Game system, its control method, and computer program
The game system addresses user satisfaction issues by differentiating control methods between devices with varying input environments, enabling seamless gameplay on both dedicated and general-purpose input devices, thus appealing to a broader audience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- 株式会社コナミアーケードゲームス
- Filing Date
- 2022-08-02
- Publication Date
- 2026-06-16
AI Technical Summary
The differences in input environments between game devices with different platforms, such as arcade machines and personal computers or smartphones, lead to varying levels of user satisfaction and operability, deterring users from playing on certain devices due to the complexity or simplicity of input operations.
A game system that differentiates the control of object behavior between devices with distinct input environments, allowing for manual control on dedicated input devices and automatic control on general-purpose devices, enabling users to play the same game with tailored input methods on each platform.
Enhances user satisfaction by allowing smooth gameplay on both dedicated and general-purpose input devices, catering to both casual and core users, and reducing the complexity of input operations on general-purpose devices.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a game system or the like for playing a game in which a predetermined object acts on each of game devices having different input environments.
Background Art
[0002] By playing a game in which an object such as a common character acts on each of a plurality of game devices having different computer system platforms, for example, an arcade game machine and user devices such as a PC or a smartphone, the relevance between those games is enhanced, or a sense of unity between games is created, thereby attracting users' interest in games provided on various platforms. A game system is known (see, for example, Patent Documents 1 and 2).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0004] When playing games on different gaming devices with different platforms, the input environment may differ between those devices. For example, in computer systems configured specifically for games, such as arcade games, dedicated input devices are provided that are suitable for input operations to make objects move, such as levers or sticks, or push buttons for instructing specific actions. On the other hand, in computer systems such as PCs and smartphones that are used for purposes other than games, the aforementioned dedicated input devices do not exist, and it is common for general-purpose input devices such as keyboards and mice, which are suitable for general input operations such as text input, to be used for game input. Such differences in input environments can have a considerable impact on user satisfaction.
[0005] For example, when using a general-purpose input device, the difficulty of input operations is relatively higher compared to when using a dedicated input device, which can easily lead to user dissatisfaction. Therefore, there is a risk that users will tend to avoid game devices that use general-purpose input devices. In contrast, game devices that use dedicated input devices allow for smooth control of a wide variety of object actions, which can satisfy so-called core users who are well-versed in games. However, this improved operability often comes at the cost of higher skill levels required of the user, which may lead to a tendency for so-called casual users to avoid them. On the other hand, for casual users, the operability of general-purpose input devices can be a problem, potentially leading to dissatisfaction with either type of game device. Furthermore, game devices that use general-purpose input devices have relatively fewer restrictions, such as requiring players to visit specific facilities to play, unlike arcade games. Therefore, if the exact same game could be played on both types of game devices, there is a risk that users will tend to choose game devices that use general-purpose input devices.
[0006] Therefore, the present invention aims to provide a game system, etc., that can differentiate the control of object behavior in each game device with different input environments, thereby increasing user satisfaction with the game in each game device. [Means for solving the problem]
[0007] A game system according to one aspect of the present invention provides a first game in which a predetermined object acts on a first game device, and a second game in which the object acts on a second game device having a different input environment from the first game device, comprising: a first action control means for controlling the object's actions in the first game; and a second action control means for controlling the object's actions in the second game, wherein, when the object takes at least one action that can be taken in both the first and second games, the specific action is controllable in accordance with user input operations in either the first or second game, and the control of the specific action is differentiated between the first action control means and the second action control means such that the specific action can be controlled in accordance with user input operations in either the first or second game, while in the other game, the specific action can be controlled without requiring at least a portion of the user input operations required in the first game.
[0008] A control method for a game system according to one aspect of the present invention provides a first game in which a predetermined object acts on a first game device, and a second game in which the object acts on a second game device having a different input environment from the first game device, and includes a first action control procedure for controlling the object's actions in the first game, and a second action control procedure for controlling the object's actions in the second game, wherein when the object takes at least one action that can be taken in common in both the first game and the second game, the control of the specific action is differentiated between the first action control procedure and the second action control procedure such that in either the first game or the second game, the specific action can be controlled according to user input operations, and in the other game, the specific action can be controlled without requiring at least a portion of the user input operations required in the first game.
[0009] A computer program for a game system according to one aspect of the present invention provides a computer for a game system that provides a first game in which a predetermined object acts on a first game device, and a second game in which the object acts on a second game device having a different input environment from the first game device. The computer for the game system functions as a first action control means for controlling the object's actions in the first game, and a second action control means for controlling the object's actions in the second game. When the object takes at least one action that is common to both the first and second games, the specific action can be controlled according to user input in either the first or second game, while in the other game, the specific action can be controlled without requiring at least a portion of the user input required for the specific action in the first game. Thus, the control of the specific action is differentiated between the first action control means and the second action control means. [Brief explanation of the drawing]
[0010] [Figure 1] A diagram showing an example of the overall configuration of a game system according to one aspect of the present invention. [Figure 2] A perspective view showing an example of a commercial game machine as an example of a first game device. [Figure 3] A diagram illustrating an example of the differentiation of behavioral control between the first and second games. [Figure 4] A diagram showing examples of game screens displayed in the first and second games, respectively. [Figure 5] A diagram showing an example of a customization screen for setting control rules. [Figure 6] A diagram showing another example of a customization screen for setting control rules. [Figure 7] A functional block diagram showing an example of the configuration of a game console's control system. [Figure 8] A functional block diagram showing an example of the configuration of the control system for the game server and user devices. [Figure 9] A flowchart illustrating an example of the manual control process performed by the game console's control unit. [Figure 10] A flowchart illustrating an example of the automated control process performed by the game server's control unit. [Figure 11] A flowchart illustrating an example of the procedure for setting control rules performed by the game server's control unit. [Modes for carrying out the invention]
[0011] Hereinafter, an embodiment of the present invention will be described with reference to the attached drawings. Figure 1 shows an example of a game system according to an embodiment of the present invention. The game system 1 in Figure 1 is configured as a client-server type system including a game server 2, a game machine 3 that functions as a client of the game server 2 by being connected to the game server 2 via a network NT (for example, the Internet), and a user device 4.
