described above, such as the turn structure, the conditions for killing, and the setting of restrictions according to the instruction relationship between the player's side and the character type.
[0108] Game data Dg is data that should be referenced as appropriate in controlling the game. Game data Dg includes, for example, field data Dg1, which describes the configuration of various fields. Play data Dp is user-specific data associated with the game played by the user of user device 3. For example, information such as the user's play history and status is described in play data Dp.
[0109] The program Pg and game data Dg described above are distributed from the game server 2 to the user device 3 as needed and stored in the memory unit 31. The play data Dp is updated as needed according to the game played on the user device 3 and stored in the game server 2 in association with the user's identification information at the appropriate time. Furthermore, when a user authenticates with the game server 2 when playing the game, the play data Dp corresponding to that user is provided from the game server 2 to the user device 3 and stored in the memory unit 31.
[0110] When the control unit 30 executes the game program Pg, the control unit 30 is equipped with a game control unit 35. The game control unit 35 is a logical device realized through the cooperation of the computer hardware of the control unit 30 and the game program Pg as software. The game control unit 35 performs various calculations necessary to advance the game described above according to predetermined procedures, such as setting the basic state of the battle, controlling the actions of characters in response to instructions from the player, determining whether the conditions for killing have been met, and generating information to be provided by support characters. The game control unit 35 generates status data Ds to determine the progress of the game and stores it in the internal memory of the control unit 30, and updates the status data Ds as appropriate as the game progresses. The status data Ds includes various information such as the position of each character 11 in the field 10 of Figure 2, the state of the character 11 (including the presence or absence of status abnormalities), and information indicating facts that have been revealed as the game progresses (the additional information and reference information described above).
[0111] 2. Control system processing Next, referring to Figures 27 to 33, various processes performed by the game control unit 35 to allow the aforementioned game to be played will be explained. Note that the following processes are examples where restrictions are set regarding the control of character actions according to the example in Figure 13. The computer that controls the game is not necessarily limited to the control unit 30 of the user device 3; at least some of the processes may be performed by the game server 2, or the user devices 3 of multiple players participating in the same game may be appropriately divided amongst themselves, or other computers may be performed as appropriate. In the following, the case in which each user device 3 of players participating in the same game controls the game in parallel while exchanging operation information of each player will be explained as an example.
[0112] (1) Processing until the start of the turn Figure 27 shows an example of the game control process performed by the game control unit 35 to control the overall progress of the game. When the game processing starts according to the game program Pg, the game control unit 35 performs processes such as predetermined environment settings and user authentication, and then enters a state where it is ready to accept game play. When the user (player) of the user device 3 instructs to start playing the game, the game control unit 35 starts the game control process shown in Figure 27. In the game control process, the game control unit 35 first asks the player to choose whether to play on the first side or the second side (step S101). The player's preferences may also be obtained regarding choices such as the game difficulty and the field they wish to play on. However, the game control unit 35 may decide which side to play on without asking the player to choose, or it may decide proactively while considering the player's choice.
[0113] Next, the game control unit 35 requests matching from the game server 2 and obtains the matching result (step S102). The matching process is the same as in a typical game. Upon receiving the matching result, the game control unit 35 establishes communication with the user devices 3 of all players participating in the same game, enabling information sharing among the user devices 3. The communication between the user devices 3 may be via the game server 2 or it may be direct communication without going through the game server 2. Depending on the number of players matched, a virtual player may be generated in one of the user devices 3 of the players participating in the same game, and its operation information may be generated in the same user device 3 and notified to the other user devices 3. If a real user of a user device 3 does not wish to play against a real user of another user device 3, the user device 3 may generate a virtual player as an opponent instead of the matching process in step S102.
[0114] Next, the game control unit 35 sets the characters who will play the roles of target and killer in this game (step S103). The target and killer characters should be determined uniformly among the players participating in the same game. Therefore, if the game is played among multiple user devices 3, the game control unit 35 of any one of the user devices 3 may determine the target and killer and notify the other user devices 3 of that information.
[0115] Once the target and killer are set, the game control unit 35 notifies the player on the second side of the characters set as the target and killer (step S104). However, if the side selected by the player operating the user device 3 in step S101 was the first side, the process in step S104 is omitted. After that, the game control unit 35 designates 1 as the current turn number (step S105). Subsequently, the game control unit 35 sequentially executes the command phase and action phase processes for the current turn (steps S106, S107), and after the action phase process is completed, it moves on to the process shown in Figure 28. Figure 28 shows the processing for the results of the action phase in one turn. The command phase and action phase processes will be explained in order below, prior to the process shown in Figure 28.
[0116] (2) Processing of the command phase Figure 29 shows an example of the procedure for the command phase processing, which is executed as a subroutine in step S106 of Figure 27. The command phase processing is the process of obtaining instructions for character actions from each player. When the command phase processing starts, the game control unit 35 first updates the display regarding the position and status of character 11 according to the information recorded in the status data Ds (Figure 26) (step S201). In this process, the order of character 11 in the character information unit 105 (Figures 11 and 15) is also updated according to the action order for the current turn.
