Programs, information processing devices, and systems
The system enables simultaneous and controlled interactions with gimmicks in a game space, addressing immersion issues and enhancing gameplay enjoyment by managing display modes to prevent position discrepancies and frustration.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- CAPCOM CO LTD
- Filing Date
- 2024-08-29
- Publication Date
- 2026-06-25
AI Technical Summary
Existing game technologies do not sufficiently enhance gameplay enjoyment, particularly in controlling interactions with gimmick objects, leading to inconsistencies that impair user immersion.
A system and method that allows multiple characters to interact with gimmicks in a game space by changing their display modes based on user interactions, ensuring simultaneous interaction for some characters while prohibiting others during specific phases to maintain consistency and immersion.
Enhances gameplay enjoyment by preventing users from noticing discrepancies in gimmick positions, reducing frustration, and allowing timely activation of gimmick functions, thus maintaining user engagement.
Smart Images

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Abstract
Description
Technical Field
[0001] This disclosure relates to a program, an information processing apparatus, and a system.
Background Art
[0002] Conventionally, techniques related to gimmick objects in a game space are known. For example, Patent Document 1 describes a warp object, which is a type of gimmick object that assists in escape actions and the like. The warp object operates to realize instantaneous movement (warp) between two distant locations within the game field GF.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, the technique described in Patent Document 1 cannot sufficiently enhance the趣味性 of the game. Specifically, there is room for consideration regarding the control of interference with gimmick objects.
[0005] Therefore, an object of the present disclosure is to provide a program, an information processing apparatus, and a system that enhance the趣味性 of the game.
Means for Solving the Problems
[0006] It should be noted that the Chinese character "趣味性" in the original text is not a standard English word. I have used "趣味性" directly here. If you want a more accurate translation, you may need to provide more context or clarify the specific meaning of this word.A program according to one aspect of the present disclosure causes a computer to perform the following actions: display a first character and a second character in a game space, wherein at least one of the first character and the second character is controlled by user operation; control interference by the first character with an object displayed in the game space, wherein the object can be changed from a first display mode to a second display mode by interference by the first character; and control interference by the second character with the object, wherein if the object is in the first display mode, interference by the second character with the object is permitted while the first character is interfering; and if the object is in the second display mode, interference by the second character with the object is not permitted while the first character is interfering.
[0007] An information processing device according to another aspect of the present disclosure performs the following actions: displaying a first character and a second character in a game space, wherein at least one of the first character and the second character is controlled by user operation; controlling interference by the first character with an object displayed in the game space, wherein the object can be changed from a first display mode to a second display mode by interference by the first character; and controlling interference by the second character with the object, wherein if the object is in the first display mode, interference by the second character with the object is permitted while the first character is interfering; and if the object is in the second display mode, interference by the second character with the object is not permitted while the first character is interfering.
[0008] A system relating to another aspect of the present disclosure includes: displaying a first character and a second character in a game space, where at least one of the first character and the second character is controlled by user operation; controlling interference by the first character with an object displayed in the game space, where the object can be changed from a first display mode to a second display mode by interference by the first character; and controlling interference by the second character with the object, where, if the object is in the first display mode, interference by the second character with the object is permitted while the first character is interfering; and if the object is in the second display mode, interference by the second character with the object is not permitted while the first character is interfering. [Effects of the Invention]
[0009] According to this disclosure, it is possible to provide a program, information processing device, and system that enhance the enjoyment of games. [Brief explanation of the drawing]
[0010] [Figure 1A] This figure illustrates an example of a problem that this embodiment solves. [Figure 1B] This figure illustrates an example of a problem that this embodiment solves. [Figure 2] This diagram illustrates an example of the functional configuration of System 1 according to this embodiment. [Figure 3] This diagram illustrates an example of the operation of System 1 according to this embodiment. [Figure 4] This diagram illustrates an example of the operation of System 1 according to this embodiment. [Figure 5] This diagram illustrates an example of the operation of System 1 according to this embodiment. [Figure 6]This diagram illustrates an example of the hardware configuration of each device in System 1 according to this embodiment. [Modes for carrying out the invention]
[0011] Preferred embodiments of this disclosure will be described with reference to the attached drawings. (Note that components denoted by the same reference numerals in each drawing have the same or similar configurations.)
[0012] <1. Background> In this embodiment, "game" is described as an online action game. That is, multiple users (which can also be called players) each control characters in the game space and progress through the game while cooperating and / or competing. In one example, the game has predetermined objectives, and users control their characters to achieve these predetermined objectives. The predetermined objectives may be, for example, defeating enemy NPCs (non-player characters), defeating characters controlled by other users, and collecting predetermined game media. In another example, the game may not have clearly defined objectives, and users may find their own ways to enjoy it. The game media may be objects that can be used or accumulated to progress through the game. The game media may be objects that are useful in progressing through the game. The game media may be, for example, items and experience points.
[0013] System 1 according to this embodiment (hereinafter simply referred to as "System 1") controls the interaction (hereinafter referred to as "interact") of a character in a game space with a gimmick placed in that game space. The character user can start interacting with a gimmick by pressing a button to start the interaction while the character has located a predetermined coordinate in the game space associated with the gimmick (hereinafter referred to as "gimmick point") in a predetermined area of the game screen (for example, near the center of the game screen). Hereinafter, the user operation to start the character's interaction with the gimmick will be referred to as the "interact start operation".
[0014] A gimmick is an example of an object in a game space. In one embodiment, a gimmick is an object that performs a function associated with it when a character interacts with it. Functions associated with a gimmick include, for example, the gimmick changing shape, the gimmick moving, the gimmick changing design, and the gimmick having an advantageous or disadvantageous effect on the character.
[0015] One example of a gimmick is a branch growing from a tree in the game space. A character can interact with this branch, grabbing it and even pulling and bending it. A character pulling and bending a branch is an example of a function associated with a gimmick being activated.
[0016] Another example of a gimmick is a door in the game space. A character can open a door by interacting with it, for example, when it is closed. The character opening the door is an example of a function associated with a gimmick being performed.