[0012] Game machine 3 corresponds to an example of the first game device, and user device 4 corresponds to an example of the second game device. Game machine 3 and user device 4 each provide a game that includes content in which a predetermined object takes action. Hereinafter, the game provided on game machine 3 may be distinguished as the first game, and the game provided on user device 4 as the second game. The first game and the second game are each configured, for example, as competitive games in which the user's character moves within a predetermined field and competes against other characters encountered to determine a winner. However, the first game and the second game may be modified as appropriate, as long as they include content in which a common object takes action between them. The first game and the second game do not necessarily have to be configured as the same game. An object can be anything that takes some kind of action in the game, and the concept of an object may include various elements that appear in the game, such as characters modeled after people, animals, virtual creatures, robots, etc., vehicles, items, cards, etc. An object's actions can be any actions that involve a change in the object's state, and are not limited to character actions such as movement, attack, and defense; the actions of items can also be included in the concept of actions.
[0013] Game Server 2 may be configured by combining multiple server units as appropriate, or it may be configured as a single server unit. Game Server 2 may also be configured as a cloud server utilizing cloud computing technology. Game Server 2 provides various services related to the games played on Game Machine 3 and User Device 4, respectively. For example, Game Server 2 may provide various services such as storing play data that records a user's gameplay in association with user identification information, providing the play data to Game Machine 3 and User Device 4 upon user request, or providing a chat function in which users of Game Machine 3 and User Device 4 can participate and communicate with each other, and matching users who will play against each other in the game. Furthermore, Game Server 2 also performs various calculations necessary for controlling the game played on User Device 4. Matching is performed separately for users playing the first game and users playing the second game. In other words, when the first game is played on Game Machine 3, matching is limited to users of Game Machine 3, and users of User Device 4 are not included in the matching target. On the other hand, when the second game is played on user device 4, matching is limited to users of user device 4, and users of game machine 3 are not included in the matching. However, if the first game and the second game are the same, the matching may be controlled so that users of game machine 3 and users of user device 4 can be matched without distinction.
[0014] The game machine 3 is configured, as an example, as a business-use game machine that allows users to play games in exchange for payment of play fees. This type of game machine 3 is sometimes called an arcade game machine. The play fees are not limited to being collected in cash currency, and may be collected using alternative currencies or electronic payment means. The play fees are not limited to being collected each time the game is played, and may be collected by means of a fixed charge at regular intervals. The game machine 3 is installed in a facility 5 such as an amusement store that has the main purpose of allowing a large number of users to repeatedly play games to increase profits.
[0015] The game machine 3 is a dedicated game machine configured to be suitable for playing a first game. The game machine 3 is provided with an input device 10 for receiving various input operations necessary for playing the game. The input device 10 includes a dedicated input device 11 configured to be suitable for an input operation for causing an object to act in the first game. As an example, as shown in FIG. 2, the dedicated input device 11 includes a stick-type input device 12 and a button-type input device 13. The stick-type input device 12 includes a stick 12a that can be operated in all directions of 360° from a neutral state that stands upright generally in the vertical direction as an operation member. The stick-type input device 12 is used for an input operation such as, for example, indicating the moving direction of a character by the operation direction of the stick 12a. The stick-type input device 12 may further include one or more button-type switches or the like at appropriate positions on the stick 12a as operation members. By appropriately combining the operations of those operation members, it may be possible to select a target to be attacked or the like.
[0016] The snap-button type input device 13 is used for selecting the action type of a character, for example, selecting dash, jump, flight, etc. related to movement, or selecting defense, evasion, etc. The input device 10 of the game machine 3 also includes a touch panel type input device 15 superimposed on the display device 14. The touch panel type input device 15 is used for selecting an attack target within the game screen, switching the weapon used by the character, instructing the activation of skills, etc. Note that the input device 10 of the game machine 3 may be appropriately changed according to the content of the first game as long as it includes a dedicated input device 11 configured to conform to the input operation for making an object act in the first game.
[0017] Returning to FIG. 1, the user device 4 is a device for personal use by the user and is an information communication terminal device having an information communication function via the network NT. As an example, a PC (abbreviation for Personal Computer) 4a having a communication call function, a smartphone 4b, etc. may be used as the user device 4. The user device 4 allows the user to play the second game in cooperation with the game server 2 by installing a predetermined application program for the client. The arithmetic processing for playing the second game is executed, for example, by the game server 2. In that case, the user device 4 functions as a remote input / output terminal device for the game server 2 with respect to the second game.
[0018] User device 4 is not primarily intended for playing the second game, but is configured as a general-purpose information and communication terminal device that can be used for various purposes other than games, such as creating and editing documents and images, managing schedules, sending and receiving emails, and viewing and posting various content published on the network. Therefore, user device 4 does not have a dedicated input device suited to the input operations required for games, such as the stick-type input device 12 or push-button-type input device 13 of the game console 3, but is equipped with a general-purpose input device 16 that can be used for purposes other than games. The general-purpose input device 16 includes various general-purpose input devices such as a keyboard, mouse, and touch panel for a PC 4a, and a touch panel for a smartphone 4b. In the second game, the input operations required for the game are performed using the general-purpose input device 16. Therefore, the input environment for input operations to make objects such as characters move differs between the game console 3 and user device 4. The operability of input operations in user device 4 may be relatively inferior to that of the game console 3.
[0019] To address the differences in the input environment described above, game system 1 differentiates the control of the actions of objects such as characters between the first game on game machine 3 and the second game on user device 4. An example of this differentiation in action control will be explained below with reference to Figure 3.
[0020] In the example shown in Figure 3, a common character Cx appears as an example of a predetermined object in both the first game provided on the game console 3 and the second game provided on the user device 4 (PC 4a is shown as an example). At least some of the characteristics of character Cx are defined by common data Dx shared in both games. For example, at least some of the items that characterize character Cx, such as image data for representing character Cx, character Cx's attributes, abilities, and parameters for defining items that character Cx equips, are included in the common data Dx. In other words, the common data Dx constitutes at least some of the data that characterizes character Cx. That is, it is not necessarily required that all of the characteristics of character Cx be determined by the common data Dx. For example, in addition to the common data Dx, character Cx in the first game and the second game may be characterized by referring to data that is referenced only in the first game and data that is referenced only in the second game.
