Game programs, game systems, game devices
The game system enables users to create and share gameplay images with permissions, addressing the challenge of image sharing in existing systems and improving user engagement through customizable album sharing.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- CAPCOM CO LTD
- Filing Date
- 2024-08-27
- Publication Date
- 2026-05-22
AI Technical Summary
Existing game systems lack efficient mechanisms for users to easily share game play images among each other.
A game system that includes a sharing mechanism allowing users to create and share electronic image collections, which can be viewed and selectively copied by other users, with controls for image visibility and copying based on user permissions and game progress.
Facilitates easy sharing and copying of gameplay images among users, enhancing user interaction and album customization.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a game program, a game system, and a game device.
Background Art
[0002] In the information processing system described in Patent Document 1, a virtual space image is generated by taking a photo within the virtual space.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the information processing system described in Patent Document 1, there is room for improvement regarding the sharing of game play images among users.
[0005] An object of the present disclosure has been made in view of such circumstances, and the object is to provide a game program, a game system, and a game device capable of more easily sharing game play images among users.
Means for Solving the Problems
[0006] A first aspect causes a computer to game execution means for executing a game based on the operation of a first user, image acquisition means for acquiring a game play image during the play of the game by the first user, image set creation means for creating an electronic image set including one or more game play images acquired by the image acquisition means, function as sharing means for sharing the electronic image set so as to be viewable by a second user different from the first user This is a game program.
[0007] In the first aspect, when the first user performs an operation to share the electronic image collection with the second user, the sharing means can make all of the one or more gameplay images included in the electronic image collection viewable to the second user.
[0008] In the first aspect, if the second user performs a selection operation to select a predetermined gameplay image from the one or more gameplay images included in the electronic image collection, the sharing means can save a copy of the predetermined gameplay image to the second user's game device.
[0009] In the first aspect, the electronic image collection is set with a flag indicating whether or not to allow the second user to associate copies of the one or more gameplay images contained in the electronic image collection. The aforementioned sharing means is If, based on the aforementioned flag, it is determined that permission is granted to associate the one or more copies of the gameplay images with the second user, the one or more gameplay images included in the electronic image collection are made viewable by the second user, and permission is granted to save the one or more copies of the gameplay images included in the electronic image collection on the second user's game device. If, based on the aforementioned flag, it is determined that the second user is not permitted to associate the one or more copies of the gameplay images with the electronic image collection, the system may make the one or more gameplay images included in the electronic image collection viewable by the second user, while not permitting the second user to save the copies of the one or more gameplay images included in the electronic image collection on their game device.
[0010] In the first aspect, the electronic image collection may include a predetermined background image and one or more gameplay images pasted onto the background image.
[0011] In the first aspect, the image collection creation means can change at least one of the background image and the decorative images pasted onto the background image separately from the one or more gameplay images, based on the operation of the first user.
[0012] In the first aspect, the sharing means can determine whether or not to share the one or more gameplay images included in the electronic image collection with the second user for viewing, based on the second user's game progress.
[0013] In the first aspect, the image acquisition means associates game information indicating the state of the game at the time the gameplay image was acquired with the gameplay image. The aforementioned sharing means is Based on the game information associated with the gameplay image and the second user's game progress, it is determined whether the second user has progressed to the game state corresponding to the gameplay image. If it is determined that the second user has progressed through the game to a point corresponding to the gameplay image, the gameplay image included in the electronic image collection is made available for viewing by the second user. If it is determined that the second user has not progressed through the game to the point corresponding to the gameplay image, the gameplay image included in the electronic image collection may not be made available for viewing to the second user.
[0014] In the first aspect, the game information may include at least one of the in-game location information from which the gameplay image was acquired, and information indicating the progress of the first user's game at the time the gameplay image was acquired.
[0015] In a first aspect, the game execution means may request the first user to play a game related to the gameplay images to be included in the electronic image collection.
[0016] In a first aspect, when a player character of a predetermined user is reflected in the gameplay image included in the electronic image collection, the sharing means can use the predetermined user as the second user.
[0017] In a first aspect, the sharing means can share the electronic image collection so that it can be viewed by the second user on condition that the player character of the second user is located in a predetermined area within the game.
[0018] In a first aspect, the sharing means can use a user selected by the first user from the first user's player list as the second user.
[0019] In a first aspect, the gameplay image can include either a still image or a moving image during the play of the game.
[0020] A second aspect includes a game execution unit that executes a game based on an operation of a first user, an image acquisition unit that acquires a gameplay image during the play of the game by the first user, an image collection creation unit that creates an electronic image collection including one or more gameplay images acquired by the image acquisition unit, and a sharing unit that shares the electronic image collection so that it can be viewed by a second user different from the first user. This is a game system.
[0021] A third aspect includes a game execution unit that executes a game based on an operation of a first user, an image acquisition unit that acquires a gameplay image during the play of the game by the first user, an image collection creation unit that creates an electronic image collection including one or more gameplay images acquired by the image acquisition unit, and a sharing unit that shares the electronic image collection so that it can be viewed by a second user different from the first user. It is a game device. [Effects of the Invention]
[0022] According to the game program, game system, and game device of the present invention, it is possible to more easily share gameplay images among users. [Brief explanation of the drawing]
[0023] [Figure 1] This is a block diagram showing the schematic configuration of the game system of the embodiment. [Figure 2] This figure schematically shows an example of an image in an album of the embodiment. [Figure 3] (A) and (B) are schematic diagrams illustrating how a user browses an album. [Figure 4] (A) and (B) are schematic diagrams illustrating an example of information stored in the image database of the embodiment. [Figure 5] This is an example of a screen displayed on the game device of the embodiment. [Figure 6] This is an example of a screen displayed on the game device of the embodiment. [Figure 7] This is an example of a screen displayed on the game device of the embodiment. [Figure 8] This is a sequence chart showing an example of the operation of the game system of the embodiment. [Figure 9] This is a sequence chart showing an example of the operation of the game system of the embodiment. [Figure 10] This is a sequence chart showing an example of the operation of the game system of the embodiment. [Figure 11] This figure schematically shows an example of information stored in the image database of a first modified embodiment. [Figure 12] This flowchart shows the procedure for processing performed by the control unit of the first modified embodiment. [Figure 13] This flowchart shows the procedure for processing performed by the control unit of the second modified embodiment. [Figure 14]This figure schematically shows an example of an album image from another embodiment. [Figure 15] This is an example of a screen displayed on a game device of another embodiment. [Figure 16] This figure schematically shows an example of an album image from another embodiment. [Modes for carrying out the invention]
[0024] [Embodiment] Embodiments of the game system 1 of this disclosure will be described with reference to the drawings.