[0017] In one embodiment, a character interacting with a gimmick may include starting the interaction and further interacting after starting the interaction (hereinafter, this additional interaction is particularly referred to as "additional interaction"). For example, after starting the interaction, the user of the character can cause the character to perform an additional interaction by pressing a predetermined button. Hereinafter, an operation by the user to cause the character to perform an additional interaction with the gimmick is referred to as an "additional interaction operation". In one embodiment, the function associated with the gimmick is not exerted immediately after at least the interaction is started, but is exerted by the additional interaction.
[0018] Hereinafter, the state in which the character has started interacting with the gimmick is referred to as "during interaction", and the state in which the character has not started interacting with the gimmick is referred to as "non-interaction". That is, the character transitions from the non-interaction state to the during-interaction state by the interaction start operation, and performs an additional interaction by the additional interaction operation during the interaction.
[0019] When the gimmick is, for example, a branch growing from a tree, the character not grasping the branch is an example of the non-interaction state. The character grasping the branch is an example of the character starting to interact with the gimmick. The character grasping the branch is an example of the during-interaction state. The character bending the branch while grasping it is an example of an additional interaction.
[0020] When the gimmick is, for example, a door, the character not touching the door is an example of the non-interaction state. The character touching the door is an example of the character starting to interact with the gimmick. The character touching the door is an example of the during-interaction state. The character opening the door after touching it is an example of an additional interaction.
[0021] In one embodiment, the gimmick can be changed from a first display mode to a second display mode by a character interacting with it. In another embodiment, the gimmick can be changed from a first display mode to a second display mode by an additional character interaction.
[0022] In one embodiment, the first display mode includes a mode in which the gimmick is displayed at a first position in the game space, and the second display mode includes a mode in which the gimmick is displayed at a second position in the game space. That is, changing the gimmick from the first display mode to the second display mode includes moving the gimmick from the first position to the second position.
[0023] If the gimmick is, for example, a branch growing from a tree, the display of the branch when the character is not holding it, and when the character is holding it but not bending it, are examples of the first display mode. In contrast, the display of the branch when the character is holding it and bending it is an example of the second display mode. That is, by bending the branch after the character has held it (an example of additional interaction), the display mode of the branch can be changed from the first display mode to the second display mode.
[0024] If the gimmick is, for example, a door, the display of the door when the character is not touching it, and when the character is touching it but has not opened it, are examples of the first display mode. In contrast, the display of the door when the character has opened it is an example of the second display mode. That is, by opening the door after touching it (an example of additional interaction), the display mode of the door can be changed from the first display mode to the second display mode.
[0025] As described above, the user can initiate interaction with a gimmick by selecting a gimmick point. In one embodiment, a gimmick point is a predetermined coordinate in the game space corresponding to a first display mode. An example of a predetermined coordinate in the game space corresponding to a first display mode is a predetermined coordinate on the surface or inside of the gimmick when the gimmick is in its first display mode. An example of the inside of a gimmick is a set of coordinates between any two coordinates on the surface of the gimmick in the game space. That is, from the user's perspective, when the gimmick is in its first display mode, a part of the gimmick may appear to be a gimmick point. An example of a gimmick point when the gimmick is a branch growing from a tree is the coordinate of the tip of the branch when the branch is not being pulled (i.e., the first display mode). An example of a gimmick point when the gimmick is a door is the coordinate of the doorknob of the door when the door is closed (i.e., the first display mode).
[0026] In one embodiment, while a first character is interacting with a gimmick, a second character may also be able to interact with the same gimmick. For example, if the gimmick is a branch growing from a tree, the second character may also be able to grasp the branch while the first character is grasping it but not bending it. If the gimmick is a door, the second character may also be able to prepare to open the door while the first character is preparing to open it.
[0027] In this disclosure, the phrase "the first and second characters interact with the gimmick simultaneously" may refer to the second character further interacting with the gimmick while the first character is interacting with the gimmick, and the first character further interacting with the gimmick while the second character is interacting with the gimmick. In other words, in this disclosure, the simultaneous interaction of the first and second characters with the gimmick is not limited to the timing at which the first character begins interacting with the gimmick coinciding with the timing at which the second character begins interacting with the gimmick.
[0028] Here, with reference to Figures 1A-B, an example of a problem that System 1 solves will be explained. Figures 1A-1B are conceptual diagrams showing an example of the arrangement of character c1, character c2, and gimmick g in the game space. Although Figures 1A-1B show character c1, character c2, and gimmick g from an overhead perspective, this does not limit the appearance of the screen displayed by the game device 2, which will be described later. For example, the game device 2 used by the user of character c1 may display the game space from the subjective viewpoint of character c1 (or from a third-person viewpoint over the shoulder, etc.), and similarly, the game device 2 used by the user of character c2 may display the game space from the subjective viewpoint of character c2 (or from a third-person viewpoint over the shoulder, etc.).
[0029] Figure 1A shows the situation when character c1 begins interacting with gimmick g. In the example shown in Figure 1A, gimmick g is a branch growing from a tree. In this case, the user of character c1 can have character c1 grasp the branch by pressing the button to start interaction (i.e., the interaction start operation) while the gimmick point gp located inside the branch is within a designated area of the game screen.
[0030] Figure 1B shows the situation when character c1 performs an additional interaction with gimmick g. In the example in Figure 1B, character c1 pulls the branch gimmick g through an additional interaction. Due to the additional interaction, gimmick g moves from the first position (here, the position when it is not being pulled) to the second position (here, the position when it is being pulled). At this time, according to the specifications of a typical game, the gimmick point gp may remain at the same coordinates as when gimmick g was in the first position. In this case, even though gimmick g has moved from the first position to the second position, the gimmick point gp does not move, so from the perspective of the user of character c2, it appears that it is possible to interact with gimmick g in the same place as when it was in the first position. Such a phenomenon can impair the user's immersion in the game and, consequently, reduce the enjoyment of the game.
[0031] One way to prevent users from noticing a discrepancy between the location where gimmick g is displayed and the location of gimmick point gp is to prohibit character c2 from interacting with gimmick g as soon as character c1 begins interacting with gimmick g. However, if character c1 does not make any further interactions after beginning to interact with gimmick g, the user of character c2, who wants to activate the gimmick's function through additional interactions, may feel frustrated because they cannot activate the gimmick's function. Therefore, even if character c1 is interacting, it is desirable to leave room for character c2 to further interact with gimmick g as long as there is no (or is within an acceptable range) discrepancy between the location of gimmick g and the location of gimmick point gp.