[0021] Character Cx can take various actions A, B, C, etc. in both the first and second games. Of these actions, at least some that character Cx can take in both games are set as specific actions, and the control of these specific actions is differentiated between games. For example, if actions A and B are specific actions in Figure 3, the control of actions A and B is differentiated as follows. First, in the first game, actions A and B are controlled in accordance with the input operations to the input device 10. In other words, the control of specific actions in the first game is so-called manual control, where character Cx acts according to the input operations to the input device 10.
[0022] The input operations for instructing actions A and B include, at least in part, input operations on the dedicated input device 11. For example, if action A is the movement of character Cx, the actions of character Cx are controlled so that character Cx moves according to the operation of the stick-type input device 12. If action B is the selection of a target for character Cx to attack, the selection of the target may be controlled according to the operation of a push-button switch for target selection provided on the stick-type input device 12. However, it is not necessarily required that all of a particular action be controlled according to the input operations on the dedicated input device 11. For example, if action B is the selection of a target, the selection of the target may be controlled according to input operations on the touch panel-type input device 15. In any case, a particular action in the first game is controlled according to input operations on the input device 10 of the game machine 3.
[0023] On the other hand, the control of actions A and B in the second game is so-called automatic control, in which the content of actions A and B is determined without requiring any input operations to the general-purpose input device 16. In automatic control, the actions of the character Cx to be controlled are controlled according to predetermined control rules, while referring to the game situation at the time of control, such as the position and status of the user's character Cx and enemy characters, and other factors that affect the progress of the game. For example, if action A is the movement of character Cx, the character's movement (direction of movement, speed of movement, etc.) is automatically controlled based on the game situation and control rules. If action B is the selection of a target, the target to be attacked is automatically selected based on the game situation and control rules. In either action control, no user input operations to the general-purpose input device 16 are required, and even if the user operates the general-purpose input device 16, it does not affect actions A and B. In other words, actions A and B are controlled without requiring any user input operations.
[0024] In automatic control, control rules may include items specifying the tendencies of character Cx's actions regarding specific actions. For example, if action A is character Cx moving, the control rules may include items specifying the tendencies of character Cx's movement. Movement tendencies may be specified by, for example, the tendency of character Cx to choose a direction of movement or the tendency of movement speed. Movement speed may be categorized in terms of whether character Cx has a high tendency to walk or a high tendency to dash (run). If character Cx can choose, for example, flying or jumping as a mode of movement, the likelihood of choosing those modes may also be specified. Furthermore, if action B is target selection, the control rules may include items specifying which character Cx has a high tendency to select as a target from among multiple enemy characters. For example, regarding target selection, the control rules may specify what should be prioritized in target selection, such as prioritizing the selection of targets that are close in distance, prioritizing the selection of targets that yield high points or other values when defeated, or prioritizing targets that are easy to defeat. In any case, in auto-control, the actions of character Cx may be controlled, just as in other games where the computer automatically makes objects such as characters act without relying on user instructions.
[0025] To allow the user to adjust the tendencies of character Cx's actions in auto-control, at least some of the elements constituting the control rules may be configurable based on instructions from the user of user device 4. In other words, at least some of the elements defining the control rules may be appropriately adjustable by the user of user device 4. For example, the user may be able to specify the tendencies regarding character Cx's movement or its tendencies regarding target selection. If the user of user device 4 is able to set the tendencies of auto-control in the second game, it becomes possible to reflect the user's intentions in the character's actions realized by auto-control.
[0026] The specific actions subject to control differentiation may be at least a portion of the set of actions that character Cx can take, but all of character Cx's actions may also be subject to automatic control. In the above explanation, actions A and B were given as examples of specific actions, with character Cx's movement as example of action A and target selection as example of action B, but any action of character Cx that is designated as a specific action may be set as appropriate. For example, character Cx's movement may be controlled according to user input to the general-purpose input device 16, and at least one of the actions against an enemy character may be automatically controlled as a specific action. Furthermore, the scope of a single action that is automatically controlled as a specific action may be determined from an appropriate perspective. Taking the target's attack as an example, the action may be divided into elements such as the technique used in the attack (punch, kick, etc.), the selection of the weapon to be used, and the form in which the selected weapon is used, and the application of automatic control may be set for each element, or these series of elements may be considered as a single action and that action may be subject to automatic control.
[0027] As described above, with the game system 1 of this form, in the first game on the game console 3, specific character actions that would otherwise only occur if the user inputs using the input device 10 occur automatically according to predetermined control rules in the second game on the user device 4 without requiring operation of the general-purpose input device 16. Therefore, there is no input means equivalent to the dedicated input device 11, and the problem of difficulty in controlling specific actions does not occur in the second game, thus reducing or eliminating user dissatisfaction caused by the inconvenience of using the general-purpose input device 16. On the other hand, on the game console 3, the user can control the character relatively smoothly and make the character perform a wide variety of actions through the operation of the input devices 10, including the dedicated input device 11. Therefore, the difficulty of the first game can be increased by configuring it so that the user's skill has a greater impact, thereby increasing user satisfaction. In the second game, since complicated input operations are not required for specific actions, users can play relatively easily, and even casual users can be given sufficient satisfaction. For core users who seek advanced gameplay, it is possible to motivate them to play the first game on the game console 3, thereby increasing their satisfaction.
[0028] Next, specific examples of the first and second games will be explained with reference to Figure 4. Figure 4(a) is an example of a game screen displayed in the first game, and Figure 4(b) is an example of a game screen displayed in the second game. As shown in Figure 4(a), the game screen 100 of the first game displays a character 101 set as the target of user control, and a field 102 on which the character 101 acts. The first game is configured as a competitive game in which multiple users control character 101 to fight. Other users' characters (hereinafter referred to as enemy characters) 103 are also displayed on the field 102. Each user controls their own character 101 to move around the field 102, fights enemy characters 103 as appropriate, and collects items 104 called gems placed on the field 102. The user who collects the most items 104 wins.
