Information processing program, information processing method, and game device

The information processing program enhances player engagement by allowing synchronized character actions in games, addressing the need for diverse emotes through coordinated character movements.

WO2025249031A1PCT designated stage Publication Date: 2025-12-04CYGAMES INC
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Patent Information

Application Number
PCT/JP2025/015453
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-05-30
Filing Date
2025-04-21
Publication Date
2025-12-04

AI Technical Summary

Technical Problem

There is a demand for increasing the interest of players in games by allowing characters to perform a wider variety of emotes.

Method used

An information processing program and method that causes a first character operated by a player to perform a first action at a first position, determines a second position for a second character, and makes the second character perform a second action based on the first character's action, direction, and the number of characters in a combination.

Benefits of technology

Enhances player engagement by enabling synchronized actions among characters, particularly in group emotes, thereby increasing player interest.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

An information processing program according to the present invention makes a computer execute processing that makes a first character operated by a player perform a first action at a first position in response to a selected command selected by the player from a plurality of commands, processing that determines a second position for a second character not operated by the player when the first action is performed, and processing that makes the second character perform a second action at the determined second position.
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Description

Information processing program, information processing method, and game device

[0001] The present invention relates to an information processing program, an information processing method, and a game device.

[0002] Patent Document 1 discloses making game characters perform actions (emotes) to express emotions.

[0003] Patent No. 3839354

[0004] Incidentally, there is a demand for increasing the interest of players by allowing characters to perform a wider variety of emotes.

[0005] An object of the present invention is to provide an information processing program, an information processing method, and a game device that can increase the interest of players.

[0006] In order to solve the above problem, the information processing program causes a computer to perform the following processes: a process of causing a first character operated by a player to perform a first action at a first position in accordance with a selection command selected by the player from among a plurality of commands; a process of determining a second position of a second character not operated by the player when the first action is performed; and a process of causing the second character to perform a second action at the determined second position.

[0007] The process of determining the second position may determine the second position based on the first position.

[0008] The process of executing the second action may determine a direction of the second character based on a direction of the first character when the first action is executed.

[0009] The process of executing the second action may be executed on the second character included in a first range defined based on the position of the first character.

[0010] The process of determining the second position may determine the second position based on the number of the second characters that are to perform the second action.

[0011] The computer may be caused to execute a process of organizing a combination including the first character and the second character, and the process of performing the second action may be performed on the second character of the combination including the first character.

[0012] In order to solve the above problem, an information processing method includes one or more computers performing the following processes: a process of causing a first character operated by a player to perform a first action at a first position in accordance with a selection command selected by the player from among a plurality of commands; a process of determining a second position of a second character not operated by the player when the first action is performed; and a process of causing the second character to perform a second action at the determined second position.

[0013] In order to solve the above problem, a game device includes one or more computers, and the computers perform the following processes: a process of causing a first character operated by a player to perform a first action at a first position in accordance with a selection command selected by the player from among a plurality of commands; a process of determining a second position of a second character not operated by the player when the first action is performed; and a process of causing the second character to perform a second action at the determined second position.

[0014] According to the present invention, it is possible to increase the interest of the player.

[0015] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. FIG. 2 is a diagram explaining the hardware configuration of a game device. FIG. 3 is a diagram explaining game content. FIG. 4A is a diagram showing an example of player information. FIG. 4B is a diagram showing an example of command information. FIG. 5A is a first diagram showing an example of a response range set for a character. FIG. 5B is a first diagram explaining conditions under which a character executes a response action. FIG. 6A is a second diagram showing an example of a response range set for a character. FIG. 6B is a second diagram explaining conditions under which a character executes a response action. FIG. 7 is a diagram showing an example of a formation in a group emote. FIG. 8 is a diagram showing an example of formation information. FIG. 9 is a first diagram showing a first example of a group emote. FIG. 10 is a second diagram showing a second example of a group emote. FIG. 11 is a diagram explaining the configuration of a storage device in the game device and its functions as a computer. FIG. 12 is a flowchart showing an example of special action execution processing.

[0016] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values ​​shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.

[0017] (Overall Configuration of Information Processing System S) Fig. 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system that includes a game device 1, a server 2, and a communication network N having a communication base station Na.

[0018] The game device 1 realizes a so-called 3D action role-playing game (3D action RPG). Here, a case where a 3D action RPG is provided by the game device 1 will be described, but the provided game may also be a 2D action RPG. Furthermore, the games provided by the game device 1 are not limited to action games or role-playing games, and may be other video games such as shooting games, racing games, rhythm games, simulation games, adventure games, and puzzle games. Hereinafter, such video games may be simply referred to as games. Furthermore, in this embodiment, offline solo play by a single player and online multiplayer play by multiple players are possible. In multiplayer play, for example, up to four players can simultaneously participate in the game. However, this is not limited thereto, and the maximum number of participants in multiplayer play may be three or less, or five or more.