[0032] System 1 can solve these problems. The configuration and operation of System 1 will be described in detail below.
[0033] <2. Functional Configuration> Referring to Figure 2, the functional configuration of System 1 in this embodiment will be described. System 1 includes multiple game devices 2, a server device 3, and a communication network 4. The multiple game devices 2 and the server device 3 are configured to communicate with each other via the communication network 4.
[0034] [Game device 2] Game device 2 is a device that allows a user to run a game. The act of a user running a game can also be described as the user playing a game. Game device 2 may be hardware manufactured solely for the purpose of running games (e.g., Nintendo Switch®, PlayStation® 4 or 5, etc.), or it may be general-purpose hardware capable of running games (e.g., smartphones, tablet devices, and personal computers, etc.). Game device 2 is an example of an information processing device.
[0035] Game device 2 may run a game by downloading a game program or by reading a storage medium on which a game program is recorded. At least some of the functions of game device 2 described below may be implemented by such a game program.
[0036] The game device 2 comprises an input / output unit 21, a control unit 20, a storage unit 22, a network interface unit 24, and a bus 26. The input / output unit 21, the control unit 20, the storage unit 22, and the network interface unit 24 are electrically connected via the bus 26.
[0037] (Input / output section 21) The input / output unit 21 includes an input interface and an output interface. The input interface accepts input from the user for various operations. The input interface may be, for example, a button, a control stick, a touchpad, a microphone, a camera, and an accelerometer. The output interface outputs various information to the user. The output interface may be a display and a speaker.
[0038] (Control unit 20) The control unit 20 can function as a game execution unit 200, a game space display unit 202, and an interact control unit 204 by executing various programs stored in the memory unit 22.
[0039] —Game Execution Unit 200— The game execution unit 200 executes a game program. In one embodiment, the game execution unit 200 (1a) receives input from the user via the input interface of the input / output unit 21, (2a) processes the game's video and audio based on the input information, and (3a) outputs them via the output interface.
[0040] The game execution unit 200 may execute a game program in cooperation with the server device 3. In one embodiment, the game execution unit 200 (1b) receives input from the user via the input interface of the input / output unit 21, (2b) transmits the input information to the server device 3 via the network interface unit 24, (3b) receives a response from the server device 3, (4b) processes the game's video and audio based on the received information, and (5b) outputs them via the output interface.
[0041] The game execution unit 200 enables the user to play the game by repeatedly executing (1a) to (3a) and / or (1b) to (5b) above.
[0042] —Game Space Display Unit 202— The game space display unit 202 displays the game space via the output interface of the input / output unit 21. The game space may be displayed two-dimensionally (for example, like a 2D scrolling action game) or three-dimensionally. A first character, a second character, and gimmicks are displayed within the game space.
[0043] At least one of the first character and the second character is controlled by user operation. In this embodiment, the first character is operated by the first user, and the second character is operated by the second user. Hereinafter, when the first character and the second character are not specifically distinguished, or when they are referred to collectively, they will simply be referred to as "characters." Similarly, when the first user and the second user are not specifically distinguished, or when they are referred to collectively, they will simply be referred to as "users."
[0044] —Interact Control Unit 204— The interact control unit 204 controls the interaction of the first character with the gimmick displayed in the game space. As described above, the gimmick can be changed from a first display mode to a second display mode by interaction with the first character. One example of controlling the interaction by the first character is to initiate interaction with the gimmick by the first character in response to an interaction start operation by the first user. Another example of controlling the interaction by the first character is to have the first character perform an additional interaction with the gimmick in response to an additional interaction operation by the first user.
[0045] The interact control unit 204 further controls the second character's interaction with the gimmick. When the gimmick is in its first display mode, the interact control unit 204 allows the second character to interact with the gimmick while the first character is interacting with it. One example of allowing the second character to interact with the gimmick is for the second character to initiate interaction with the gimmick in response to an interaction start operation by the second user. That is, when the gimmick is in its first display mode, both the first and second characters can interact with the gimmick simultaneously.
[0046] The interact control unit 204, in response to this, does not permit the second character to interact with the gimmick while the first character is interacting with it, if the gimmick is in the second display mode. One example of not permitting the second character to interact with the gimmick is that even if the second user performs an interaction start operation, the second character will not start interacting with the gimmick. In other words, after the gimmick is changed from the first display mode to the second display mode, the first character will have exclusive use of the gimmick.
[0047] (Storage unit 22) The storage unit 22 stores various information necessary for the operation of the game device 2. In one embodiment, the storage unit 22 stores various programs (including game programs) executed by the control unit 20. In one embodiment, the storage unit 22 stores account information related to the user's account, etc.
[0048] (Network interface section 24) The network interface unit 24 enables communication with other devices via the communication network 4. The network interface unit 24 communicates with the communication network 4 via a wireless communication interface and / or a wired communication interface.
[0049] [Server device 3] Server device 3 provides online game services to multiple game devices 2. In one embodiment, server device 3 acquires information regarding the position and movement of a first character from a game device 2 used by a first user and transmits it to a game device 2 used by a second user. The game device 2 used by the second user renders the first character in the game space based on this information. Similarly, server device 3 acquires information regarding the position and movement of a second character from a game device 2 used by a second user and transmits it to a game device 2 used by a first user. The game device 2 used by the first user renders the second character in the game space based on this information.
[0050] In one embodiment, the server device 3 shares the status of the first character's and second character's interactions with the gimmick between the game device 2 used by the first user and the game device 2 used by the second user. In one example, the server device 3 obtains interaction information regarding the first character's interaction with the gimmick from the game device 2 used by the first user and transmits it to the game device 2 used by the second user. This interaction information may include information indicating whether the first character is interacting with the gimmick, and information indicating whether the first character has made additional interactions with the gimmick, etc. As a result, the game device 2 used by the second user can grasp the status of the first character's interaction with the gimmick.
[0051] The game device 2 used by the second user may change the display mode of the gimmick based on the interaction information received from the server device 3. For example, if the interaction information indicates that the first character has made an additional interaction with the gimmick, the game device 2 used by the second user may change the gimmick, which was displayed in the first display mode, to the second display mode. In this case, the interaction of the gimmick by the second character may be prohibited by the interaction control unit 204.