[0029] The game screen 100 also displays a target mark 105 indicating an enemy character 103 selected by the user as the target of attack, a ranking panel 106 displaying the opposing users in order of their current rank, a remaining time display 107 showing the remaining time in the game, a progress display 108 showing the current user's rank, etc., a player character panel 109 showing the player's own characters 101 available for use in order of use, a boost gauge 110 showing the amount of the boost gauge set as one or more parameters necessary for the player's own character 101 to continue the battle or take a predetermined special action, and a map 111 showing the location of enemy characters 103 in the field 102, etc. Furthermore, the game screen 100 also displays an operation unit 112 for instructing certain operations in the game. The operation unit 112 includes, as an example, a weapon switch button 113 for switching weapons equipped to character 101, and a skill gauge 114 for activating predetermined skills. The skill gauge 114 indicates the amount of skill gauge that increases each time the player is attacked by an enemy. When the skill gauge 114 reaches its maximum value, touching it activates the skill set for the user's character 101. In this case, the skill is set to, for example, the activation of a technique with a special effect. Furthermore, it is possible to select a target enemy character 103 by touching any of the enemy characters 103 displayed on the ranking panel 106. Therefore, the ranking panel 106 also functions as part of the control unit 112.
[0030] In the first game, the character 101 can be made to perform a wide variety of actions by using input operations on the dedicated input device 11, or input operations on the control unit 112 via the touch panel 15, either individually or in appropriate combinations. The assignment of various actions to each input operation may be set appropriately so that the correspondence between the content of the input operation and the content of the action can be grasped relatively easily.
[0031] On the other hand, as shown in Figure 4(b), the game screen 200 of the second game also displays a character 201 set as the target of user control, and a field 202 on which that character 201 acts. The second game is structured as a competitive game in which multiple users are divided into two teams of a predetermined number of members each, and the teams battle each other with their character 201. The game screen 200 displays a team gauge 203 for each team. The team gauge 203 decreases each time a user's character 201 belonging to their team is defeated. When the remaining amount of either team's team gauge 203 reaches a predetermined lower limit (for example, 0), the opposing team wins.
[0032] Character 201 shares at least some of its characteristic data with character 101 of the first game. For example, character 101 of the first game and character 201 of the second game may be represented with the same appearance, or at least one parameter that characterizes the abilities of character 101 may also be applied to character 201. Therefore, characters 101 and 201 correspond to character Cx in Figure 3 and are examples of predetermined objects that act in the first game and the second game, respectively. Field 202 may be the same as or different from field 102 of the first game.
[0033] The game screen 200 also displays other characters 204 in addition to the player's own character 201. Character 204 may be another user's character 201 on the player's own team, or a user's character 201 on the opposing team. A target mark 205 is displayed for any character 204 that the player's own character 201 has selected as an attack target. The game screen 200 also includes a user list 206 showing users on each team, an information display unit 207 for displaying various game-related information, such as conversations with other users on the player's team, a remaining time display unit 208 showing the remaining game time, a map 209 showing the positions of characters 201 and 204 within the field 202, and a boost gauge 210 showing the amount of boost gauge needed for character 201 to perform special actions such as dashing. In addition, although not shown in Figure 4(b), in the second game as well, a skill gauge amount is set that increases each time the player is attacked by an enemy, and when that gauge amount reaches its maximum value, the skill set for character 201 becomes available to use. However, activating a skill is one of the specific actions subject to automatic control, and operation of the general-purpose input device 16 for skill activation is not required.
[0034] In the second game, the actions of characters 201 and 204 after the start of combat between teams are controlled by the auto-control shown in Figure 3 above. In other words, each user's character 201 acts and combat takes place appropriately without requiring any input from the user via the general-purpose input device 16. It is impossible for the user to control character 201 during combat via the general-purpose input device 16, and therefore all actions of character 201 are subject to auto-control as specific actions. The user can participate in the outcome of the match by selecting the character 201 to use in the second game, or by setting at least some of the control rules that should be applied to the auto-control of character 201. Therefore, it is possible to enjoy a competitive game without complex operations.
[0035] Figures 5 and 6 show examples of customization screens displayed on the user device 4 for setting at least a portion of the control rules for auto-control. As shown in Figure 5, the customization screen 300 displays one or more characters 201 (three in the illustrated example) that the user can use in the second game. Control rules can be set for each character 201. When the user selects any one of the characters 201 as the target for setting, the customization unit 301 corresponding to that character 201 is displayed. The customization unit 301 includes a parameter presentation unit 302 that displays the values of a group of parameters that define the abilities of the target character 201 in the form of a bar graph or radar chart, and a setting unit 303 that accepts operations for the user to set the control rules for the target character 201. The setting unit 303 includes multiple sheets, and the sheet to be displayed can be selected using tab 305. Figure 5 shows an example of the first sheet 304A displayed when the leftmost tab 305 is selected, and Figure 6 shows an example of the second sheet 304B displayed when the second tab from the left 305 is selected.
[0036] The first sheet 304A shown in Figure 5 is a sheet for adjusting user-configurable items among several items that specify the control tendencies included in the control rules, according to the user's preferences. For example, the first sheet 304A displays a list of configurable items such as "combat distance," "boost usage limit," "combat priority," "skill activation," "action 1," and "action 2." Each item displays a slider 306 that the user can operate left or right. By operating the slider 306 left or right, the user can adjust the control tendencies corresponding to each configurable item.
[0037] "Combat Distance" is an item that specifies the tendency for the distance (combat distance) that should be maintained between the user's character 201 and the opponent's character 204 when they are fighting. Moving the "Combat Distance" slider 306 to the left tends to result in a shorter combat distance, while moving it to the right tends to result in a longer combat distance. "Boost Usage Limit" is an item that specifies the tendency for the amount of boost gauge to be consumed, which is set as a parameter consumed when taking special actions such as dashing or jumping. Moving the slider 306 to the left tends to result in consuming as little gauge as possible (i.e., choosing special actions as little as possible), while moving it to the right tends to result in actively consuming gauge (i.e., actively choosing special actions). "Combat Priority" is an item that specifies the tendency to prioritize attack or defense. Moving the slider 306 to the left tends to result in prioritizing attack, while moving it to the right tends to result in prioritizing defense. "Skill Activation" specifies the tendency for skill activation when the skill gauge reaches its maximum value. Moving the slider 306 to the left increases the tendency to be less inclined to activate skills, while moving it to the right increases the tendency to be more inclined to activate skills. "Action 1" specifies the tendency of character 201's movement. Moving the slider 306 to the left increases the tendency for character 201 to walk, while moving it to the right increases the tendency for character 201 to run (dash). "Action 2" also specifies the tendency of character 201's movement. Moving the slider 306 to the left increases the tendency for character 201 to move on the ground, while moving it to the right increases the tendency for character 201 to fly in the air.