[0117] Next, the game control unit 35 starts timing the time limit for the command phase (step S202), and then determines whether the command phase has ended or not (step S203). In this process, if the time limit has elapsed, or if all players have pressed the command end button 107 (Figure 4), it is determined that the command phase has ended; otherwise, it is determined that it has not ended.
[0118] If it is determined that the command phase has not ended, the game control unit 35 determines whether the player of the player's unit has pressed the command end button 107 to signal termination (step S204). If termination has not been signaled, the game control unit 35 determines whether the number of characters the player of the player's unit has instructed to act is within the upper limit (step S205), and if it is within the limit, it prompts the player to select a character to be instructed to act (step S206). However, if the player is on the second side, the selection range is restricted so that the target character cannot be selected. No such restriction occurs for the player on the first side. Therefore, it is impossible for the player on the second side to give instructions to the target character and make them act, while the player on the first side can make the target character act. Next, the game control unit 35 displays the area in which the character selected by the player can move, for example, as shown in Figure 6 (step S207). Note that if a character is suffering from a status ailment such as "fatigue," "hunger," or "critical condition" and their movement range is narrowly restricted, the range displayed will be in accordance with that restriction.
[0119] Next, the game control unit 35 prompts the player to specify the destination area (step S208). The player may also be prompted to specify the same area as the destination, i.e., to choose not to move. Furthermore, the game control unit 35 determines whether additional actions are possible with respect to the character selected by the player as the target of the command (step S209), and if possible, prompts the player to specify an action and obtains it (step S210). For example, as shown in Figure 7, menu 111 may be displayed, allowing additional actions such as exploration to be specified. After processing in step S210, processing returns to step S203, and the processing from step S204 onward is repeated until it is determined that the command phase has ended.
[0120] If it is determined in step S204 that termination is instructed, the game control unit 35 skips the processing from step S205 onward and returns to step S203. If termination is instructed, the game control unit 35 also notifies the user devices 3 of other players participating in the same game. This is necessary for the processing in step S203 on the other user devices 3. If it is determined in step S205 that the number of characters has reached the upper limit, the game control unit 35 notifies the player that the number of characters that can be instructed has reached the upper limit (step S221). Subsequently, the game control unit 35 gives the player an opportunity to release the instruction on one character and enable instruction on another character (step S222), and then returns to step S203.
[0121] If the end of the command phase is determined in step S203, the game control unit 35 exchanges information on the instructions given by each player with the game control units 35 of other user devices 3, thereby obtaining all the instructions given by all players in the current command phase (step S231). With this, the game control unit 35 completes the processing of the command phase. Note that the sharing of player instructions among user devices 3 may be performed at any time during the processing shown in Figure 29. For example, if instructions are to be shared among players on the same side during the command phase, information may be exchanged among the user devices 3 each time an instruction is given by a player.
[0122] (3) Processing of the action phase Figures 30 to 32 show an example of the procedure for the action phase processing, which is executed as a subroutine in step S107 of Figure 27. The action phase processing calculates the actions of the characters based on the character instructions from each player obtained in the command phase, and displays the progress of the game on the game screen 100 according to the calculation results. Figures 30 and 31 mainly show the procedure for calculation processing by the game control unit 35, and Figure 32 mainly shows the procedure for reflecting the processing results on the game screen 100. The processing from Figure 30 onward may be started immediately as internal processing of the game control unit 35 after the completion of the processing in Figure 29. The player is shown the game image in the action phase by the processing in Figure 32.
[0123] When the action phase processing in Figure 30 begins, the game control unit 35 first determines whether the player on the second side has given the "attack" command (step S301), and if so, sets the attack flag to 1 (step S302). Next, the game control unit 35 changes the action order held in the status data Ds so that the character who has been given the "attack" command (i.e., the killer) is the last to act (step S303). After that, the game control unit 35 proceeds to step S304. If step S301 is determined to be negative, the game control unit 35 skips steps S302 and S303 and proceeds to step S304.
[0124] In step S304, the game control unit 35 determines whether multiple players have given the same character the same instructions. If the instructions are duplicated, the game control unit 35 determines whether the duplication occurred between the first side and the second side (step S305). If the instructions are duplicated between the first side and the second side, the game control unit 35 selects the instructions from the second side as the instructions that should take priority (step S306). Subsequently, the game control unit 35 records in the status data Ds that the character for which instructions from the second side were selected in step S306 is the character with priority for this turn (step S307).
[0125] On the other hand, in step S305, if the duplication is not between the first side and the second side, that is, if the instructions are duplicated within the same side, the game control unit 35 selects one instruction from the duplicated instructions (step S308). If one instruction is selected in step S307 or S308, or if there is no duplication in step S304, the game control unit 35 proceeds to step S309 and determines the instruction to be given to the uninstructed character, that is, a character that has not received instructions from either the first side or the second side. Instructions from the virtual player have already been generated in the command phase processing shown in Figure 29, and the instruction in step S309 is for the computer to automatically operate the uninstructed character. If there are no uninstructed characters, or if the uninstructed characters do not need to act, the processing in step S309 may be skipped.