[0025] <Game Description> In the game system 1 shown in Figure 1, a server device 2 and multiple game devices 5 are connected to each other via a communication network 6, and games provided by the server device 2 are executed on the game devices 5.
[0026] The game of this embodiment is an online game executed on game system 1. In this game, a user of game device 5 can control one or more player characters in the virtual game space, and have the player characters battle against enemy characters, which are non-player characters. Furthermore, in this game, a user of game device 5 can engage in so-called multiplayer, where their own player character and player characters controlled by other users of game device 5 operate together in the virtual game space, allowing each user's player character to cooperate and battle against enemy characters, which are non-player characters.
[0027] In games, users can acquire game media. Game media refers to electronic data representing elements of the game, including player characters that users control in the virtual game space, items such as weapons, armor, and tools that player characters can use in the virtual game space, and consumable media including various virtual currencies usable within the game. Users can acquire game media through in-game purchases, completing quests, or as rewards for various in-game events.
[0028] Virtual currency can be either paid or free. Paid virtual currency is virtual currency obtained through payment. Free virtual currency is virtual currency obtained without payment. Free virtual currency may be obtainable as the game progresses, for example, as a reward given to users when they log into the game (so-called login bonus), or as a reward given to users for completing game events such as quests.
[0029] A quest is game content associated with tasks or conditions that must be met within the game. Each quest has its own set of completion conditions. When a user completes a quest through their game actions, they receive a predetermined reward. A quest may also have other tasks (so-called missions) associated with it. By completing these missions while fulfilling the quest's completion conditions, the user receives a mission completion reward in addition to the quest completion reward.
[0030] Such games are played using a game device 5, which may be a home game console such as PlayStation®, a portable game console such as Nintendo Switch®, or an electronic device such as a personal computer, smartphone, or tablet. The following example illustrates the case where the game device 5 is a game console.
[0031] <Overview of the game system> Game system 1 consists of a server device 2 and multiple game devices 5.
[0032] Server device 2 stores game programs and game data, and manages the game data of game device 5, and more specifically, manages game data for each account.
[0033] The game device 5 executes a predetermined game based on user input. To do this, the game device 5 receives, specifically downloads and installs, the game program and game data from the server device 2 via the communication network 6. Each user is assigned account information associated with the game device 5. This account information includes identification information and a password. The account information is transmitted from the game device 5 to the server device 2 upon login and is used for user authentication in the server device 2. In the following, the game device 5 operated by the first user P1 will also be referred to as "first game device 5a," and the game device 5 operated by the second user P2 will also be referred to as "second game device 5b."
[0034] After user authentication, communication between server device 2 and game device 5 becomes possible. After logging in, game device 5 receives data necessary for game progression, such as data related to the game progress, from server device 2, and then proceeds with the game while outputting game images and sounds based on the user's input.
[0035] <Game System Configuration> The hardware configurations of server device 2 and game device 5 will be described below with reference to Figure 1.
[0036] <Server configuration> Server device 2 provides the game to game device 5. As shown in Figure 1, server device 2 has a network interface 21, a storage unit 22, and a control unit 23. The network interface 21 and the storage unit 22 are electrically connected to the control unit 23 via a bus 29.
[0037] The network interface 21 is connected to each game device 5 via a communication network 6 such as the Internet and LAN, enabling communication between them.
[0038] The storage unit 22 consists of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), and SSD (Solid State Drive). The storage unit 22 stores various programs, including a part of the game program of this embodiment, as well as various data such as the user DB (Data Base) 221.
[0039] User DB221 stores user information and information about the player character controlled by each user, associated with their identification number. User information includes information such as username and user rank. Information about the player character includes the player character's level and stats, as well as information about equipment and items associated with that player character.
[0040] The control unit 23 is composed of a microcomputer having a CPU and semiconductor memory, and controls the operation of the server device 2. By executing various programs, the control unit 23 functions as an information processing means 231, a matching means 232, and a sharing means 233. In this embodiment, each of these means 231 to 233 is an example of an information processing unit, a matching unit, and a sharing unit.
[0041] (Information processing means) The information processing means 231 sends and receives various data to and from each game device 5. The main data received by the information processing means 231 includes game program download request information, account information, and game data. The main data transmitted by the information processing means 231 includes information to confirm that the game device 5 has received the game program.
[0042] (Verification means) The matching means 232 authenticates the user account using the user identification information received from the game device 5.
[0043] (Sharing means) The sharing means 233 shares various game-related data between multiple game devices 5, in other words, between multiple users, based on user operations within the game. This data includes, for example, still images or videos generated when a user operates the game device 5 to capture the game screen. Hereinafter, still images or videos generated using such a game capture function will be referred to as "gameplay images." Gameplay images may be acquired, for example, by continuously capturing automatically for a predetermined period of time. Gameplay images acquired through user operation or automatically are saved in a predetermined folder. This folder may be provided with a function that automatically deletes older gameplay images when the amount of data stored in it reaches a predetermined capacity.
[0044] Furthermore, various data sets include albums containing one or more gameplay images. An album is, for example, a collection of images that the user has acquired (captured) at any given time. For instance, a user can create an album by selecting one or more gameplay images of their choice from among multiple gameplay images stored in a designated folder.