[0038] The second sheet 304B shown in Figure 6 is a sheet for setting items that specify particular tendencies to occur as a tendency of automatic control (hereinafter referred to as special rules) according to the user's wishes. For example, the second sheet 304B includes a candidate section 307 and a selection section 308. The candidate section 307 displays a list of pre-prepared candidate items for special rules in automatic control (shown as Special Rules 1, 2, etc. in the figure). The selection section 308 displays the special rules selected by the user from the candidate group in the candidate section 307. For example, by dragging the special rule that the user wants to select from the candidate section 307 to the selection section 308, that special rule is moved to the selection section 308 and incorporated into the control rules. Special provisions may include, for example, setting the user to pay attention to the character 204 of an opposing team's user with lower abilities than the user's own character 201, setting the user to pay attention to the character 204 of an opposing team's user with higher abilities than the user's own character 201, or setting the user's own character 201 to target the opposing character 204 when the opposing character 204 targets the user's own character 201. In addition to the settings provided on the first sheet 304A, the user may also set items to specify the control tendencies they want to occur through auto-control.
[0039] As described above, in the second game, the user can set at least some of the control rules for the auto-control through the customization screen 300. Therefore, even if the actions of character 201 are automated and it is not possible to directly instruct the individual actions of character 201, it is possible to reflect the user's will in the actions of character 201 that result from the auto-control. This can enhance the enjoyment of the second game.
[0040] Next, with reference to Figures 7 and 8, an example configuration of the control system for the game system 1 that provides the first and second games described above will be explained. Figure 7 shows an example configuration of the control system for the game machine 3 that provides the first game. The game machine 3 comprises a control unit 30 and a memory unit 31. The control unit 30 is configured as a computer including a CPU and internal memory necessary for its operation. The memory unit 31 is a non-volatile and rewritable memory that functions as an external memory for the control unit 30.
[0041] The control unit 30 is connected to an input device 10, including a dedicated input device 11, and a display device 14. Further related devices are connected to the control unit 30 as appropriate, but their illustrations are omitted. The memory unit 31 stores the game program Pg1, game data Dg1, and play data Dp1. The game program Pg1 is a computer 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 calculation processing and operation control necessary for the first game, and is positioned as a so-called application program. The game data Dg1 is data that is referenced as appropriate in the control of the first game by the control unit 30. For example, the game data Dg1 includes image data of various objects to be displayed on the game screen 100 (Figure 4(a)) of the first game, initial values of parameter groups set for characters appearing in the game, etc. The play data Dp1 is data that records the user's play of the first game, is updated as appropriate in accordance with the play of the first game, and is saved to the game server 2 at an appropriate time.
[0042] At least one of the game data Dg1 and play data Dp1 may include the common data Dx shown in Figure 3. For example, if the common data Dx is image data showing the appearance of character 101, or data for parameters set for character 101 whose values do not change from their initial values, then the common data Dx may be included as part of the game data Dg1. On the other hand, if the common data Dx is data that changes according to the user's play history, such as parameters whose values change based on the game's play history, then the common data Dx may be included as part of the play data Dp1. The common data Dx may also be included in both the game data Dg1 and the play data Dp1.
[0043] The control unit 30 is equipped with a game control unit 32 as a logical device realized by the combination of its computer hardware and the game program Pg1. The game control unit 32 performs various calculations necessary to provide the first game. The game control unit 32 is further equipped with an action control unit 33 as a logical device for controlling the actions of the character 101. The action control unit 33 realizes manual control as shown in Figure 3 by controlling the actions of the user-controlled character 101 according to various input operations to the input device 10. The internal memory of the control unit 30 stores status data Ds1 that describes the progress of the first game. The status data Ds1 is updated as needed in accordance with the processing of the game control unit 32. At least a portion of the information contained in the status data Ds1 is saved in the play data Dp1 of the memory unit 31 at an appropriate time.
[0044] Figure 8 shows an example configuration of the control system for the game server 2 and user device 4 for providing the second game. First, let's describe the user device 4. The user device 4 is equipped with a control unit 40. The control unit 40 is configured as a computer including a CPU and internal memory necessary for its operation. A general-purpose input device 16 and a display device 41 are connected to the control unit 40. Furthermore, a non-volatile and rewritable memory unit (not shown) is connected to the control unit 40. Various application programs for operating the user device 4 according to various purposes are implemented in the memory unit. An application program for playing the second game on the user device 4 is also implemented in the memory unit. When this application is executed, the control unit 40 is equipped with a game terminal control unit 41 as a logical device realized by the combination of its computer hardware and software. As an example, the game terminal control unit 41 is configured to make the user device 4 function as a remote input / output terminal device to the game server 2 for the purpose of providing the second game to the user.
[0045] Game server 2, like game machine 3 and user device 4, is equipped with a control unit 50 and a memory unit 51. The control unit 50 is configured as a computer including a CPU and internal memory necessary for its operation. The memory unit 51 is a non-volatile and rewritable memory that functions as an external memory for the control unit 50. The memory unit 51 stores a server program Ps for operating game server 2 as a means of providing various game-related services to game machine 3 and user device 4. The server program Ps includes game program Pg2. Game program Pg2 is a computer program that works in cooperation with the server operating system that controls the basic operation of the control unit 50 to cause the control unit 50 to execute the calculation processing and operation control necessary for the second game, and is positioned as a so-called application program, similar to game program Pg1 implemented in game machine 3.