[0126] The actions assigned to each character are determined by the processing up to step S309. After this, the game control unit 35 calculates the actions of each character so that the determined instructions are reflected (step S310). The order of these calculations follows the action order stored in the status data Ds. Once the action calculations are complete, the game control unit 35 records the calculation results in the status data Ds (step S311), and then proceeds to the processing shown in Figure 31. The calculation results recorded in step S311 describe the actions of each character and the state of the field and the characters at the time the actions are completed. In the calculation in step S310, the presence or absence of status abnormalities that result from the character's actions, such as "fatigue," is also determined by the calculation.
[0127] Proceeding to Figure 31, the game control unit 35 determines whether the conditions for a kill have been met at the end of the current action phase, according to the calculation results recorded in the status data Ds (step S321), and sets the kill flag to 1 (step S322). On the other hand, if the conditions for a kill have not been met in step S321, the game control unit 35 determines whether a kill check has occurred based on the calculation results held in the status data Ds (step S323), and sets the kill check flag to 1 if it has occurred (step S324). If a flag is set in step S322 or step S324, or if step S323 is judged to be negative, the game control unit 35 proceeds to step S325 and records information indicating the facts revealed in the current action phase in the status data Ds (step S325). The facts that have been revealed include, for example, the fact that the character whose instructions were prioritized by the second side in step S306 is not a target, the fact that the character who moved 3 areas for 2 consecutive turns is not a target, and the relationship between characters who are deemed not to be targets or killers when a kill check is determined to have occurred in step S323, which is the fact derived from that kill check.
[0128] Next, the game control unit 35 determines whether the game has progressed to a point where the killer can be identified, based on the information already recorded in the status data Ds (including the information recorded in step S325) (step S326). The information referenced here includes facts derived from the positional relationship determination results by the support characters, as described later, and combinations of characters that, in association with those determination results, negate the correspondence between the target and the killer. As mentioned above, as these facts accumulate, the combinations of characters corresponding to the target-killer relationship are gradually narrowed down, and as a result, the killer may become uniquely identifiable. Similarly, if an "attack" occurs, the killer can also be identified. Step S326 determines whether such a state has occurred. If step S326 is determined to be positive, the game control unit 35 sets the killer identification flag to 1 (step S327), and then proceeds to the process shown in Figure 32. The killer identification flag is a flag used to determine whether or not the killer has been uniquely identified. If step S326 is determined to be negative, step S327 is skipped.
[0129] Moving on to Figure 32, the game control unit 35 determines whether the attack flag is set to 1 (step S341). If it is set, it updates the action order (sorting order) of character 11 in the character information unit 105 in Figures 11 and 15 to match the latest action order held in the status data Ds (step S342). As a result, character 11, the killer who has been instructed to perform the "attack" action, moves to the far right, indicating to the player that this character is the killer. If the action order display is updated in step S342, or if step S341 is judged negatively, the game control unit 35 assigns 1 to the action order of the character whose action should be displayed (step S343), and determines whether the character to be displayed is a priority action character whose action is prioritized by the instructions of the second side (step S344). If the character to be displayed is the character recorded in step S307 in Figure 30, step S344 is judged positively.
[0130] If it is determined in step S344 that the character is not a priority action character, the game control unit 35 displays the character's actions according to the calculation result for the current turn (the action recorded in the status data Ds) (step S345). This action may be displayed as a normal action to distinguish it from an action where the instructions of the second side are prioritized. On the other hand, if step S344 is judged positively, the game control unit 35 displays the character's actions according to the calculation result for the current turn in a manner that makes it possible to determine that it is a priority action where the instructions of the second side are prioritized (step S346). In other words, unlike the display of the action in step S345, the character's action is displayed in such a way that it can be determined that it is an action resulting from the second side's instructions being prioritized and selected in step S306 of Figure 30. This display allows the player on the first side to know that the character being displayed is not a target. Subsequently, the game control unit 35 updates the display of the first identification unit 120a in the identification unit 120 of Figure 15 so that it is clear that the character that performed the priority action is not a target (step S347). Figure 15 shows an example of the display when "Agatha" is not the target.
[0131] After processing in step S345 or S347, the game control unit 35 determines whether the display of all character actions has finished (step S348). If not, the game control unit 35 adds 1 to the action order (step S349), and then returns to processing in step S344. By repeating the processing in steps S344 to S349, the actions of each character are displayed according to the action order. If "Attack" is instructed, the "Attack" action is displayed last.
[0132] If step S348 is judged positively, the game control unit 35 determines whether the kill check flag is set to 1 (step S350). If it is set, the game control unit 35 displays the facts revealed from the current kill check in the manner shown in Figure 25, for example (step S351). This allows the player on the first side to clearly understand the combination of characters that do not correspond to the relationship between target and killer through the kill check. If the process in step S351 is performed, the kill check flag is reset in preparation for the next turn. If the process in step S351 is completed, or if step S350 is judged negatively, the action phase processing in Figures 30 to 32 is completed, and the game control unit 35 proceeds to step S111 in Figure 28.