[0052] Server device 3 may be a device that includes one or more virtual or physical game server devices and one or more virtual or physical database server devices. In one embodiment, server device 3 is a cloud server device. Server device 3 is an example of an information processing device.
[0053] <3.Operation> An example of the operation of the game device 2 will be described below with reference to Figure 3-5. In the following description, it will be assumed that the game device 2 used by the first user and the game device 2 used by the second user share the status of interaction with the gimmick through the interaction information described above. That is, the game device 2 used by the first user can grasp the status of the second character's interaction with the gimmick, and the game device 2 used by the second user can grasp the status of the first character's interaction with the gimmick.
[0054] (First Embodiment) Referring to Figure 3, an example of the operation of the game device 2 according to the first embodiment will be described. In Figure 3, the explanation will focus on the operation of the game device 2 used by the first user. In the example in Figure 3, the gimmick is initially in the first position (an example of the first display mode), remains in the first position immediately after the start of interaction, and moves from the first position to the second position (an example of changing to the second display mode) due to additional interaction.
[0055] First, the game device 2 displays the first character, the second character, and the gimmick in the game space (S100). Immediately after step S100, both the first character and the second character are in a non-interacting state. In this state, interaction with the gimmick by both the first character and the second character is permitted. That is, both the first character and the second character can begin interacting with the gimmick.
[0056] Next, the game device 2 accepts an interaction start command from the first user (S102). Immediately after step S102, the first character is in the process of interacting. Meanwhile, the second character remains in a non-interacting state. At this point, the first character has only started interacting and has not performed any additional interactions. That is, the gimmick remains in the first position, and the second character is permitted to interact with the gimmick.
[0057] Next, game device 2 accepts an additional interaction operation from the first user (S104). As a result, the gimmick moves from the first position to the second position. Immediately after step S104, the first character remains in the interacting state. Then, because the gimmick has moved to the second position due to the additional interaction, interaction by the second character is prohibited.
[0058] Next, the game device 2 receives an operation from the first user to terminate the interaction (hereinafter referred to as the "interaction termination operation") (S106). Immediately after step S106, both the first character and the second character are in a non-interacting state. At this point, the gimmick is still in the second position, so interaction with the gimmick by the first character and the second character is prohibited.
[0059] Next, game device 2 returns the gimmick to its first position (S108). Returning the gimmick to its first position means, for example, that the gimmick, a branch, returns from a bent state (second position) to its original state (first position). Immediately after step S108, since the gimmick has returned to its first position, interaction by the first and second characters is permitted.
[0060] (Second Embodiment) Referring to Figure 4, an example of the operation of the game device 2 according to the second embodiment will be described. In the example in Figure 4, as in the example in Figure 3, the explanation will focus on the operation of the game device 2 used by the first user. In the first embodiment, an example was described in which the first character interacts with the gimmick and the second character does not interact with the gimmick. In contrast, in the second embodiment, an example of the operation of the game device 2 when the first character and the second character interact with the gimmick simultaneously will be described.
[0061] First, the game device 2 displays the first character, the second character, and the gimmick in the game space and accepts an interaction start operation from the first user (S200-S202). As described in the first embodiment, immediately after step S202, the first character is in the process of interacting. Meanwhile, the second character remains in a non-interacting state. At this point, the first character has only started interacting and has not performed any additional interactions. That is, the gimmick is maintained in the first position, and the second character is permitted to interact with the gimmick.
[0062] Next, the game device 2 receives interaction information via the server device 3, which includes information that the second character has started interacting (S204). Immediately after step S204, the first character and the second character are simultaneously interacting with the gimmick.
[0063] Next, game device 2 accepts an additional interaction operation from the first user (S206). As a result, the gimmick moves from the first position to the second position. Immediately after step S206, game device 2 cancels the interaction by the second character (S208). Canceling the interaction by the second character in this way is an example of not allowing interaction by the second character.
[0064] (Third embodiment) Referring to Figure 5, an example of the operation of the game device 2 according to the third embodiment will be described. In the third embodiment, the operation of the game device 2 will be described by focusing on the transition of the gimmick state.
[0065] State 300 (initial state) is when the gimmick is in position 1 and the first and second characters are in a non-interacting state. In this state, since the gimmick is in position 1, the first and second characters are permitted to interact with the gimmick.
[0066] State 302 is when the gimmick is in position 1, character 1 is interacting with it, and character 2 is not interacting with it. In this state, since the gimmick is in position 1, character 2 is permitted to interact with the gimmick.
[0067] State 304 is when the gimmick is in position 1, character 2 is interacting with it, and character 1 is not interacting. In this state, since the gimmick is in position 1, character 1 is permitted to interact with the gimmick.
[0068] State 306 is a state where the gimmick is in the first position and the first and second characters are interacting with it simultaneously.
[0069] State 308 is when the gimmick is in the second position, the first character is interacting with it, and the second character is not interacting with it. In this state, because the gimmick is in the second position, the second character is prohibited from interacting with the gimmick.
[0070] State 310 is when the gimmick is in the second position, the second character is interacting with it, and the first character is not interacting with it. In this state, because the gimmick is in the second position, the first character is prohibited from interacting with the gimmick.
[0071] The gimmick in state 300 transitions to state 302 when the first character initiates interaction (i.e., based on the first user's interaction initiation operation). The gimmick in state 300 also transitions to state 304 when the second character initiates interaction (i.e., based on the second user's interaction initiation operation).
[0072] The gimmick in state 302 transitions to state 308 when the first character performs an additional interaction (i.e., based on the first user's additional interaction operation). The gimmick in state 302 also transitions to state 306 when the second character initiates an interaction (i.e., based on the second user's interaction initiation operation). The gimmick in state 302 also transitions to state 300 when the first character terminates an interaction (i.e., based on the first user's interaction termination operation).
[0073] The gimmick in state 304 transitions to state 310 when the second character performs an additional interaction (i.e., based on the second user's additional interaction operation). The gimmick in state 304 also transitions to state 306 when the first character initiates an interaction (i.e., based on the first user's interaction initiation operation). The gimmick in state 304 also transitions to state 300 when the second character terminates an interaction (i.e., based on the second user's interaction termination operation).