[0046] The memory unit 51 also records game data Dg2 and play data Dp2 as data necessary to provide the second game. Game data Dg2 is data that is referenced as appropriate when the control unit 50 controls the second game. For example, game data Dg2 includes image data of various objects to be displayed on the game screen of the second game (Figure 4(b)), and initial values of parameter sets for characters that appear in the game. Play data Dp2 is data that records the user's play of the second game and is updated as appropriate in conjunction with the play of the second game.
[0047] At least one of the game data Dg2 and play data Dp2 may include the common data Dx shown in Figure 3. For example, if the common data Dx is image data showing the appearance of character 201, or data for parameters set for character 201 whose values do not change from their initial values, then the common data Dx may be included as part of the game data Dg2. On the other hand, if the common data Dx is data that changes according to the user's play history, such as parameters whose values change based on game play history, then the common data Dx may be included as part of the play data Dp2. The common data Dx may also be included in both the game data Dg2 and the play data Dp2.
[0048] Alternatively, instead of managing game data Dg1 and Dg2 separately for the first game and the second game, the game data may be shared between the two games, and the control units 30 and 50 may appropriately refer to the necessary parts of the shared game data according to the game content. The same applies to play data Dp1 and Dp2; instead of managing play data Dp1 and Dp2 separately for the first game and the second game, the play data may be shared between the two games, and the control units 30 and 50 may appropriately refer to the necessary parts of the shared play data according to the game content.
[0049] The control unit 50 is equipped with a game control unit 52 as a logical device realized by the combination of its computer hardware and the game program Pg2. The game control unit 52 performs various calculations necessary to provide the second game. The game control unit 52 is further equipped with an action control unit 54 as a logical device for controlling the actions of the character 201. The action control unit 54 is a logical device for controlling the actions of the user's character 201 and includes an auto control unit 55 in at least part of it. The auto control unit 55 realizes the auto control shown in Figure 3 by controlling the actions of the character 201 according to predetermined control rules while referring to the status of the second game. The game control unit 52 further includes a rule setting unit 56. The rule setting unit 56 allows the user to set control rules through the customization screen 300 shown in Figures 5 and 6. Furthermore, the internal storage device of the control unit 50 stores status data Ds2 that describes the progress of the second game. The status data Ds2 is updated as needed in accordance with the processing of the game control unit 52. At least some of the information contained in status data Ds2 is saved to play data Dp2 in memory unit 51 at an appropriate time.
[0050] Next, with reference to Figures 9 to 11, an example of processing performed by the control unit 30 of the game machine 3 or the control unit 50 of the game server 2 to realize the processing in Figure 3 will be explained. To realize manual control of the first game in Figure 3, the action control unit 33 of the game machine 3 repeatedly performs the manual control processing in Figure 9 at a predetermined interval. In the manual control processing, the action control unit 33 acquires user input operations from the input device 10 (step S101) and calculates the actions of the user's character 101 according to the obtained input operations (step S102). The actions to be calculated include specific actions that are subject to automatic control in the second game. After completing the calculation of actions, the action control unit 33 reflects the calculation results in the first game (step S103), and then completes the processing in Figure 9. In step S103, processes may be performed as appropriate, such as calculating the effect that the calculated actions of character 101 have on the progress of the game, for example, the state of combat between characters 101 and 103, or displaying how character 101 acts on the game screen 100 according to the calculation results of the actions.
[0051] Figure 10 shows an example of the auto-control process executed by the action control unit 54 of the game server 2 to realize the auto-control of the second game in Figure 3. The action control unit 54 repeatedly executes the auto-control process in Figure 10 at predetermined intervals. When the auto-control process starts, the action control unit 54 determines the current game progress based on the status data Ds2 (step S201), and instructs the auto-control unit 55 to calculate the action that the user's character 201 should take in accordance with the progress, according to the control rules (step S202). The action calculated here is a specific action that is the target of auto-control. However, all actions that the character 201 should take according to the game progress may be calculated as specific actions. If the input operation of the general-purpose input device 16 is to be reflected for some actions, the action corresponding to the input operation of the general-purpose input device 16 may be calculated in parallel with the processing in step S202. After the calculation of the character 201's actions is completed, the action control unit 54 reflects the calculation result in the second game (step S203), and then finishes the process in Figure 10. In step S203, processes may be performed as appropriate, such as calculating the effect that the calculated actions of character 201 have on the progress of the game, for example, the state of combat between characters 201 and 204, or displaying how character 201 acts on the game screen 100 according to the calculation results of the actions.
[0052] Figure 11 shows an example of the control rule setting process executed by the rule setting unit 56 when a user of user device 4 requests the setting of control rules through the operation of the general-purpose input device 16. When the rule setting unit 56 receives a request to set control rules, it first displays the customization screen 300 shown in Figures 5 and 6 on the display device 42 of user device 4 (step S221), and then obtains the user's input operation regarding the setting of control rules from the game terminal control unit 41 of user device 4 (step S222). Next, the rule setting unit 56 determines whether the user has selected a tab 305 on the customization screen 300 (step S223), and if a tab has been selected, it switches the sheet displayed on the setting unit 303 of the customization screen 300 to the sheet corresponding to the selected tab (step S224). After that, the rule setting unit 56 determines whether the user has performed any setting operation on the currently displayed sheet (step S225). Setting operations include, for example, operating the slider 306 in Figure 5, or dragging special items from the candidate section 307 to the selection section 308 in Figure 6. If it is determined that no selection operation was performed on tab 305 in step S223, the processing in step S224 is skipped and the process proceeds to step S225.
[0053] If it is determined in step S225 that a setting operation has occurred, the rule setting unit 56 updates the control rules to reflect the setting operation in the control rules (step S226). After that, the rule setting unit 56 determines whether the user has instructed the user to end the setting operation (step S227), and if the user has not instructed the user to end the operation, it returns to the process in step S222. If it is determined in step S225 that no setting operation occurred, the process in step S226 is skipped and the process proceeds to step S227. On the other hand, if it is determined in step S227 that the user has instructed the user to end the setting operation, the rule setting unit 56 closes the customization screen 300 (step S228), and then completes the process shown in Figure 11.