[0133] (4) Processing after the action phase Steps S111 and below are processes to end the turn and advance the game according to the results of each character's actions in a single turn. In step S111, the game control unit 35 determines whether or not the kill flag is set to 1 (step S111). If the conditions for a kill occur during the action phase processing of the current turn, the kill flag is set to 1; otherwise, it is not set (steps S321 and S322 in Figure 31). If the flag is not set, the game control unit 35 determines whether or not an opportunity to provide information has arisen (step S112). For example, in the example in Figure 9, if the current turn is "night", it is determined that an opportunity to provide information has arisen. If an opportunity to provide information has arisen, the game control unit 35 executes the information provision process by the support character (step S113). After the processing in step S113 is completed, the game control unit 35 proceeds to step S114. If step S112 is judged to be negative, step S113 is skipped and processing proceeds to step S114.
[0134] In step S114, the game control unit 35 determines whether the killer identification flag is set to 1. The killer identification flag is set, for example, in step S327 in Figure 31, but it may also be set in the information provision process in step S113. This will be explained later. If step S114 is determined to be negative, the game control unit 35 determines whether the current turn is turn 10 (the 10th turn), which is set as the final turn (step S115). If it is not turn 10, the game control unit 35 adds 1 to the turn number (step S116) and determines whether the turn after the addition is a morning turn on any of the days from day 2 to day 4 (step S117). If it is a morning turn, the game control unit 35 determines that it is mealtime, updates the status of each character according to whether each character has food or not, and records the updated status in status data Ds (step S118). As a result, characters may have the status ailments of "hungry" or "dying". After step S118 is processed, or after step S117 is deemed negative, the game control unit 35 returns to step S106 in Figure 27. This starts the next turn.
[0135] On the other hand, if it is determined in step S115 that it is turn 10, the game control unit 35 determines that the game has progressed to turn 10 without the killer being identified and executes the deduction phase process (step S121). This process, as described above, presents the six characters to the player on the first side, asks them to specify which character they have determined to be the killer, and determines the result of the game as either a victory or a draw for the player on the first side depending on whether the specification is correct or incorrect. If the player on the second side is not given the opportunity to specify, they are not given the opportunity to specify. In this case, the player on the second side may see the player on the first side making their specification.
[0136] On the other hand, if the killer identification flag is set to 1 in step S114, the game control unit 35 determines whether the current turn is a special turn or not (step S131). A special turn is a turn given as a one-time final opportunity following a turn in which a situation occurs in which the killer can be uniquely identified. If the current turn is not a special turn, that is, if the killer can be identified in the current turn, the game control unit 35 sets the next turn as a special turn (step S132), and then returns to step S107 in Figure 27. On the other hand, if step S131 is judged positively, that is, if the current turn was a special turn, the game control unit 35 determines that the conditions for a murder to occur were not met in the special turn (step S111 has already been judged negatively), and confirms the play result as a victory for the player on the first side (step S133).
[0137] If the kill flag is set to 1 in step S111, the game control unit 35 determines that a kill has occurred and displays a predetermined video showing the killer killing the target (step S141). Subsequently, the game control unit 35 confirms the play result as a victory for the second side player (step S142). Once the play result is confirmed in steps S121, S133, or S142, the game control unit 35 proceeds to step S151 and performs certain processing to terminate the game. For example, processing similar to termination processing in various games may be performed, such as displaying the play result and updating each player's play data Dp according to the play result. Once the processing in step S151 is completed, the game control processing ends.
[0138] (5) Processing of information provision opportunities Figure 33 shows an example of the procedure for the information provision process, which is executed as a subroutine in step S113 of Figure 28. When the information provision process starts, the game control unit 35 acquires the field and character status recorded in the status data Ds (step S401). In this case, at least the position of each character on the field is acquired. Next, the game control unit 35 determines whether the target character and the killer character are located within a distance range that serves as the basis for determining their positional relationship, for example, within area 3 (step S402). Furthermore, the game control unit 35 acquires facts that have already been determined in previous turns from the status data Ds (step S403). For example, facts recorded in step S325 of Figure 31 and updated in the process shown in Figure 33 prior to the previous turn are acquired.
[0139] Subsequently, the game control unit 35 combines the determination result from step S402 with the facts obtained in step S403 to update the facts derived regarding the possibility of a target-killer relationship (step S404). As illustrated in Figure 22, this process determines whether other characters can be killers based on the determination result from step S402, assuming each character is a target, and then combines this with the facts already known to be characters that are not targets, and the facts derived from kill checks, to determine whether there is a possibility of a target-killer relationship. This corresponds to the process of deriving the correspondence relationship illustrated in Figure 22. The status data Ds records data corresponding to the correspondence relationship table in Figure 22, and whenever a fact is found to be that a character is not a target, or whenever a fact is found to be that there is no possibility of a target-killer relationship, the data should be updated to reflect the newly discovered fact.