[0045] Figure 2 shows an example of album AL10. As shown in Figure 2, album AL10 includes, for example, multiple gameplay images IM11-IM14, a background image IMb that forms the background of them, and decoration images DE1-DE5 for decorating the area around the gameplay images IM11-IM14. Decoration images DE1 and DE2 are speech bubble images containing predetermined text. Decoration images DE3 and DE4 are ribbon images containing predetermined text. Decoration image DE5 is a sticky note image containing predetermined text. The text included in each decoration image DE1-DE5 may be entered by the user or may be pre-prepared.
[0046] Furthermore, the decorative images included in album AL10 are not limited to the format shown in Figure 2; any format that can be used to decorate gameplay images can be used.
[0047] Additionally, the decorative images DE1 to DE5 may be positioned so as to overlap with parts of each of the gameplay images IM11 to IM14. As shown in Figure 2, by positioning the decorative images DE1 to DE5 so as not to overlap with each of the gameplay images IM11 to IM14, the viewing of the gameplay images IM11 to IM14 is less likely to be obstructed.
[0048] The sharing means 233, for example, when a first user P1 is playing the game and a second user P2 is also playing the game, will switch the game modes of the first game device 5a and the second game device 5b to album sharing mode if the first user P1 requests album sharing from the second user P2 using the game's functions and the second user P2 accepts the request. Album sharing mode is a game mode that makes albums owned by each user viewable by the other user.
[0049] For example, as shown in Figure 3(A), if album AL10 is stored in the first game device 5a of the first user P1, album AL10 is basically only viewable by the first user P1 on the first game device 5a. Similarly, if album AL20 is stored in the second game device 5b of the second user P2, album AL20 is basically only viewable by the second user P2 on the second game device 5b. Note that Figure 3(A) illustrates the case where album AL20 contains game play images IM21 to IM24.
[0050] When the game modes of both the first game device 5a of the first user P1 and the second game device 5b of the second user P2 are switched to album sharing mode via the sharing means 233, as shown in Figure 3(B), the first user P1 can view album AL20 stored in the second game device 5b via the first game device 5a. In other words, the first user can view the background images, gameplay images, and decoration images that make up the album. Also, the second user P2 can view album AL10 stored in the first game device 5a via the second game device 5b. Note that the album sharing mode is not limited to one in which the first game device 5a and the second game device 5b can share one album with each other, but may also allow them to share multiple albums.
[0051] Furthermore, when the game is set to album sharing mode, the user can obtain a copy of the selected gameplay image from another game device 5 by selecting one or more gameplay images contained in an album shared from another game device 5. The user can also choose whether or not to make decorative images viewable to other users in album sharing mode. For example, if the user chooses to make decorative images inaccessible to other users, the album will be shared with only the background image and gameplay images visible to other users.
[0052] In this album sharing mode, not only can multiple users view the album, but they can also access the gameplay images contained within the album.
[0053] The sharing means 233 returns the game modes of the first game device 5a and the second game device 5b to their normal game modes if, after the respective game modes of the first game device 5a and the second game device 5b have transitioned to album sharing mode, an operation to cancel album sharing mode is performed by at least one of the first user P1 and the second user P2. This terminates the sharing of albums between the first user P1 and the second user P2.
[0054] <Game device configuration> As shown in Figure 1, the game device 5 has a display 61, speakers 62, and a gamepad 63 that are either externally connected or built-in. The game device 5 also has a network interface 51, a graphics processing unit 52, an audio processing unit 53, an operation unit 54, a memory unit 55, and a control unit 56. The network interface 51, graphics processing unit 52, audio processing unit 53, operation unit 54, and memory unit 55 are electrically connected to the control unit 56 via a bus 59. Since the hardware configuration of each of the multiple game devices 5 is basically the same, redundant explanations will be omitted.
[0055] The network interface 51 is connected to the communication network 6 in a way that allows it to send and receive various data between the game device 5 and the server device 2.
[0056] The graphics processing unit 52 renders game images in video format based on game image information output from the control unit 56. The game images include characters and various objects related to the virtual game space. The graphics processing unit 52 is connected to, for example, an LCD display 61, and displays the game images rendered in video format as a game screen on the display 61.
[0057] The audio processing unit 53 is connected to the speaker 62 and plays and synthesizes game sounds based on instructions from the control unit 56, and outputs the game sounds from the speaker 62.
[0058] The control unit 54 is connected to the gamepad 63 and transmits and receives data related to operation and input to and from the gamepad 63. The user can input operation signals to the game device 5 by operating the gamepad 63.
[0059] The storage unit 55 consists of an HDD, SSD, RAM, and ROM. The storage unit 55 stores game data downloaded from the server device 2, various programs including parts of the game program, and account information for the game device 5. The storage unit 55 also stores an image database 551. The image database 551 stores gameplay images acquired by the user and albums created by the user.
[0060] Figures 4(A) and 4(B) show an example of information stored in the image DB 551 of the first game device 5a of the first user P1.
[0061] As shown in Figure 4(A), the image DB551 stores information associated with each single or multiple gameplay images, such as the image identification number, acquisition date and time, location information, game information at the time of acquisition, and the person who acquired the image. The image identification number is unique information assigned to each gameplay image. The acquisition date and time is the real-world date and time when the corresponding gameplay image was acquired. The location information indicates the location in the virtual game space where the corresponding gameplay image was acquired. Note that the location information is not limited to pinpoint location information in the virtual game space, but may also be information about an area in the virtual game space, for example. The game information at the time of acquisition is information about in-game events that were occurring when the corresponding gameplay image was acquired, such as quests, missions, or boss battles. The person who acquired the image is information that allows identification of the user who acquired the gameplay image, such as the user's identification number. For example, if gameplay images IM11 to IM14 are images acquired by the first user P1 in the first game device 5a, then the identification number PID11 of the first user P1 is associated with those gameplay images IM11 to IM14.
[0062] Furthermore, if the first user P1 obtains a gameplay image from the second user P2's second game device 5b using the album sharing function, that gameplay image is also stored in the image DB 551. The gameplay image obtained from the second game device 5b is associated with the identification number of the second user P2 as information about the person who obtained it.