[0074] The gimmick in state 306 transitions to state 308 when the first character performs an additional interaction (i.e., based on the first user's additional interaction operation). This transition cancels the second character's interaction. The gimmick in state 306 also transitions to state 310 when the second character performs an additional interaction (i.e., based on the second user's additional interaction operation). This transition cancels the first character's interaction. The gimmick in state 306 also transitions to state 304 when the first character ends their interaction (i.e., based on the first user's interaction termination operation). The gimmick in state 306 also transitions to state 302 when the second character ends their interaction (i.e., based on the second user's interaction termination operation).
[0075] The gimmick in state 308 transitions to state 300 when the first character ends the interaction (i.e., based on the first user's interaction termination operation).
[0076] The gimmick in state 310 transitions to state 300 when the second character ends the interaction (i.e., based on the second user's interaction termination operation).
[0077] As described above, one aspect of the program executed by the game device 2 causes the computer of the game device 2 to perform the following processes (1) to (3). (1) Display the first character and the second character within the game space. At least one of the first character and the second character is controlled by user input. (2) Controlling the interaction of the first character with objects (gimmicks) displayed in the game space. Objects (gimmicks) can be changed (moved) from a first display mode (first position) to a second display mode (second position) through interaction by the first character. (3) Controlling the interaction of the second character with the object (gimmick). When the object (gimmick) is in the first display state (first position), the second character is allowed to interact with the object (gimmick) while the first character is interacting with it. When the object (gimmick) is in the second display state (second position), the second character is not allowed to interact with the object (gimmick) while the first character is interacting with it.
[0078] <4. Effects> This configuration allows the first and second characters to interact with the gimmick simultaneously (for example, immediately after S102 to immediately before S104 in Figure 3), while suppressing the user from noticing inconsistencies between the gimmick's position and the gimmick point's position that arise when the gimmick's display mode changes (for example, immediately after S104 to immediately before S106 in Figure 3).
[0079] In one embodiment, the first display mode includes a mode in which the object is displayed at a first position in the game space, and the second display mode includes a mode in which the object is displayed at a second position in the game space. When a gimmick moves from the first position to the second position, the user is particularly likely to notice the inconsistency between the position of the gimmick and the position of the gimmick point. Therefore, under such circumstances, it is especially important to control the interaction of the other character while one character is interacting with or additionally interacting with the gimmick.
[0080] Specifically, according to the game device 2 of one embodiment, interaction by the other character is prohibited while one character is performing additional interaction. This suppresses the occurrence of an inconsistency (see Figure 1B) in which, from the perspective of the user of the other character, it appears that the gimmick can be interacted with in the same place as when it was in the first position. As a result, the user's sense of immersion in the game is suppressed, and the enjoyment of the game is maintained.
[0081] Furthermore, (even if one character has already initiated an interaction) as long as no character is performing any additional interactions, any character can initiate an interaction and perform additional interactions (i.e., there is room for interaction), allowing users who want to activate the gimmick's function to do so at their own timing. This reduces the frustration users feel when they are unable to activate the gimmick's function.
[0082] In one embodiment, coordinates (gimmick points) corresponding to a first display mode are set in the game space, a first character is controlled by a first user, and the first user can initiate interaction with an object by selecting the coordinates (gimmick points) corresponding to the first display mode. When interaction can be initiated by selecting a gimmick point, the user is particularly likely to notice any inconsistency between the gimmick's position and the gimmick point's position. Therefore, under such circumstances, controlling the interaction of one character while the other character is interacting with the gimmick is of particular importance.
[0083] <5. Hardware Configuration> Referring to Figure 6, an example of a hardware configuration when the devices included in System 1 described above are implemented by computer 70 will be explained. Note that the functions of each device can also be implemented by dividing them among multiple devices.
[0084] As shown in Figure 6, the computer 70 includes a processor 700, a storage device 702, an input interface 704, a data interface 706, a communication interface 708, and a display device 710.
[0085] The processor 700 controls various processes in the computer 70 by executing programs stored in the storage device 702. For example, each functional unit of the control unit 20 of the game device 2 can be realized by the processor 700 executing programs stored in the storage device 702.
[0086] The storage device 702 is a storage medium such as RAM (Random Access Memory). RAM temporarily stores the program code of the program executed by the processor 700, as well as data required during program execution.
[0087] The storage device 702 can also be a non-volatile storage medium such as a hard disk drive (HDD) or flash memory. The storage device 702 stores the operating system and various programs for realizing the above configurations. The storage medium storing these various programs may be a non-transitory computer-readable medium. In addition, the storage device 702 can also store tables for registering various information and a database for managing those tables. Such programs and data are loaded into the storage device 702 as needed and accessed by the processor 700.
[0088] The input interface 704 is a device for receiving input from the user. Specific examples of the input interface 704 include cameras, buttons, microphones, keyboards, mice, touch panels, various sensors, and wearable devices. The input interface 704 may be connected to the computer 70 via an interface such as USB (Universal Serial Bus).
[0089] The data interface 706 is a device for inputting data from outside the computer 70. Specific examples of the data interface 706 include drive devices for reading data stored on various storage media. The data interface 706 may also be located outside the computer 70. In that case, the data interface 706 would be connected to the computer 70 via an interface such as USB.
[0090] The communication interface 708 is a device for communicating data with external devices of the computer 70 via the communication network 4, either wired or wirelessly. The communication interface 708 may also be located outside the computer 70. In that case, the communication interface 708 would be connected to the computer 70 via an interface such as USB.
[0091] The display device 710 is a device for displaying various types of information. Specific examples of the display device 710 include liquid crystal displays, organic EL (Electro-Luminescence) displays, and displays for wearable devices. The display device 710 may be located outside the computer 70. In that case, the display device 710 is connected to the computer 70 via, for example, a display cable. Furthermore, if a touch panel is used as the input I / F 704, the display device 710 can be configured as an integrated unit with the input I / F 704.
[0092] Furthermore, the components of the device included in the System 1 described above are such that a program stored in the storage device 702 is executed by the processor 700, thereby realizing a defined process in cooperation with other hardware. In other words, these components are conceived as both software or firmware, and as corresponding hardware, and in both concepts, they are also described and interpreted as "function," "means," "part," "processing circuit," "unit," or "module," etc.
[0093] <6. Variation> The embodiments described above are provided to facilitate understanding of this disclosure and are not intended to limit it. The configurations and operations of these embodiments are not limited to those exemplified and can be modified as appropriate without creating a technical inconsistency. Furthermore, configurations shown in different embodiments can be partially substituted or combined.