[0140] Next, the game control unit 35 determines whether the killer can be uniquely identified (step S405), and if so, sets the killer identification flag to 1 (step S406). If the killer cannot be identified, step S406 is skipped. These processes are the same as steps S325 and S326 in Figure 31, but they correspond to the possibility that a new case in which the killer can be identified may arise due to the determination of the positional relationship in step S402. That is, the addition of the determination result in step S402 may result in a combination of characters for which the possibility of being a target and a killer is newly ruled out. As a result of this negation, the combinations that still have the possibility of being a target and a killer are narrowed down, and the killer may be identified. Steps S405 and S406 are processes to reflect such a state in the killer identification flag.
[0141] After the processing in step S406 is completed, or after a negative determination is made in step S405, the game control unit 35 displays the determination result of step S402 in the current information provision process, and the facts revealed from that determination result, to at least the player on the first side (step S407). This display may, for example, use the first information section 131 and the second information section 132 of the information provision screen 130 shown in Figure 23. Once the display in step S407 is finished, the game control unit 35 finishes the information provision process in Figure 33 and proceeds to step S114 in Figure 28.
[0142] In the above configuration, the game control unit 35 functions as an example of a game setting means by executing the processes in steps S101 to S104 in Figure 27, functions as an example of an action control means by executing the command phase process in Figure 29 and the action phase process in Figures 30 to 32, functions as an example of an event control means by executing the processes in steps S321 and S322 in Figure 31 and the process in step S141 in Figure 28, functions as an example of a priority notification means by executing the process in step S345 in Figure 32, and functions as an example of an information provision means by executing the information provision process in steps S401 to S407 in Figure 33 and the process in step S351 in Figure 32.
[0143] The present invention is not limited to the embodiments described above, and may be implemented in various modified or altered forms. For example, in the above embodiments, target characters are classified into the first type, and killer and normal characters into the second type, but this classification may be changed as appropriate. It is also possible to classify killer characters into the first type, and target and normal characters into the second type. In that case, the setting of restrictions according to the instruction relationship between the character type and the player's side can be changed from the relationship shown in Figure 13 or Figure 14 to the relationship shown in Figure 34. In the example of Figure 34, with regard to the actions of the first type killer, a restriction is applied to the first side that allows them to act as long as it does not overlap with instructions from the second side, and the second side has the authority to prioritize the killer's actions. On the other hand, with regard to the second type targets and normals, the authority to act is set equally for both the first and second sides. In this example, when the first side tries to make the killer act, a restriction occurs compared to other cases, and it is possible to narrow down the killer based on this difference. In the example shown in Figure 34, the outcome of the game can be determined by whether or not the first side can identify the target, and information provision by support characters can be implemented using a similar mechanism.
[0144] In the above configuration, the event is set as the killer killing the target, but the content of the event may be changed as appropriate, and the roles assigned to the characters may also be changed as appropriate according to the content of the event. The event trigger conditions only need to be set in relation to the actions of characters who have been assigned at least the first, second, and third roles. In addition to the target, killer, and normal roles mentioned above, the character group may also include characters who have been assigned further roles.
[0145] The outcome of a game is not limited to cases where it is determined by whether or not an event occurs, or by the success or failure of a character assigned a specific role. The outcome does not necessarily have to be the final result of a single game. For example, it is possible to create a game with multiple stages or divisions, and define the outcome of a game in one of these divisions in the manner described above.
[0146] Information provided through information provision means only needs to show the results of determining spatial relationships; information showing facts derived from the determination results, or information showing facts derived by further synthesizing facts derived from the characters' actions, may be omitted as appropriate. However, to reduce or eliminate the risk that players may overlook or forget various facts that become clear as the game progresses, the aforementioned additional information and reference information may be provided as appropriate for the convenience of the players. On the other hand, it is not necessarily required to set the identification of characters who have taken on any particular role as an element in determining the outcome of the game. Furthermore, the asymmetry in the provision of information regarding characters assigned to each role, that is, not informing players on the first side but informing players on the second side, is not necessarily required. Insofar as the actions of characters with a third role, in addition to the actions of characters with the first and second roles, are related to the success or failure of the event occurrence conditions, whether or not to inform players on the first and second sides about the characters with each role may be set as appropriate according to the balance of the game, such as advantages and disadvantages between players on both sides. Furthermore, restrictions from the first and second sides on each role's character may be set as appropriate. Regarding the actions of the third role's character, restrictions can be made as appropriate, taking game balance into consideration, such as setting restrictions on instructions from the first side or from the second side.
[0147] Various aspects of the present invention derived from the embodiments and modifications described above are described below. In the following description, corresponding components shown in the accompanying drawings are indicated in parentheses to facilitate understanding of each aspect of the present invention, but this does not mean that the present invention is limited to the illustrated forms.