[0054] In the above configuration, the action control unit 33 of the game machine 3 functions as an example of a first action control means by executing the processes in steps S101 and S102 of Figure 9, and the action control unit 54 of the game server 2 functions as an example of a second action control means by executing the processes in steps S201 and S202 of Figure 10. Furthermore, the rule setting unit 56 of the game server 2 functions as an example of a rule setting means by executing the processes in steps S221 to S228 of Figure 11.
[0055] 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 embodiment, an example was shown in which the first game and the second game were configured as different games, but the first game and the second game may be configured so that they are perceived as the same game at least from the user's perspective. If both games are the same, as described above, the user of the first game device and the user of the second game device may be matched, in which case manual control may be applied to the specific actions of objects in the game on the game machine 3, and automatic control may be applied to the specific actions of objects in the game on the user device 4. An example was shown in which specific actions are manually controlled in the first game on the game machine 3 and automatically controlled in the second game on the user device 4, but for the purpose of eliminating or improving the inconvenience of input operations using the general-purpose input device 16, it is sufficient to automatically control specific actions in the user device 4, and in the game machine 3, the user may be able to select whether specific actions are controlled by manual control or automatic control. In any case, when providing a first game or a second game in which a predetermined object acts on a first game device and a second game device with different input environments, one game to which manual control is applied and the other game to which automatic control is applied can be selected in light of the differences in the input environments, and the control of specific actions can be differentiated according to the selection result. In automatic control, it is sufficient that at least a part of the specific action is controlled without requiring user input. For example, in manual control, if it is necessary to combine multiple input operations to produce a specific action, user input may be required for some of those input operations, and automatic control may be applied in place of the remaining input operations.
[0056] The first game device is not limited to a commercial game machine or an arcade game machine, and the second game device is not limited to a user device. Furthermore, the second game device is not limited to a user device 4 that functions as a remote input / output terminal device for the game server 2 that performs the calculation processing necessary for the second game. The game program Pg2 may be implemented in the user device 4, and the control unit 40 of the user device 4 may perform at least a portion of the calculation processing necessary for the second game accordingly. On the other hand, at least a portion of the calculation processing necessary for the first game may also be performed by the game server 2.
[0057] The first game device and the second game device are subject to the present invention as a combination of the first and second game devices, insofar as the differentiation of the input environment results in a difference in operability regarding the behavior of objects. Differences in the input environment are not limited to the presence or absence of a dedicated input device 11. For example, even if both the first and second game devices are provided with a dedicated input device, differences in their physical configuration, such as the number, arrangement, and degree of freedom of operation of the control units, may be considered as differences in the input environment if they result in differences in operability. Alternatively, even if neither the first nor the second game device is equipped with a dedicated input device, differences in operability due to differences in the physical configuration of the general-purpose input device may be considered as differences in the input environment. Furthermore, differences in the input environment may include differences in various physical configurations, physical characteristics, or control processing characteristics, insofar as there is some advantage or disadvantage regarding input operations that cause objects to behave, such as differences in operability due to differences in the responsiveness of the input device.
[0058] Control rules for specific object behaviors may be set not only before the game starts, but also during gameplay as appropriate. Alternatively, the control rules may be fixed and cannot be changed by the user. Even in that case, the user's play tendencies may be reflected in the automatic control of object behavior, for example, by determining the user's past play tendencies and setting control rules according to the determination results.
[0059] For at least one of the first and second games, a character corresponding to the user and the game device that the character controls may appear in a virtual space (for example, a virtual world called the metaverse), and the character may be configured to play the game through a virtual game device. In this case, at least some of the actions of the character in the virtual space may be set as specific actions, which may be subject to manual control in the first game and to automatic control in the second game.
[0060] 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.
[0061] A game system according to one aspect of the present invention is a game system (1) that provides a first game in which a predetermined object (101) acts on a first game device (3), and also provides a second game in which the object (201) acts on a second game device (4) having a different input environment from the first game device, comprising: first action control means (33, S101, S102) for controlling the action of the object in the first game, and second action control means (54, S201, S202) for controlling the action of the object in the second game, wherein when the object takes at least one action that can be taken in both the first game and the second game, the control of the specific action is differentiated between the first action control means and the second action control means such that in either the first game or the second game, the specific action can be controlled according to user input operations, and in the other game, the specific action can be controlled without requiring at least a portion of the user input operations required for the specific action in the first game.
[0062] A control method for a game system according to one aspect of the present invention is a control method for a game system (1) that provides a first game in which a predetermined object (101) acts on a first game device (3), and a second game in which the object (201) acts on a second game device (4) having a different input environment from the first game device, and includes a first action control procedure (S101, S102) for controlling the action of the object in the first game, and a second action control procedure (S201, S202) for controlling the action of the object in the second game, wherein when the object takes at least one action that can be taken in common in both the first game and the second game, the control of the specific action is differentiated between the first action control procedure and the second action control procedure such that in either the first game or the second game, the specific action can be controlled according to user input operations, and in the other game, the specific action can be controlled without requiring at least a portion of the user input operations required in the first game.
[0063] A computer program (Pg1, Pg2) for a game system according to one aspect of the present invention provides a computer (30, 50) for a game system (1) that provides a first game in which a predetermined object (101) acts on a first game device (3), and a second game in which the object (201) acts on a second game device (4) having a different input environment from the first game device, comprising: a first action control means (33, S101, S102) for controlling the actions of the object in the first game, and a second action control means (54, S201, The system is configured to function as follows: when the object takes at least one action that can be taken in common in both the first game and the second game, the control of the specific action is differentiated between the first action control means and the second action control means, such that in either the first game or the second game, the specific action can be controlled according to user input, while in the other game, the specific action can be controlled without requiring at least a portion of the user input required for the first game.
[0064] According to the above embodiment, in the first game and the second game provided on the first and second game devices, which have different input environments, the specific behavior of an object is controlled according to user input operations in one of the games, while in the other game, it is controlled without requiring at least a portion of the user's input operations. Therefore, regarding the specific behavior of an object, by applying behavior control according to input operations in the game where it is acceptable to require complex input operations from the user, and by applying behavior control that does not require at least a portion of the user's input operations in the game where the burden of user input operations should be reduced, it is possible to increase user satisfaction with the games provided on each game device with different input environments.