[0063] As shown in Figure 4(B), the image DB551 further stores information associated with each single or multiple album, such as the album identification number, creation date and time, identification numbers of the gameplay images contained in the album, background image information, and decoration image information. The album identification number is unique information assigned to each album. The creation date is the real-world date and time when the album was created. The decoration image information includes information that allows for the identification of decoration images DE1 to DE5, specifically image data and messages such as speech bubbles and ribbons, and information such as their placement on the background image.
[0064] The control unit 56 shown in Figure 1 is composed of a microcomputer having a CPU and semiconductor memory, and controls the operation of the game device 5. By executing various programs, the control unit 56 functions as a communication means 561, a game execution means 562, an image acquisition means 563, an image collection creation means 564, an audio control means 565, and a display control means 566. Each of these means 561 to 566 is an example of a communication unit, a game execution unit, an image acquisition unit, an image collection creation unit, an audio control unit, and a display control unit.
[0065] (Means of communication) The communication means 561 communicates with the server device 2 via the network interface 51. The communication means 561 generates information that the server device 2 can understand based on various operation signals received by the operation unit 54 from the gamepad 63, and transmits that information to the server device 2. For example, the communication means 561 transmits account information, new game data download request information, etc., to the server device 2. The communication means 561 also receives new game data, etc., transmitted from the server device 2 in response to the download request information.
[0066] (Method of executing the game) The game execution means 562 executes the game on the game device 5. For example, based on the user's operation of the gamepad 63, the game execution means 562 reads data such as virtual game space objects and textures included in the game data from the storage unit 55 or receives it from the server device 2. The game execution means 562 executes the game program using the data such as virtual game space objects and textures, and generates two-dimensional or three-dimensional game image information. The game image information is processed by the graphics processing unit 52, and the processed game image is displayed sequentially on the display 61. The game execution means 562 places characters on the game image based on the user's operation of the game device 5, and controls the actions of the characters in the virtual game space according to the user's operation and the progress of the game.
[0067] (Method for acquiring images) The image acquisition means 563 generates gameplay images based on the user's operation of the gamepad 63. For example, if the user presses a predetermined button on the gamepad 63 while playing a game, the image acquisition means 563 captures the game screen at that time. At that time, the image acquisition means 563 identifies the real-world date and time when the game screen was captured, the in-game location information of the player character when the game screen was captured, and the event information that occurred. It then associates this information with the identification number of the gameplay image and the identification number of the user who acquired the game image, and stores this information in the image database 551.
[0068] (Method for creating image collections) The image collection creation means 564 creates an album based on the user's operation of the gamepad 63. For example, if the user selects to create an album on a predetermined menu screen while playing a game, the image collection creation means 564 displays an album creation screen on the display 61. On this album creation screen, the user can perform various operations such as creating an album or editing an album. For example, on the album creation screen for album AL10 shown in Figure 2, the user can perform operations such as selecting and arranging one or more gameplay images IM11 to IM14 to be placed on album AL10, selecting and editing a background image IMb, and selecting and editing decoration images DE1 to DE5. The operation of selecting and editing the background image IMb includes operations such as selecting and editing the pattern and color of the background image IMb. The operation of selecting and editing decoration images DE1 to DE5 includes operations such as selecting and editing the pattern and color of the decoration images DE1 to DE5, and operations such as selecting and editing the text contained in the decoration images DE1 to DE5.
[0069] After the user has finished creating the album, when the user performs the operation to save the album on the album creation screen, the image collection creation means 564 identifies the real-world date and time when the album was created, and stores the identified date and time in the image DB 551, associating it with the album's identification number, the identification numbers of one or more gameplay images included in the album, background image information, and decoration image information.
[0070] (Voice control means) The voice control means 565 controls the audio output of the speaker 62 based on user operations on the game device 5 during game execution.
[0071] (Display control means) The display control means 566 controls the display output of the display 61 based on user operations on the game device 5 during game execution.
[0072] Next, an example of a screen displayed on the display 61 by the display control means 566 will be described.
[0073] For example, the display control means 566 displays a game screen 70, as shown in Figure 5, on the display 61 of the first game device 5a. In the game screen 70 shown in Figure 5, when the first user P1 operates a predetermined button 701 to switch to album sharing mode, the display control means 566 displays a shared user selection screen 700 within the game screen 70. As shown in Figure 5, the shared user selection screen 700 is a screen that displays a list of users who are the target of album sharing. Users displayed on the shared user selection screen 700 include, for example, users that the first user P1 has registered as friends, and users that belong to the same guild as the first user P1. After the first user P1 performs an operation to select, for example, the second user P2 on this shared user selection screen 700, and then performs an operation to request album sharing mode from the second user P2, a message 81 indicating that the first user P1 has requested album sharing is displayed on the game screen 80 of the second game device 5b, as shown in Figure 6.
[0074] Subsequently, when the second user clicks button 810 on the game screen 80 to display the details of message 81, a message screen 82 is displayed asking whether or not to start sharing the album, as shown in Figure 7. When the second user clicks the accept button 820 on this message screen 82, matching between the first game device 5a and the second game device 5b is completed, and the game modes of the first game device 5a and the second game device 5b switch to album sharing mode. As a result, not only can albums be viewed by both the first game device 5a and the second game device 5b, but images contained in the albums can also be retrieved by both of them.
[0075] <Game System Operation Flow> Next, an example of the operation of the game system 1 of this embodiment will be described.
[0076] For example, when the first user P1 performs an operation to start sharing an album on the first game device 5a while playing a game, the shared user selection screen 700 shown in Figure 5 is displayed on the game screen of the first game device 5a, as shown in Figure 8 (step S10). After the first user P1 selects, for example, the second user P2 on this shared user selection screen 700 (step S11), the first user P1 performs an operation to request album sharing from the second user P2 (step S12), and the request is sent to the second game device 5b via the sharing means 233 of the server device 2 (step S13). As a result, the first game device 5a enters a waiting mode, waiting for the sharing request to be approved by the second user P2 (step S14).