[0019] Examples of the game device 1 include a dedicated game device for playing games, a mobile phone such as a smartphone, a tablet device, a personal computer, etc. In this embodiment, a case will be described in which the game device 1 is configured as a dedicated game device. The game device 1 can be connected to a display 10 via a communication cable, and displays a game screen on the display 10.

[0020] The game device 1 can establish communication with the server 2 via the communication network N. However, the communication function is not essential for the game device 1. Also, here, a display 10 is provided separately from the game device 1, but the game device 1 may include the display 10.

[0021] The server 2 is connected for communication with a plurality of game devices 1. The server 2 accumulates various pieces of player information for each player playing the game. The server 2 also updates the accumulated player information based on operations input from the game devices 1.

[0022] The communication base station Na is connected to a communication network N and wirelessly transmits and receives information to and from the game device 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the game device 1 and the server 2.

[0023] (Hardware Configuration of Game Device 1) Fig. 2 is a diagram illustrating the hardware configuration of game device 1. As shown in Fig. 2, game device 1 includes one or more CPUs (Central Processing Units) 12, one or more storage devices 14, a bus 16, an input / output interface 18, a disk drive 20, a storage unit 22, a communication unit 24, and an input unit 26.

[0024] The CPU 12 runs a program stored in a storage device 14 to control the progress of the game. The storage device 14 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores programs and various data required to control the progress of the game. The storage device 14 is connected to the CPU 12 via a bus 16.

[0025] An input / output interface 18 is connected to the bus 16. To the input / output interface 18, a disk drive 20, a storage unit 22, a communication unit 24, and an input unit 26 are connected.

[0026] The disc drive 20 reads a storage medium on which a game program is stored. The storage unit 22 is composed of semiconductor memory such as DRAM (Dynamic Random Access Memory) and stores various programs and data. In the game device 1, the storage medium inserted into the disc drive 20 or the programs and data stored in the storage unit 22 are loaded into the storage device 14 (RAM) by the CPU 12.

[0027] The communication unit 24 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 2 via the communication network N. In the game device 1, the programs and the like received from the server 2 can be stored in the storage device 14 or the storage unit 22.

[0028] The input unit 26 is composed of, for example, an analog controller, a touch panel, buttons, a keyboard, a mouse, or the like, which inputs (accepts) player operations. Furthermore, the input unit 26 may be composed of an acceleration sensor which detects tilt or movement, or a microphone which detects the player's voice. In other words, the input unit 26 broadly includes devices which can input the player's intentions in a discernible manner. In this example, an analog controller is provided as the input unit 26.

[0029] An output unit 28 including the display 10 and a speaker is connected to the input / output interface 18. Although the game device 1 is described here as not including the output unit 28, the game device 1 may be configured to include the output unit 28.

[0030] (Game Content) Next, an example of the content of a game provided by the game device 1 (information processing system S) of this embodiment will be described. As described above, the game device 1 is capable of offline solo play and online multiplayer, but here, the game content of online multiplayer will be described.

[0031] 3 is a diagram illustrating the content of the game. By executing a game program, the game device 1 generates a virtual space and a character configured by a 3D model placed in the virtual space. The game device 1 also generates an image of the character in the generated virtual space taken from a specific viewpoint with a virtual camera as a game screen 300. The game device 1 then outputs the generated game screen 300 to the output unit 28 and displays the game screen 300 on the display 10.

[0032] In the example shown in FIG. 3 , a plurality of characters are displayed on the game screen 300. Specifically, character CH1, character CH2, character CH3, and character CH4 are displayed on the game screen 300. Here, character CH1 is a character (own character) controlled by the player (himself). Characters CH2, CH3, and CH4 are non-player characters (NPCs) that are not controlled by the player but by the computer. However, character CH2, character CH3, and character CH4 may also include characters (other characters) controlled by other players (other players). Hereinafter, characters placed in the virtual space may be collectively referred to as characters CH.

[0033] A player can control a player's own character, character CH1, by operating an analog controller (not shown). The game device 1 controls the position, orientation (direction), and action of character CH1 in the virtual space based on operation information input by the player. For example, when the player performs an operation to move character CH1, the game device 1 controls the position or orientation of character CH1 in the virtual space. Furthermore, when the player performs an operation to perform an action on character CH1, the game device 1 controls the execution of an action on character CH1 in the virtual space. For example, the action includes an attack action, a defense action, an evasion action, a special action, and the like. As a result, character CH1 moves, changes orientation, or takes an action on the game screen 300. Similarly, the game device 1 controls the position, orientation (direction), and action of character CH2, character CH3, or character CH4 in the virtual space based on operation information determined by the computer or input by another player.