[0094] In the above embodiment, the operation of the game device 2 has been mainly described, but the game device 2 may operate in cooperation with the server device 3. The program according to one aspect of this disclosure may be executed jointly by the game device 2 and the server device 3. That is, part of the processing of the program according to one aspect of this disclosure may be executed by the game device 2, and other parts may be executed by the server device 3.
[0095] In the above embodiment, the multiple game devices 2 were typically described as communicating via a server device 3, but this is not limited to this. The multiple game devices 2 may, for example, communicate directly with each other. Furthermore, at least one of the multiple game devices 2 may function as the server device 3.
[0096] In the above embodiment, the gimmick was described as having a first display mode and a second display mode, where the first character and the second character can interact simultaneously in the first display mode, and where either the first character or the second character can interact in the second display mode. However, the game may have other gimmicks. These other gimmicks may have a first display mode and a second display mode, where the first character and the second character can interact simultaneously in either the first or second display mode. These other gimmicks may have a first display mode and a second display mode, where either the first character or the second character can interact in either the first or second display mode.
[0097] The gimmick in the above embodiment may have a third display mode that is different from the first and second display modes. If the gimmick is in the third display mode, the first character and the second character may be able to interact with the gimmick simultaneously, or one of the first character or the second character may be able to interact with the gimmick.
[0098] In the above embodiment, the gimmick may have a period during which interaction is not permitted, regardless of its display mode. For example, the gimmick may be an object that can only be interacted with when certain conditions relating to the progress of the game are met.
[0099] In the above embodiment, the game was described as an online action game primarily played by a first user and a second user, but it is not limited to this. At least one of the first character and the second character may be an NPC. In other words, the game may be an offline game. The game may also be an online game that can be played by three or more users simultaneously.
[0100] In the above embodiment, whether or not the gimmick has moved from the first position to the second position can be determined by various methods.
[0101] In one embodiment, the game device 2 may determine that the gimmick has moved to a second position if the coordinates of the gimmick's center change from those of the gimmick's center when the gimmick is in a first position due to the gimmick's movement. In other words, the coordinates of the gimmick's center when it is in a first position may be different from the coordinates of the gimmick's center when it is in a second position.
[0102] In one embodiment, the game device 2 may determine that the gimmick has moved to a second position if the gimmick point, which was located inside the gimmick when the gimmick was in a first position, comes to be located outside the gimmick as a result of the gimmick moving. That is, when the gimmick is in a first position, the gimmick point is inside the gimmick, and when the gimmick is in a second position, the gimmick point may be outside the gimmick.
[0103] In one embodiment, the gimmick may be an object different from the rideable objects in the game space (e.g., a car and a robot that a character can ride in).
[0104] (Variations of notification information) The control unit 20 may function as a configuration other than the game execution unit 200, game space display unit 202, and interact control unit 204 described in the above embodiment. In one embodiment, the control unit 20 may function as a notification unit.
[0105] The notification unit notifies the user of information regarding interactions with the gimmick. Notifying the user of such information is not limited to displaying a push notification containing the information; it may also include making the information viewable by the user.
[0106] In one embodiment, the notification unit displays notification information, including information about an interaction, to a second user based on an interaction by a first character with the gimmick. In one example, the notification unit displays notification information to the second user when the first user initiates an interaction. In another example, the notification unit displays notification information to the second user when the first user performs an additional interaction. This allows the second user to understand that an interaction by the first character is taking place.
[0107] In one embodiment, the notification unit displays notification information based on the first character attempting to interact with the gimmick. Examples of the first character attempting to interact with the gimmick include the first character moving toward the gimmick and the distance between the first character and the gimmick falling below a predetermined threshold for notification. This allows the second user to know in advance that the first character may interact with the gimmick. Note that the first character moving toward the gimmick may be detected based on the fact that the distance between the first character and the gimmick at a first point in time is greater than the distance between the first character and the gimmick at a second point in time that follows the first point in time (i.e., the distance is decreasing over time).
[0108] In one embodiment, the notification unit displays notification information based on the interaction of the second character with the gimmick while the first character is interacting with the gimmick.
[0109] In one example, the notification unit may display notification information to the second user based on the interaction of the second character with the gimmick while the first character is interacting with the gimmick and the gimmick is in its first display mode. In such a situation, additional interaction by the first character may soon change the gimmick to its second display mode, which may cause the interaction by the second character to be prohibited by the interaction control unit 204. With this configuration, the second user can understand that they may soon be unable to interact with the gimmick.
[0110] In another example, the notification unit may display notification information to the second user based on the interaction of the second character with the gimmick while the first character is interacting with the gimmick and the gimmick is in a second display mode. In such a situation, the interaction of the second character with the gimmick is prohibited by the interaction control unit 204. That is, with this configuration, the second user can understand that the second character cannot interact with the gimmick because the first character is interacting with it.
[0111] In one embodiment, the notification information displayed to the second user includes identification information for identifying at least one of the first user and the first character. The identification information for identifying the first user is, for example, the first user's account name and user icon. The identification information for identifying the first character is, for example, the first character's character name and character icon. With this configuration, even if there are three or more users playing the game, it is easy to understand who is interacting with the gimmick.
[0112] In one embodiment, the notification unit displays notification information to the first user based on the interaction of the second character with the gimmick while the first character is interacting with the gimmick. In one example, the notification unit may display notification information to the first user based on the interaction of the second character with the gimmick while the first character is interacting with the gimmick and the gimmick is in a first display mode. In another example, the notification unit may display notification information to the first user based on the interaction of the second character with the gimmick while the first character is interacting with the gimmick and the gimmick is in a second display mode. With this configuration, the first user can understand that the second user is about to interact with the gimmick.
[0113] (Variations on gimmick information) In one embodiment, the game device 2 displays gimmick information to the user regarding interaction with the gimmick.
[0114] In one embodiment, the gimmick information includes information indicating that when the gimmick is changed from a first display mode to a second display mode, interaction with the gimmick by the second character is not permitted while the first character is interacting with it. With this configuration, the user can understand that the gimmick is one in which interaction may be restricted.
[0115] In one embodiment, the gimmick information includes information indicating that the first character and the second character can interact simultaneously when the gimmick is in a first display mode.