[0077] On the other hand, when the request for album sharing is received by the second game device 5b (step S20), a message indicating that the first user P1 has requested album sharing from the second user P2 is displayed on the game screen of the second game device 5b in the form shown in Figure 6 (step S21). Subsequently, after the second user P2 performs an operation to display the details of the message (step S22), when the second user P2 clicks the accept button 820 on the message screen 82 shown in Figure 7 to start sharing the album (step S23), the second game device 5b also switches to standby mode (step S24).
[0078] When both the first user P1 and the second user P2 enter standby mode in this manner, the sharing means 233 of the server device 2 determines that both the first user P1 and the second user P2 have accepted album sharing, and determines that the matching between the first user P1 and the second user P2 is complete. As a result, the sharing means 233 of the server device 2 switches the game modes of the first game device 5a and the second game device 5b to album sharing mode (step S30). As a result, the album AL20 stored in the second game device 5b becomes viewable on the first game device 5a. Also, the album AL10 stored in the first game device 5a becomes viewable on the second game device 5b.
[0079] Subsequently, if the first user P1 selects, for example, gameplay image IM21 from among the multiple gameplay images IM21 to IM24 contained in the album AL20 shared from the second game device 5b (step S15), the sharing means 233 obtains a copy of the selected gameplay image IM21 from the second game device 5b (step S31) and transmits the obtained copy of gameplay image IM21 to the first game device 5a (step S32). As a result, a copy of gameplay image IM21 is stored in the first game device 5a (step S16), allowing the first user P1 to obtain gameplay image IM21.
[0080] On the other hand, if, for example, a second user P2 selects, for example, gameplay image IM11 from among multiple gameplay images IM11 to IM14 included in album AL10 shared from the first game device 5a (step S25), the sharing means 233 obtains a copy of the selected gameplay image IM11 from the first game device 5a (step S33) and transmits the obtained copy of gameplay image IM11 to the second game device 5b (step S34). As a result, a copy of gameplay image IM11 is stored in the second game device 5b (step S26), allowing the second user P2 to obtain gameplay image IM11.
[0081] Furthermore, as shown in Figure 9, if the first user P1 cancels sharing on the first game device 5a after the first game device 5a has entered standby mode (step S14) (step S17), a message to that effect is sent to the second game device 5b. As a result, the second game device 5b displays a message indicating that sharing has been canceled. In this case, the sharing means 233 of the server device 2 does not switch the first game device 5a and the second game device 5b to album sharing mode; in other words, it does not start sharing the album between the first user P1 and the second user P2.
[0082] Furthermore, as shown in Figure 8, when a message indicating that the first user P1 has requested album sharing from the second user P2 is displayed on the game screen of the second game device 5b (step S21), the second user P2 may not be able to respond to that message. In this case, as shown in Figure 10, the second user P2 can accept the request to share album from the first user P1 by selecting the first user P1 from their player list (step S28). If the second user P2 accepts the request to share album from the first user P1, the processing from step S24 onward is executed in the same manner as the sequence chart shown in Figure 8.
[0083] <Effects> In summary, in this embodiment, the game system 1 has the control unit 56 (computer) of the game device 5 function as a game execution means 562, an image acquisition means 563, and an image collection creation means 564. The game execution means 562 executes the game based on the operations of the first user P1. The image acquisition means 563 acquires gameplay images while the first user P1 is playing the game. The image collection creation means 564 creates an album (electronic image collection) containing one or more gameplay images acquired by the image acquisition means 563. Furthermore, in this embodiment, the game system 1 has the control unit 23 (computer) of the server device 2 function as a sharing means 233. The sharing means 233 shares the album so that it can be viewed by a user other than the first user P1 (a second user).
[0084] This configuration allows an album containing one or more gameplay images to be shared and viewed between the first user P1 and the second user P2, making it easier to share images between users P1 and P2.
[0085] The sharing means 233 makes all of the one or more gameplay images IM11 to IM14 contained in album AL10 viewable by the second user P2 when the first user P1 performs an operation to share an album with the second user P2. Album AL10 includes a predetermined background image IMb and one or more gameplay images IM11 to IM14 pasted onto the background image IMb. Furthermore, when the second user P2 performs a selection operation to select, for example, gameplay image IM11 (a predetermined gameplay image) from among the one or more gameplay images IM11 to IM14 contained in the album, the sharing means 233 saves a copy of gameplay image IM11 to the second user P2's second game device 5b. In this embodiment, saving a copy of gameplay image IM11 to the second game device 5b means storing a copy of gameplay image IM11 in the image DB 551 of the second game device 5b.
[0086] This configuration allows the second user P2 to easily obtain gameplay images IM11-IM14 from the first user P1.
[0087] The image collection creation means 564 modifies the background image IMb and at least one of the decoration images DE1 to DE5 (decorative images) pasted onto the background image IMb, separately from the gameplay images IM11 to IM14, based on the operation of the first user P1.
[0088] With this configuration, the first user P1 can easily change the atmosphere of album AL10 by changing the background image IMb and decoration images DE1~DE5 of album AL10.
[0089] Furthermore, the second user P2, who is sharing the album, may be able to save a copy of the album itself, meaning that all gameplay images, background images, and decoration images are saved, and even save data that reflects the arrangement of each of the gameplay and decoration images. This allows the second user P2 to acquire the album itself if the album created by the first user P1 is to their liking. In addition, this can improve the appeal of the album by encouraging users to enhance its design so that the entire album is chosen for saving.
[0090] The sharing means 233 uses a user selected by the first user P1 from the first user P1's player list as the sharing partner user (second user).
[0091] With this configuration, the first user P1 can easily select the user with whom they want to share.
[0092] <First variation> Next, a first modified example of the game system 1 of the embodiment will be described. In the following explanation, the case in which the first user P1 shares an album with the second user P2 will be used as an example.
[0093] Figure 11 shows an example of information stored in the image DB 551 of the first game device 5a of the first user P1. As shown in Figure 11, the image DB 551 of this modified example stores multiple albums AL10 to AL13. Each album AL10 to AL13 is associated with a saveability flag Fa10 to Fa13. As shown in Figure 11, the saveability flags Fa10 to Fa13 are set to either a saveable state or a saveable state.