[0148] A computer program (Pg) according to one aspect of the present invention is a computer program for a game that causes a computer (30) to function to provide a game in which a group of characters, including a first character (11T) and a second character (11K) each assigned a first and second role to be played in a predetermined event, and a third character (11N) for which neither the first nor the second role is assigned, acts within a field (10), wherein the computer is configured to play the game with a basic state in which multiple players are divided into a first side (S1) which instructs the actions of at least some characters so that the event occurrence conditions associated with the actions of the first and second characters are not met, and a second side (S2) which instructs the actions of at least some characters so that the event occurrence conditions are met. The system is configured to function as a game setting means (35, S101~S104), an action control means (35, S201~S231, S301~S351) that acquires instructions from the players of the first side and the second side and controls the actions of each character in the character group based on the obtained instructions, and an event control means (35, S321, S322, S141) that generates events corresponding to the first role and the second role when the event occurrence conditions are met, wherein the action control means causes the third character to act based on instructions from at least one of the first side and the second side, and the success or failure of the event occurrence conditions is set to change in relation to the actions of the third character in addition to the actions of the first character and the second character.
[0149] A game system (1) according to one aspect of the present invention includes a computer (30) that functions to provide a game in which a group of characters, including a first character (11T) and a second character (11K) each assigned a first and second role to be played in a predetermined event, and a third character (11N) for which neither the first nor the second role is assigned, act within a field (10), wherein the computer is configured to allow multiple players to play the game by setting a basic state in which a first side (S1) directs the actions of at least some characters so that the event occurrence conditions associated with the actions of the first and second characters are not met, and a second side (S2) directs the actions of at least some characters so that the event occurrence conditions are met. The system functions as a room setting means (35, S101~S104), an action control means (35, S201~S231, S301~S351) that acquires instructions from the players of the first side and the second side and controls the actions of each character in the character group based on the obtained instructions, and an event control means (35, S321, S322, S141) that generates events corresponding to the first role and the second role when the event occurrence conditions are met. The action control means causes the third character to act based on instructions from at least one of the first side and the second side, and the success or failure of the event occurrence conditions is set to change in relation to the actions of the third character in addition to the actions of the first character and the second character.
[0150] A method for controlling a game system according to one aspect of the present invention is a method for controlling a computer (30) to provide a game in which a group of characters, including a first character (11T) and a second character (11K) each assigned a first and second role to be played in a predetermined event, and a third character (11N) for which neither the first nor the second role is assigned, act within a field (10), wherein the computer is set to a basic state in which multiple players play the game, with a first side (S1) that instructs the actions of at least some characters so that the event occurrence conditions associated with the actions of the first and second characters are not met, and a second side (S2) that instructs the actions of at least some characters so that the event occurrence conditions are met. The system functions as a game setting means (35, S101~S104), an action control means (35, S201~S231, S301~S351) that receives instructions from the players of the first side and the second side and controls the actions of each character in the character group based on the received instructions, and an event control means (35, S321, S322, S141) that generates events corresponding to the first role and the second role when the event occurrence conditions are met. The action control means causes the third character to act based on instructions from at least one of the first side and the second side, and the success or failure of the event occurrence conditions is set to change in relation to the actions of the third character in addition to the actions of the first character and the second character.
[0151] According to the above configuration, in addition to the actions of the first and second characters, who have been assigned first and second roles, the actions of the third character also affect whether the event conditions are met. The third character can be instructed to act from at least one side. Therefore, how the third character acts, or how the third character acts, becomes a factor to consider when determining whether the event conditions are met. Thus, compared to an example where each side controls characters with different roles, the strategic depth of the game is increased, and consequently, the enjoyment of the game is enhanced.
[0152] In the above embodiment, the action control means may control the actions of the first character such that actions directed by the second side are restricted compared to actions directed by the first side, and actions directed by the second character are restricted compared to actions directed by the second side. In this case, the first side has an advantage in directing the actions of the first character, and the second side has an advantage in directing the actions of the second character. By setting up such asymmetry, it is possible to add elements to consider in the negotiations between the sides and further enhance the strategic depth of the game.
[0153] The game setting means may set the basic state such that the first side is not informed which of the first, second, and third characters each is, while the second side is informed which of the first, second, and third characters each is. The action control means may control the actions such that it is impossible for the second side to make the first character act, but the first side can make the first character act. In this case, the first side will need to make the characters act while estimating which of the first to third characters each is, without knowing which of the first to third characters each is, so that the event occurrence conditions are not met. On the other hand, since the first character cannot be made to act from the second side, the first side can make the first character act without interference from the second side. By having or not having such restrictions on actions, clues can be given to the first side to narrow down which of the first characters it is, and an element of negotiation surrounding the identification of characters can be further added to the progress of the game. This makes it possible to enhance the strategic aspect of the game and improve the enjoyment of the game.
[0154] Furthermore, the action control means can give instructions to the second character from both the first side and the second side to cause the character to act, and if instructions from both the first side and the second side overlap for the second character, the action control means may prioritize the instructions from the second side to cause the second character to act, thereby restricting the actions of the second character based on instructions from the first side. By giving the second side preferential authority over the actions of the second character in this way, the first side is given an advantage over the actions of the first character, and the second side is given an advantage over the actions of the second character, thereby suppressing any bias in the superiority or inferiority between the sides regarding character action instructions. Since the first side can cause the second character to act as well as the first character, as long as the instructions do not overlap with those from the second side, there is no risk of the first and second characters being immediately distinguishable as long as such overlap does not occur. Therefore, it is possible to maintain to a reasonable extent the strategic depth of the game brought about by the setting of the basic state in which the first side is not informed of which character is which of the first to third characters.