[0116] In one embodiment, the gimmick information includes information regarding at least one of the methods for initiating interaction with the gimmick and additional interaction operations.
[0117] In one embodiment, the gimmick information includes information regarding the conditions under which a character is permitted to interact with the gimmick (e.g., ending interaction by another character, using a specific game medium with the gimmick, etc.).
[0118] (Other variations) While the above embodiment primarily describes a configuration that solves the problems related to the example shown in Figures 1A-B, the problems solved by this disclosure are not limited to this. Those skilled in the art can combine the configurations in this disclosure as appropriate to enhance the enjoyment of the game.
[0119] In the above embodiment, the character has been described as being able to interact with the gimmick primarily by contact, but is not limited to this. The character may interact with the gimmick by holding the first end of a string-like fastener and fixing the second end, which is different from the first end, to the gimmick. In this case, if the distance from the gimmick is within a predetermined length, the character may shoot or throw the fastener at the gimmick and fix the second end to the gimmick. When the character is holding the first end of the fastener and the second end of the fastener is fixed to the gimmick, the fastener may be displayed in the game space.
[0120] Securing the second end of the fastener to the gimmick is one example of initiating interaction. Having the character pull the first end of the fastener while the second end is secured to the gimmick is one example of additional interaction. Note that the second end of the fastener being secured to the gimmick may mean that the second end moves and stops with the gimmick, and the first end of the fastener moves and stops with the character.
[0121] The second end of the fastening device can be attached to objects (in-game objects) that may include not only gimmicks, but also NPCs (including enemy characters, etc.), game media (including items, etc.), and characters controlled by other users. The following describes various embodiments in which the second end of the fastening device can be attached to an object. In the following description, "object" can be replaced with "gimmick," "game media," etc., to the extent that it does not cause technical inconsistencies.
[0122] In one embodiment, the user can pull the object towards the character and acquire it by performing a predetermined operation while the second end of the fastener is fixed to the object. In another embodiment, the user can pull the fastener towards the object at high speed by performing a predetermined operation while the second end of the fastener is fixed to the object.
[0123] In one embodiment, a character can shoot or throw the second end of a fastener along a reticle that may be displayed on the game screen. The user can change the position of the reticle by operating the game device 2.
[0124] In one embodiment, the second end of the fastener is ejected or thrown so as to attract to an object near a crosshair displayed on the game screen. That is, if the distance between the crosshair displayed on the game screen and the object displayed on the game screen is below a predetermined threshold, the character can eject or throw the second end of the fastener towards the object. In one embodiment, the "predetermined threshold" varies depending on the distance between the character and the object in the game space. For example, the "predetermined threshold" is set high when the distance between the character and the object in the game space is large, and low when the distance between the character and the object in the game space is small. In other words, from the user's perspective, the further away the object is from the character, the stronger the second end of the fastener will feel to attract.
[0125] The distance between the crosshairs displayed on the game screen and the objects displayed on the game screen may be determined based on the Euclidean distance between the coordinates (XY coordinates) where the center of the crosshairs is displayed and the coordinates (XY coordinates) where the center of the object is displayed, assuming the game screen is a two-dimensional coordinate plane.
[0126] Furthermore, the distance between a character and an object in the game space may be determined based on the Euclidean distance between the coordinates of the character's center (XYZ coordinates) and the coordinates of the object's center (XYZ coordinates), assuming the game space is a three-dimensional coordinate space.
[0127] In one embodiment, a character can shoot or throw the second end of a fastener at one or more objects whose distance from the character is below a predetermined threshold, and which is closest to the targeting reticle displayed on the game screen. In this case, the object closest to the targeting reticle displayed on the game screen may be highlighted on the game screen. Displaying an object on the game screen can be done, for example, by enclosing the object in a bracket-shaped display element.
[0128] In one embodiment, if a first object and a second object are located approximately along the line of fire of a reticle displayed on the game screen, the second end of the fastener launched or thrown by the character may be fixed to the object of the first and second objects that is closer to the character. In this case, the object of the first and second objects that is closer to the character may be highlighted on the game screen compared to the other object.
[0129] In one embodiment, if an object is not visible on the game screen due to an obstruction in the game space, the character does not shoot or throw the second end of the fastener toward that object. In this case, the character may shoot or throw the second end of the fastener toward other objects visible on the game screen.
[0130] In one embodiment, if a character shoots or throws the second end of a fastener toward an object, and the object moves before the second end of the fastener reaches it, the second end of the fastener is fixed to the object, provided that the distance before and after the movement on the game screen is below a predetermined threshold. In other words, from the user's perspective, it appears as if the second end of the fastener is tracking the moving object.
[0131] In one embodiment, the character shoots or throws a fastener at an object that satisfies selection criteria for object selection. An example of a selection criterion is that the object is at a distance of less than or equal to a predetermined threshold from the character. Another example of a selection criterion is that the object is the closest among one or more objects that are at a distance of less than or equal to a predetermined threshold from the character.
[0132] In one embodiment, while the game device 2 displays a reticle for launching or throwing a fastener on the game screen, it further displays information about objects displayed in at least a portion of the game screen (hereinafter referred to as the "display target area"). The information about objects may be, for example, the object's name, number possessed, attributes, rarity, and distance to the character in the game space. In one embodiment, while the game device 2 displays a reticle for launching or throwing a fastener on the game screen, if it displays a first object and a second object in the display target area, it further displays information about the first object and information about the second object. In one embodiment, while the game device 2 displays a reticle for launching or throwing a fastener on the game screen, it displays information about all objects displayed in the display target area.
[0133] The "binding device" exemplified above may be replaced with any configuration that allows a character to exert force on an object remotely. For example, a character may manipulate an object using telekinesis.
[0134] <7. Configuration according to this embodiment> This disclosure includes the following technologies:
[0135] [Note 1] A program that causes a computer 70 to perform the following actions: display a first character and a second character in a game space, wherein at least one of the first character and the second character is controlled by user operation (Game Space Display Unit 202); control interference by the first character with an object displayed in the game space, wherein the object can be changed from a first display mode to a second display mode by interference by the first character (Interact Control Unit 204); and control interference by the second character with an object, wherein if the object is in a first display mode, interference by the second character with the object is permitted while the first character is interfering, and if the object is in a second display mode, interference by the second character with the object is not permitted while the first character is interfering (Interact Control Unit 204).