[0094] When the save permission flag is set to the save permission state, it means that the second user P2 can save the gameplay images contained in the corresponding album to their second game device 5b. In other words, in the image DB 551 shown in Figure 11, the save permission flag Fa10 corresponding to album AL10 is set to the save permission state. In this case, when the first user P1 shares album AL10 with the second user P2, the second user P2 can view one or more gameplay images contained in album AL10 and save one or more gameplay images contained in album AL10 to their second game device 5b.
[0095] If the save permission flag is set to a state where saving is not possible, it means that the second user P2 cannot save the gameplay images contained in the corresponding album to their second game device 5b. In other words, in the image DB 551 shown in Figure 11, the save permission flag Fa12 corresponding to album AL12 is set to a state where saving is not possible. In this case, when the first user P1 shares album AL10 with the second user P2, the second user P2 can view one or more gameplay images contained in album AL10, but cannot save one or more gameplay images contained in album AL10 to their second game device 5b.
[0096] Figure 12 shows an example of the operation of the sharing means 233 of the server device 2 in this modified example.
[0097] For example, suppose a second user P2 is viewing the first user P1's album AL10 on the second game device 5b, and the second user P2 selects a gameplay image contained in album AL10. At this time, the sharing means 233 obtains information on the saveability flag Fa10 set in album AL10 from the first game device 5a (step S40), and determines whether the obtained saveability flag Fa10 of album AL10 is in a saveable state (step S41). At this time, if the sharing means 233 determines that the saveability flag Fa10 set in album AL10 is in a saveable state (step S41: YES), it obtains the gameplay image contained in album AL10 from the first game device 5a (step S42), and transmits the obtained gameplay image to the sharing destination second game device 5b (step S43). As a result, the gameplay image contained in album AL10 is saved to the second game device 5b.
[0098] On the other hand, suppose the second user P2 performs an operation to select a gameplay image contained in album AL12. At this time, the sharing means 233 similarly obtains information on the saveability flag Fa12 set in album AL12 from the first game device 5a (step S40), and determines whether the obtained saveability flag Fa12 of album AL10 is in a saveable state or not (step S41). At this time, if the sharing means 233 determines that the saveability flag Fa12 set in album AL10 is in a saveable state (step S41: NO), it terminates the process shown in Figure 12 without performing the processes in steps S42 and S43, that is, without transmitting the gameplay image contained in album AL12 to the second game device 5b.
[0099] As described above, in the modified game system 1, albums AL10 to AL13 are each set with save permission flags Fa10 to Fa13, which indicate whether or not to allow the association of one or more copies of gameplay images contained in the respective album AL with another user (second user). If the sharing means 233 determines, for example, that saving is permitted based on the save permission flag Fa10 of album AL10, it makes the gameplay images contained in album AL10 viewable by the second user P2 and allows the second game device 5b to save copies of the gameplay images contained in album AL10. If the sharing means 233 determines, for example, that saving is not permitted based on the save permission flag Fa12 of album AL12, it makes the gameplay images contained in album AL12 viewable by the second user P2, but does not allow the second game device 5b to save copies of the gameplay images contained in album AL12.
[0100] With this configuration, the first user P1 can separate album AL10, which allows the second user P2 to both view and save gameplay images, from album AL12, which allows the second user P2 to view gameplay images but not save them. This improves the convenience for the first user P1.
[0101] <Second variation> Next, a second modified example of the game system 1 of the embodiment will be described. In the following explanation, the case in which the first user P1 shares an album with the second user P2 will be used as an example.
[0102] In this modified version, game system 1 uses location information IG11 to IG14, which is associated with each of the gameplay images IM11 to IM14 as shown in Figure 4(A), to change whether or not the gameplay images IM11 to IM14 can be viewed by the sharing user. In this modified version, the location information of the gameplay images IM11 to IM14 is an example of game information that indicates the state of the game at the time the gameplay image was acquired.
[0103] Figure 13 shows an example of the operation of the sharing means 233 of the server device 2 in this modified example.
[0104] For example, suppose the first user P1 performs an operation to share their album AL10 with the second user P2. At this time, the sharing means 233 obtains the location information IG11 to IG14 of the gameplay images IM11 to IM14 contained in the album AL10 from the first game device 5a (step S50). The sharing means 233 also obtains the game progress of the second user P2 from the second game device 5b (step S51).
[0105] The sharing means 233 then compares, for example, the location information IG11 of the gameplay image IM11 with the game progress of the second user P2 to determine whether the second user P2 has progressed through the game to the point corresponding to the gameplay image IM11 (step S52). For example, if the player character of the second user P2 has reached the location in the game where the gameplay image IM11 was captured, the sharing means 233 determines that the second user P2 has progressed through the game to the point corresponding to the gameplay image IM11 (step S52: YES), and sets the gameplay image IM11 to be viewable by the second user P2 (step S53). Subsequently, the sharing means 233 determines whether there are other gameplay images included in the album AL10 (step S55), and if there are other gameplay images (step S55: YES), it returns to step S52.
[0106] Next, the sharing means 233 compares, for example, the location information IG12 of the gameplay image IM12 with the game progress of the second user P2 to determine whether the second user P2 has progressed through the game to the point corresponding to the gameplay image IM12 (step S52). For example, if the player character of the second user P2 has not reached the location in the game where the gameplay image IM12 was captured, the sharing means 233 determines that the second user P2 has not progressed through the game to the point corresponding to the gameplay image IM12 (step S52: NO), and sets the gameplay image IM12 to be inaccessible to the second user P2 (step S54).
[0107] In this way, when the sharing means 233 sets all gameplay images IM11 to IM14 contained in album AL10 to either viewable or not viewable, it determines that there are no other gameplay images contained in album AL10 (step S54: NO), and displays album AL10 on the second game device 5b in a state where it displays the gameplay images that are set to viewable and does not display the gameplay images that are set to not viewable (step S55). For example, if gameplay images IM11 and IM13 are set to viewable and gameplay images IM12 and IM14 are set to not viewable, album AL10 will be displayed on the second game device 5b in a form where only gameplay images IM11 and IM13 are viewable. For example, if album AL10 is configured as shown in Figure 2, album AL10 will be displayed on the second game device 5b in a form where the respective parts of gameplay images IM12 and IM14 are filled in with white.