[0155] The action control means can give instructions to the third character from both the first side and the second side to make them act, and if instructions from both the first side and the second side overlap for the third character, the instructions from the second side will take precedence and the third character will act accordingly, thereby restricting the actions of the third character based on instructions from the first side. This puts the second side in an advantageous position not only with respect to the second character but also with respect to the third character. On the other hand, the first side is restricted from making either the second or third character act if instructions from the second side overlap. Therefore, whether or not such a restriction occurs makes it possible to determine whether a character is the first character, the second character, or the third character, providing a strong clue to narrowing down the possibilities to the first character.
[0156] The computer may further function as a priority notification means (35, step S345) that notifies the first side that the character has acted in accordance with the instructions from the second side. In this case, the first side can be made clearly aware that a character has occurred that has not acted in accordance with the instructions given by the first side, thereby preventing oversight or forgetting on the part of the first side.
[0157] The first side may further enable the computer to function as an information providing means (35, S401-S407, step S351) that provides information that serves as a clue for distinguishing the first character, the second character, and the third character. This allows the first side to steadily narrow down the characters using the information provided by the information providing means as a clue.
[0158] In the above embodiment, regardless of whether or not restrictions are imposed on the actions of the first character or the second character, the action control means can give instructions to the third character from both the first side and the second side to cause it to act, and if instructions from both the first side and the second side overlap for the third character, the instructions from either the first side or the second side may be given priority when causing the third character to act. This makes it possible to give one side an advantage over the other side with respect to the actions of the third character, thereby further enhancing the strategic aspect of the game and improving its enjoyment.
[0159] The action control means controls the actions of the characters so that they move within the field based on instructions from each player, and the event occurrence conditions may be set to include, as requirements for their fulfillment, a first positional requirement whose success or failure changes depending on the positional relationship between the first character and the second character, and a second positional requirement whose success or failure changes depending on the positional relationship of the third character to each of the first and second characters. In this case, since the positions of the first to third characters are associated with the success or failure of the event occurrence conditions, the position in which each side moves their characters can be incorporated as an element to be considered in the game's strategy.
[0160] Furthermore, an upper limit may be set on the distance that each player can instruct a character to move in a single action. This would limit the range in which a character can move with a single instruction, requiring each side to consider this limitation when moving their character.
[0161] The action control means may change the state of at least one of the first, second, or third characters according to the character's actions, and the event occurrence condition may be set so that success or failure changes depending on whether the character's state is in a specific state or not. In this case, since the state of any of the characters affects the success or failure of the event occurrence condition, each side needs to instruct the character's actions while considering what state the character will be in. Therefore, it is possible to further increase the elements to be considered in the game's strategy and enhance the strategic depth of the game.
[0162] The action control means may advance the game by repeating turns that include an instruction opportunity where each of the first side and the second side gives instructions for the actions, and an action opportunity where each character acts based on the instructions given in the instruction opportunity. In this case, as turns in which characters act based on instructions given by each player are repeated, each of the first side and the second side will need to flexibly consider the actions of the characters according to the progress of the turns, which can further enhance the strategic aspect of the game.
[0163] Furthermore, the computer programs according to each aspect of the present invention may be provided stored on a storage medium. Using this storage medium, for example, by installing and executing the computer program according to the present invention on a computer, the system of the present invention can be realized using that computer. The storage medium on which the computer program is stored may be a non-transient storage medium such as a CD-ROM. [Explanation of symbols]
[0164] 1. Game System 10 Fields 11 character 11T Target character (1st character) 11K Killer Character (Second Character) 11N Normal Character (3rd Character) 30. Control Unit (Computer) 35 Game Control Unit 100 game screens 105 Character Information Department 120 Identification unit 130, 140 Information provision screen C1 Category 1 C2 Category 2 Pg Game Program S1 Side 1 S2 Side 2
Claims
1. A computer program for games that causes a computer to function to provide a game in which a group of characters, including a first character and a second character, each assigned a first and second role to be played in a predetermined event, and a third character, neither of the first nor the second role, acts within a field, The aforementioned computer, A game setting means that allows multiple players to play the game by setting a basic state in which the players are divided into a first side that instructs the actions of at least some characters so that the event occurrence conditions associated with the requirements for the first character and the second character are not met, and a second side that instructs the actions of at least some characters so that the event occurrence conditions are met. Action control means that acquires instructions from the players on the first side and the second side, and controls the actions of each character in the character group based on the instructions obtained, and When the aforementioned event occurrence conditions are met, it is configured to function as an event control means that generates events corresponding to the first and second roles. The action control means causes the third character to act based on instructions given from at least one of the first side and the second side. The event occurrence conditions are set so that success or failure changes in relation to the requirements for the third character, in addition to the requirements for the first character and the second character, respectively. The requirements relating to the first character are the positional requirements of the first character within the field, The requirement for the second character is that the second character possesses a predetermined item. A computer program in which the requirements relating to the third character are the state of the third character or the positional requirements of the third character within a field.