[0136] [Note 2] The program as described in Appendix 1, wherein the first display mode includes a mode in which an object is displayed at a first position in the game space, and the second display mode includes a mode in which an object is displayed at a second position in the game space.
[0137] [Note 3] The program as described in Appendix 1 or 2, wherein coordinates corresponding to a first display mode are set in the game space, a first character is controlled by a first user, and the first user can initiate interference with an object by the first character by selecting coordinates corresponding to the first display mode.
[0138] [Note 4] The program described in any one of Appendix 1 to 3, wherein the second character is operated by a second user and causes the computer 70 to display notification information to the second user, including information about the interference, based on the interference of the first character with respect to an object.
[0139] [Note 5] The notification information is displayed based on the program described in Appendix 4, which is based on the first character attempting to interfere with an object.
[0140] [Note 6] The notification information is displayed based on the second character's interference with an object while the first character is interfering with the object, as described in Appendix 4 or 5 of the program.
[0141] [Note 7] The program described in any one of Appendix 4 to 6, wherein the first character is operated by the first user, and the notification information includes identification information for identifying at least one of the first user and the first character.
[0142] [Note 8] The program described in any one of Appendix 1 to 7, wherein the first character is operated by the first user, and the computer 70 further causes the computer 70 to display notification information to the first user, including information about the interference, based on the interference of the second character with respect to an object while the first character is interfering with the object.
[0143] [Note 9] A program described in any one of the appendices 1 to 8, which further causes computer 70 to display object information relating to interference with an object to the user.
[0144] [Note 10] The object information is the program described in Appendix 9, which includes information indicating that, when an object is changed from a first display mode to a second display mode, interference by the second character on the object is not permitted while the first character is interfering.
[0145] [Note 11] An information processing device (game device 2 in one example) that performs the following actions: displaying a first character and a second character in a game space, wherein at least one of the first character and the second character is controlled by user operation; controlling interference by the first character with an object displayed in the game space, wherein the object can be changed from a first display mode to a second display mode by interference by the first character; and controlling interference by the second character with an object, wherein if the object is in the first display mode, interference by the second character with the object is permitted while the first character is interfering, and if the object is in the second display mode, interference by the second character with the object is not permitted while the first character is interfering.
[0146] [Note 12] System 1 performs the following: displaying a first character and a second character in a game space, wherein at least one of the first character and the second character is controlled by user operation; controlling interference by the first character with an object displayed in the game space, wherein the object can be changed from a first display mode to a second display mode by interference by the first character; and controlling interference by the second character with the object, wherein if the object is in the first display mode, interference by the second character with the object is permitted while the first character is interfering, and if the object is in the second display mode, interference by the second character with the object is not permitted while the first character is interfering. [Explanation of Symbols]
[0147] 1 System 2 Game devices 3 Server equipment 4. Communication Network 20 Control Unit 21 Input / output section 22 Memory section 24 Network Interface Section 26 bus 70 Computers 200 Game Execution Unit 202 Game Space Display Unit 204 Interact Control Unit 700 processor 702 Storage device 710 Display device g gimmick GP Gimmick Points
Claims
1. On the computer, Displaying a first character and a second character within the game space, wherein at least one of the first character and the second character is controlled by user operation; Controlling interference by the first character with an object displayed in the game space, wherein the object can be changed from a first display mode to a second display mode by interference by the first character. Controlling the interference of the second character with the object, If the object is in the first display mode, interference by the second character with the object is permitted both before the first character begins to interfere and while the first character is interfering. If the object is in the second display mode, interference by the second character with the object is not permitted while the first character is interfering. Controlling interference by the second character, After the first character has finished interfering with the object, the object is changed from the second display mode to the first display mode, A program that executes something.
2. The first display mode includes a mode in which the object is displayed at a first position in the game space, The second display mode includes a mode in which the object is displayed at a second position in the game space. The program according to claim 1.
3. The coordinates corresponding to the first display mode are set within the game space, The first character is operated by the first user, The program according to claim 1, wherein the first user can initiate interference with the object by the first character by selecting coordinates corresponding to the first display mode.
4. The second character is operated by the second user, To the aforementioned computer, The program according to claim 1, further comprising displaying notification information, including information about the interference, to a second user based on the interference of the first character with respect to the object.
5. The program according to claim 4, wherein the notification information is displayed based on the first character attempting to interfere with the object.
6. The program according to claim 4, wherein the notification information is displayed based on interference by the second character with respect to the object while the first character is interfering with the object.
7. The first character is operated by the first user, The program according to claim 4, wherein the notification information includes identification information for identifying at least one of the first user and the first character.
8. The first character is operated by the first user, To the aforementioned computer, The program according to claim 1, further comprising: displaying notification information, including information about the interference, to a first user based on interference by a second character with respect to the object while the first character is interfering with the object.
9. To the aforementioned computer, The program according to claim 1, further comprising causing the program to display object information relating to interference with the object to the user.
10. The program according to claim 9, wherein the object information includes information that, when the object is changed from a first display mode to a second display mode, interference by the second character with the object is not permitted while the first character is interfering.
11. Displaying a first character and a second character within the game space, wherein at least one of the first character and the second character is controlled by user operation; Controlling interference by the first character with an object displayed in the game space, wherein the object can be changed from a first display mode to a second display mode by interference by the first character. Controlling the interference of the second character with the object, If the object is in the first display mode, interference by the second character with the object is permitted both before the first character begins to interfere and while the first character is interfering. If the object is in the second display mode, interference by the second character with the object is not permitted while the first character is interfering. Controlling interference by the second character, After the first character has finished interfering with the object, the object is changed from the second display mode to the first display mode, An information processing device that performs this task.
12. Displaying a first character and a second character within the game space, wherein at least one of the first character and the second character is controlled by user operation; Controlling interference by the first character with an object displayed in the game space, wherein the object can be changed from a first display mode to a second display mode by interference by the first character. Controlling the interference of the second character with the object, If the object is in the first display mode, then interference by the second character on the object is permitted while the first character is interfering. If the object is in the second display mode, interference by the second character with the object is not permitted, either before the first character begins interfering or while the first character is interfering. Controlling interference by the second character, After the first character has finished interfering with the object, the object is changed from the second display mode to the first display mode, A system that executes this.