[0108] In this modified version of game system 1, if the sharing means 233 determines that the second user P2 has progressed through the game to a point corresponding to the game state corresponding to the gameplay images IM11 and IM13, it shares the gameplay images IM11 and IM13 contained in album AL10 with the second user P2 so that they can view them. On the other hand, if the sharing means 233 determines that the second user P2 has not progressed through the game to a point corresponding to the gameplay images IM12 and IM14, it does not share the gameplay images IM12 and IM14 contained in album AL10 so that the second user P2 can view them.
[0109] This configuration prevents the game's plot from being leaked to the second user P2 through gameplay images contained in album AL10 shared by the first user P1, thus preventing so-called game spoilers.
[0110] Furthermore, the information used to determine whether or not to make gameplay images viewable is not limited to in-game location information; various other pieces of information from the first user P1's gameplay, such as quest and mission progress, boss defeat status, and the acquisition status of game media by the first user P1's player character, can also be used.
[0111] [Other embodiments] The various control means and processing procedures described in the above embodiments are examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be modified as appropriate without altering the essence of the present invention.
[0112] For example, the game execution means 562 may request the first user P1 to play a game related to gameplay images to be included in album AL10. Specifically, as shown in Figure 14, in album AL10, gameplay images IM11 to IM13 are placed in image frames F11 to F13 of the four image frames F11 to F14, respectively, while no gameplay image is placed in image frame F14. In this case, as shown in Figure 14, the game execution means 562 prompts the first user P1 to have the player character explore the desert region in the game by displaying, for example, the words "Sandscape" in image frame F14. Alternatively, the game execution means 562 may request the first user P1 to play a new quest or mission related to the desert region in the game.
[0113] The sharing means 233 is not limited to users registered in the first user P1's player list as users with whom the first user P1 shares album AL10. For example, if the player character of another user (a predetermined user) is visible in the gameplay images IM11 to IM14 included in album AL10, the sharing means 233 may allow other users to share album AL10. In this case, the other users are not limited to users that the first user P1 has registered as friends or users belonging to the same guild as the first user P1. For example, any user who was playing online with the first user P1 may be playing online with the first user P1. In this case, when the first user P1 acquires gameplay image IM13, the sharing means 233 associates the identification number of the gameplay image IM13 with the identification number of the third user P3 who was playing online with the first user P1 and stores this association in the user DB 221 or similar. As a result, when the first user P1 places the gameplay image IM13 into the album AL10, the sharing means 233 can identify the third user P3 by reading the identification number of the third user P3 associated with the gameplay image IM13 from the user DB 221. Therefore, when the first user P1 shares the album AL10, the third user P3 can be displayed as the sharing partner on the first game device 5a.
[0114] The sharing means 233 may permit album sharing between the first user P1 and the second user P2 on the condition that both the first user P1's player character and the second user P2's player character are located in a predetermined area within the game. This prevents, for example, unintended requests for album sharing AL10 from the first user P1 to the second user P2 while the second user P2 is playing the game, thus minimizing disruption to the second user P2's gameplay. The sharing means 233 may also permit album sharing on the condition that either the first user P1's player character or the second user P2's player character is located in a predetermined area within the game.
[0115] Gameplay images included in an album may be added automatically, not just through user selection. For example, if a user pre-sets a specific purpose or scene for the album, gameplay images that match that purpose or scene will be automatically added to the album when captured. The purpose or scene could be set as, for example, "Defeat B with A." In this case, if the user captures gameplay images while playing multiplayer with A, those captured gameplay images will be automatically added to the album.
[0116] Communication between the game devices 5 does not necessarily have to be done via the server device 2; for example, the game devices 5 may communicate directly with each other using P2P or similar methods.
[0117] The method by which a user requests album sharing is not limited to the method shown in Figure 5; any method can be used. For example, when a first user P1 invites another user's player character to join their player character's party, the first user P1 displays an invitation screen 91 on the game screen 90, as shown in Figure 15. The invitation screen 91 is a user interface for inviting other users to join a party. The invitation screen 91 has fields for "Invitation Details," "Sender," and "Online ID." The "Sender" field displays the name of each user being invited. The "Online ID" field displays the identification number of each user being invited. The "Invitation Details" field includes "Party Invitation," "Quest Party Invitation," "Album Sharing Invitation (Permanent)," and "Album Sharing Invitation (Temporary)." The "Party Invitation" field is selected when inviting another user with the intention of forming a party permanently. The "Quest Party Invitation" option is selected when inviting other users to form a temporary party, for example, to complete a single quest. The "Album Sharing Invitation (Permanent)" option is used when inviting other users to permanently share albums. The "Album Sharing Invitation (Temporary)" option is used when inviting other users to temporarily share albums. In this way, it is possible to make it possible to invite users to share albums on the same user interface used for inviting to parties.
[0118] Furthermore, the invitation screen 91 shown in Figure 15 is provided with a filtering setting button 910 that allows the user to set filtering conditions when searching for users to invite. The first user P1 can set filtering conditions and sorting conditions by operating the filtering setting button 910. By setting filtering conditions and sorting conditions, the first user P1 can display only users who meet the predetermined filtering conditions from among multiple users who are registered as friends in the game, or sort the displayed multiple users according to predetermined sorting conditions. These sorting conditions may include conditions such as whether or not an invitation to album sharing has been made, or whether or not an album has already been shared.
[0119] As shown in Figure 16, the decoration of Album AL10 may include images of medals (IM30) and titles (IM31) awarded to users in the game. Medals and titles are game-related items awarded to users when certain conditions are met in the game. These conditions may include achieving good results in a specific tournament. Since medals and titles are distributed only to users who meet the specified conditions, they are rarer than regular decorations. Therefore, the ability to decorate Album AL10 with rare medals and titles can enhance user interest.