2. The computer program according to claim 1, wherein the action control means controls the actions of the first character such that actions dictated by instructions from the second side are restricted compared to actions dictated by instructions from the first side, and actions dictated by instructions from the first side are restricted compared to actions dictated by instructions from the second side.
3. The game setting means sets the basic state such that the first side is not informed which character each of the first character, second character and third character is, and the second side is informed which character each of the first character, second character and third character is. The computer program according to claim 2, wherein the action control means controls the action such that it is impossible to make the first character act from the second side and it is possible to make the first character act from the first side.
4. The computer program according to claim 3, wherein the action control means is capable of giving instructions to the second character from both the first side and the second side to cause the character to act, and if the instructions from both the first side and the second side overlap for the second character, the computer program prioritizes the instructions from the second side to cause the second character to act, thereby restricting the actions of the second character based on instructions from the first side.
5. The computer program according to claim 4, wherein the action control means is capable of giving instructions to the third character from both the first side and the second side to cause the character to act, and if the instructions from both the first side and the second side overlap with those for the third character, the computer program is capable of giving priority to the instructions from the second side to cause the third character to act, thereby also restricting the actions of the third character based on instructions from the first side.
6. The computer program according to claim 4 or 5, further configured to function as a priority notification means for notifying the first side that the character has acted in accordance with the instructions from the second side.
7. The computer program according to any one of claims 3 to 6, wherein the first side is configured to further cause the computer to function as an information providing means that provides information that serves as a clue for distinguishing the first character, the second character and the third character.
8. The computer program according to claim 1 or 2, wherein the action control means is capable of giving instructions to the third character from both the first side and the second side to cause the third character to act, and if the instructions from both the first side and the second side overlap for the third character, the computer program gives priority to the instructions from either the first side or the second side to cause the third character to act.
9. The action control means controls the actions of the character to move within the field based on instructions from each player, The computer program according to any one of claims 1 to 8, wherein the event occurrence conditions are set to include, as requirements for their fulfillment, a first positional requirement whose success or failure changes depending on the positional relationship between the first character and the second character, and a second positional requirement whose success or failure changes depending on the positional relationship of the third character to each of the first character and the second character.
10. The computer program according to claim 9, wherein an upper limit is set on the distance that each player can instruct the character to move at one time.
11. The action control means changes the state of at least one of the first character, the second character, or the third character in accordance with the action of that character. The computer program according to any one of claims 1 to 10, wherein the event occurrence conditions are set such that success or failure changes depending on whether the character is in a specific state or not.
12. The computer program according to any one of claims 1 to 11, wherein the action control means advances the game by repeating turns that include an instruction opportunity in which each of the first side and the second side instructs the action, and an action opportunity in which each character acts based on the instruction given in the instruction opportunity.
13. A game system including a computer that functions to provide a game in which a group of characters, including a first character and a second character, each assigned a first and second role to be played in a predetermined event, and a third character, neither of the first nor the second role, acts within a field, The aforementioned computer, A game setting means that allows multiple players to play the game by setting a basic state in which the players are divided into a first side that instructs the actions of at least some characters so that the event occurrence conditions associated with the requirements for the first character and the second character are not met, and a second side that instructs the actions of at least some characters so that the event occurrence conditions are met. Action control means that acquires instructions from the players on the first side and the second side, and controls the actions of each character in the character group based on the instructions obtained, and When the aforementioned event occurrence conditions are met, the event control means functions to generate events corresponding to the first and second roles. The action control means causes the third character to act based on instructions given from at least one of the first side and the second side. The event occurrence conditions are set so that success or failure changes in relation to the requirements for the third character, in addition to the requirements for the first character and the second character, respectively. The requirements relating to the first character are the positional requirements of the first character within the field, The requirement for the second character is that the second character possesses a predetermined item. A game system in which the requirements relating to the third character are the state of the third character or the positional requirements of the third character within the field.
14. A method for controlling a computer to provide a game in which a group of characters, including a first character and a second character, each assigned a first and second role to be played in a predetermined event, and a third character, neither of the first nor the second role, acts within a field, The aforementioned computer, A game setting means that allows multiple players to play the game by setting a basic state in which the players are divided into a first side that instructs the actions of at least some characters so that the event occurrence conditions associated with the requirements for the first character and the second character are not met, and a second side that instructs the actions of at least some characters so that the event occurrence conditions are met. Action control means that acquires instructions from the players on the first side and the second side, and controls the actions of each character in the character group based on the instructions obtained, and When the aforementioned event occurrence conditions are met, the event control means functions to generate events corresponding to the first and second roles. The action control means causes the third character to act based on instructions given from at least one of the first side and the second side. The event occurrence conditions are set so that success or failure changes in relation to the requirements for the third character, in addition to the requirements for the first character and the second character, respectively. The requirements relating to the first character are the positional requirements of the first character within the field, The requirement for the second character is that the second character possesses a predetermined item. A method for controlling a game system in which the requirements relating to the third character are the state of the third character or the positional requirements of the third character within the field.
Citation Information
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