[0065] Furthermore, a computer program according to one 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.
[0066] As one embodiment of the above configuration, the input device (10) is provided in the first game device, which includes a dedicated input device (11) configured to accommodate input operations for making the object act, while the second game device omits the dedicated input device and is provided with a general-purpose input device (16) that can be used for purposes other than the second game, thereby differentiating the input environment between the first game device and the second game device, with the first game corresponding to one of the games and the second game corresponding to the other game, the first action control means being able to control the specific action in the first game according to the user's input operations to the input device of the first game device, and the control of the specific action in the second game being differentiated such that the specific action in the second game is controlled without requiring input operations to the general-purpose input device corresponding to the input operations required in the first game for the specific action.
[0067] In this configuration, the first game device allows the skill of the input operation to influence the behavior of an object by causing it to perform specific actions according to input operations to an input device, including a dedicated input device. This can increase the satisfaction of users who require complex or advanced input operations. On the other hand, the second game device can increase the satisfaction of users who want to enjoy games easily by causing specific actions of an object to occur without requiring user input operations, thus eliminating the need for complex or advanced input operations.
[0068] The first game device may be configured as a commercial game device that allows the user to play the first game in exchange for payment of a predetermined play fee. Commercial game devices are equipped with a dedicated input device configured to suit the game, and have the characteristic that requiring relatively complex or advanced input operations contributes to improving the enjoyment of the game. Therefore, if the first game device is a commercial game device, the effects and advantages of the invention described above can be reliably achieved.
[0069] In the other game, the specific action may be controlled according to predetermined control rules, instead of requiring the user input operation in the first game with respect to that specific action. In the other game, by controlling the specific action of an object according to predetermined control rules, the object can perform the specific action without requiring the user to perform an input operation.
[0070] The system may further include rule setting means (56, S221-S228) for setting at least a portion of the control rules in accordance with the user's instructions. This makes it possible to reflect the user's intentions in the tendency to control specific actions of an object through the setting of control rules.
[0071] The control rules include matters that specify the tendency of control regarding the specific behavior, and the rule setting means may set the tendency of control according to the user's instructions. This makes it possible to reflect the user's intentions in the control of the specific behavior by having the user specify the tendency of control. [Explanation of Symbols]
[0072] 1. Game System 2 Game Servers 3. Game machine (first game device) 4. User device (second game device) 10 Input devices 11 Dedicated input device 12 Stick-type input devices 13 Push-button type input device 16 General-purpose input device 30. Control Unit (Computer) 33 Action Control Unit (First Action Control Means) 50 Control Unit (Computer) 54 Action Control Unit (Second Action Control Means) 56 Rule setting section (rule setting means) 100, 200 game screens 101, 201 Characters (Objects) 300 Customization screens
Claims
1. A game system that provides a first game in which a predetermined object acts on a first game device, and also provides a second game in which the object acts on a second game device having a different input environment from the first game device, A first action control means for controlling the actions of the object in the first game, A second action control means for controlling the actions of the object in the second game, Equipped with, A game system in which, when the object takes at least one action that can be taken in common in both the first game and the second game, the control of the specific action is differentiated between the first action control means and the second action control means, such that in either the first game or the second game, the specific action can be controlled according to user input operations to the input device of one game device that provides the first game, and in the other game, the specific action can be controlled without requiring input operations to the input device of the other game device that provides the other game that correspond to at least a portion of the user input operations required for the specific action to the input device of the first game device.
2. The first game device is provided with an input device including a dedicated input device configured to accommodate input operations for making the object move, while the second game device omits the dedicated input device and is provided with a general-purpose input device that can also be used for purposes other than the second game, thereby differentiating the input environment between the first game device and the second game device. The first game corresponds to one of the games, and the second game corresponds to the other game. The game system according to claim 1, wherein the first action control means can control the specific action in the first game according to the user's input operation to the input device of the first game device, and the control of the specific action in the second game is differentiated such that the specific action in the second game is controlled without requiring an input operation to the general-purpose input device corresponding to the input operation required in the first game with respect to the specific action.
3. The game system according to claim 2, wherein the first game device is configured as a commercial game device that allows the user to play the first game in exchange for payment of a predetermined play fee.
4. The game system according to any one of claims 1 to 3, wherein in the other game, the specific action is controlled according to predetermined control rules, instead of the user input operations required in the first game with respect to the specific action.
5. The game system according to claim 4, further comprising rule setting means for setting at least a portion of the control rules in accordance with the user's instructions.
6. The game system according to claim 5, wherein the control rule includes matters that specify a tendency for control regarding the specific action, and the rule setting means sets the tendency for control in accordance with the user's instructions.
7. A control method for a game system that provides a first game in which a predetermined object acts on a first game device, and also provides a second game in which the object acts on a second game device having a different input environment from the first game device, wherein A computer installed in the aforementioned game system, A first action control procedure for controlling the actions of the object in the first game, A second action control procedure for controlling the actions of the object in the second game, Execute, A control method for a game system in which, when the object takes at least one action that can be taken in common in both the first game and the second game, the control of the specific action is differentiated between the first action control procedure and the second action control procedure, such that in either the first game or the second game, the specific action can be controlled according to user input operations to the input device of one game device that provides the first game, and in the other game, the specific action can be controlled without requiring input operations to the input device of the other game device that provides the other game that correspond to at least a portion of the user input operations required for the specific action to the input device of the first game device.
8. A computer for a game system that provides a first game in which a predetermined object acts on a first game device, and also provides a second game in which the same object acts on a second game device having a different input environment from the first game device, A first action control means for controlling the actions of the object in the first game, and A second action control means for controlling the actions of the object in the second game, To make it function as, A computer program for a game system configured such that, when the object takes at least one action in common in both the first game and the second game, the control of the specific action is differentiated between the first action control means and the second action control means, such that in either the first game or the second game, the specific action can be controlled according to user input operations to the input device of one game device that provides the first game, and in the other game, the specific action is controlled without requiring input operations to the input device of the other game device that provides the other game that correspond to at least a portion of the user input operations required for the specific action to the input device of the first game device, thereby differentiating the control of the specific action between the first action control means and the second action control means.