[0120] Albums are not limited to those created by a single user; they may also be collaboratively created by multiple users. For example, if user P1 requests "album creation and sharing" from user P2, and user P2 accepts the request, both user P1 and user P2 may be able to edit the single album that has been made available for sharing.
[0121] The above embodiment illustrates a case where the server device 2 and the game device 5 function together as a single unit to run the game program, but it is not limited to this. All means of the game program may be provided in the server device 2 alone, the game device 5 alone, a separate communication terminal separate from the server device 2 and the game device 5, or any combination of two of these devices (for example, distributed processing on the server device 2 and the game device 5). Furthermore, when the server device 2, the game device 5, and the communication terminal function together as a single unit, the configuration of which means is provided by which device can be changed as appropriate.
[0122] Even if a person skilled in the art has made appropriate design modifications to the above-mentioned examples, these are also included within the scope of this disclosure, as long as they possess the features of this disclosure. The elements of each of the above-mentioned examples, as well as their arrangement, conditions, shapes, etc., are not limited to those exemplified and can be modified as appropriate. The elements of each of the above-mentioned examples can be combined in different ways as appropriate, as long as no technical inconsistencies arise. [Explanation of Symbols]
[0123] 1: Game system, 5: Game device, 23, 56: Control unit (computer), 233: Sharing means (sharing unit), 562: Game execution means (game execution unit), 563: Image acquisition means (image acquisition unit), 564: Image collection creation means (image collection creation unit).
Claims
1. Computers, A game execution means that executes the game based on the operation of the first user, Image acquisition means for acquiring gameplay images while the first user is playing the game, Image collection creation means for creating an electronic image collection that includes one or more gameplay images acquired by the image acquisition means, The aforementioned collection of electronic images is made available for viewing by a second user, who is different from the first user, and functions as a sharing means. The sharing means, when both the first user and the second user are playing the game, and the first user requests the second user to share an album in the game, and the second user, who is playing the game, accepts the request, makes the electronic image collection viewable to the second user. Game program.
2. When the first user performs an operation to share the electronic image collection with the second user, the sharing means makes all of the one or more gameplay images included in the electronic image collection available for viewing to the second user. The game program according to claim 1.
3. When the second user performs a selection operation to select a predetermined gameplay image from the one or more gameplay images included in the electronic image collection, the sharing means saves a copy of the predetermined gameplay image to the second user's game device. The game program according to claim 1.
4. The aforementioned electronic image collection has a flag set to indicate whether or not it is permitted to associate the one or more copies of the gameplay images contained in the electronic image collection with the second user. The aforementioned sharing means is If, based on the aforementioned flag, it is determined that permission is granted to associate the one or more copies of the gameplay images with the second user, the one or more gameplay images included in the electronic image collection are made viewable by the second user, and permission is granted to save the one or more copies of the gameplay images included in the electronic image collection on the second user's game device. If, based on the aforementioned flag, it is determined that the association of the one or more copies of the gameplay images with the second user is not permitted, the one or more gameplay images included in the electronic image collection will be made viewable by the second user, while the storage of the one or more copies of the gameplay images included in the electronic image collection on the second user's game device will not be permitted. The game program according to claim 1.
5. The aforementioned electronic image collection includes a predetermined background image and one or more gameplay images pasted onto the background image. The game program according to claim 1.
6. The image collection creation means modifies, based on the operation of the first user, at least one of the background image and the decorative images pasted onto the background image, separately from the one or more gameplay images. The game program according to claim 5.
7. The sharing means determines, based on the second user's game progress, whether or not to share the one or more gameplay images included in the electronic image collection with the second user so that they can be viewed. The game program according to claim 1.
8. The image acquisition means associates game information indicating the state of the game at the time the gameplay image was acquired with the gameplay image. The aforementioned sharing means is Based on the game information associated with the gameplay image and the second user's game progress, it is determined whether the second user has progressed to the game state corresponding to the gameplay image. If it is determined that the second user has progressed through the game to a point corresponding to the gameplay image, the gameplay image included in the electronic image collection is made available for viewing by the second user. If it is determined that the second user has not progressed through the game to the point corresponding to the gameplay image, the gameplay image included in the electronic image collection will not be made available for viewing by the second user. The game program according to claim 7.
9. The game information includes at least one of the following: location information within the game where the gameplay image was acquired, and information indicating the first user's game progress at the time the gameplay image was acquired. The game program according to claim 8.
10. The game execution means requests the first user to play the game related to the gameplay images to be included in the electronic image collection. The game program according to claim 1.
11. The sharing means, if the player character of a predetermined user is captured in the gameplay image included in the electronic image collection, uses the predetermined user as the second user. The game program according to claim 1.
12. The sharing means makes the electronic image collection viewable to the second user, provided that the second user's player character is located in a predetermined area within the game. The game program according to claim 1.
13. The sharing means uses the user selected by the first user from the first user's player list as the second user. The game program according to claim 1.
14. The aforementioned gameplay images include either still images or videos taken during gameplay. The game program according to claim 1.
15. A game execution unit that runs the game based on the actions of the first user, An image acquisition unit that acquires gameplay images while the first user is playing the game, An image collection creation unit creates an electronic image collection that includes one or more gameplay images acquired by the image acquisition unit, The system includes a sharing unit that makes the aforementioned electronic image collection viewable to a second user, who is different from the first user. The sharing unit, when both the first user and the second user are playing the game, and the first user requests the second user to share an album in the game, and the second user, who is playing the game, accepts the request, shares the electronic image collection with the second user so that it can be viewed. Game system.
16. A game execution unit that runs the game based on the actions of the first user, An image acquisition unit that acquires gameplay images while the first user is playing the game, An image collection creation unit creates an electronic image collection that includes one or more gameplay images acquired by the image acquisition unit, The system includes a sharing unit that makes the aforementioned electronic image collection viewable to a second user, who is different from the first user. The sharing unit, when both the first user and the second user are playing the game, and the first user requests the second user to share an album in the game, and the second user, who is playing the game, accepts the request, shares the electronic image collection with the second user so that it can be viewed. Game device.