[0034] Furthermore, by operating the analog controller, the player can organize a combination consisting of multiple characters. The combination can adopt, for example, game specifications such as a party or deck. The combination includes at least the player's own character. In this embodiment, the player can select up to four characters to organize a combination. However, this is not limited to this, and the player may organize a combination of three or fewer characters or five or more characters. Organization information (combination information) of the combination organized by the player is stored in the storage unit 22 as part of the player information. Furthermore, the player information including the combination information is transmitted from the game device 1 to the server 2 and stored and managed in a storage device (not shown) of the server 2.

[0035] FIG. 4A is a diagram showing an example of player information. FIG. 4B is a diagram showing an example of command information. As shown in FIG. 4A , the player information includes player identification information, combination identification information, character identification information, and formation position identification information. The player identification information is associated (linked) with the combination identification information, character identification information, and formation position identification information. Note that the example shown in FIG. 4A shows an example in which one combination identification information is associated with one player identification information. However, this is not limited to this, and a plurality of different combination identification information may be associated with one player identification information. Furthermore, combination identification information, the character identification information associated with the combination identification information, and the formation position identification information constitute combination information.

[0036] The player identification information is, for example, a player ID. The player ID is a unique identifier assigned to each player, and is used to individually identify each player. Here, the player is set with player identification information of "0001". The combination identification information is, for example, a combination ID. The combination ID is a unique identifier assigned to each combination organized by a player, and is used to individually identify each combination. Here, the combination organized by a player is set with combination identification information of "0011".

[0037] The character identification information is, for example, a character ID. The character ID is a unique identifier assigned to each character and is used to individually identify each character. In this example, character CH1 is set with character identification information "0001," character CH2 is set with character identification information "0052," character CH3 is set with character identification information "0108," and character CH4 is set with character identification information "0025."

[0038] The formation position identification information indicates the formation position (formation order) of a character in a combination. A first, second, third, and fourth formation positions (formation order) are set for each combination. The character in the first position in the combination is set with formation position identification information of "01," the character in the second position in the combination is set with formation position identification information of "02," the character in the third position in the combination is set with formation position identification information of "03," and the character in the fourth position in the combination is set with formation position identification information of "04." In this way, by associating the formation position identification information with the character identification information, it is possible to set the formation order of characters in a combination, as well as to set the formation positions of characters in a group emote, which will be described in detail later.

[0039] Furthermore, the player can make the player's own character CH1 execute an action by operating the analog controller. For example, the player can open a menu 400 on the game screen 300 and select one command from among a plurality of commands displayed in the menu 400. Furthermore, by the player selecting a command, the player can make the character CH1 execute an action corresponding to the selected command.

[0040] In the example shown in FIG. 3 , the multiple commands include command 1, command 2, command 3, and command 4. By selecting command 1, the player can have character CH1 perform an action corresponding to command 1. Furthermore, by selecting command 2, the player can have character CH1 perform an action corresponding to command 2. Furthermore, by selecting command 3, the player can have character CH1 perform an action corresponding to command 3. Furthermore, by selecting command 4, the player can have character CH1 perform an action corresponding to command 4.

[0041] Each of the multiple commands that the player can select and operate is assigned a command identification information for individually identifying the command. One command identification information is assigned to each command. The command identification information is, for example, a command ID, which is a unique identifier assigned to each command. For example, command 1 shown in FIG. 3 is assigned the command identification information of "0001" shown in FIG. 4B (to be described later). Command 2 shown in FIG. 3 is assigned the command identification information of "0002" shown in FIG. 4B. Command 3 shown in FIG. 3 is assigned the command identification information of "0003" shown in FIG. 4B. Command 4 shown in FIG. 3 is assigned the command identification information of "0004" shown in FIG. 4B.

[0042] Furthermore, as will be described in detail later, the command identification information is associated with action identification information for individually identifying each action that the character can perform. The action identification information is, for example, an action ID, which is a unique identifier assigned to each action.

[0043] As shown in FIG. 4B , the command information includes a command identification and an action identification. One action identification is associated with one command identification. Specifically, the action identification "0101" is associated with the command identification "0001." Furthermore, the action identification "0101" is associated with the command identification "0002." Furthermore, the action identification "0101" is associated with the command identification "0003." The command identifications "0001," "0002," and "0003" are special command identifications used to execute group emotes, which will be described in detail later, and each of these is associated with the same action identification. Associating multiple different command identifications with the same action identification in this way allows the player to change the formation positions, motions, etc. of the player's own character and other characters in group emotes, which will be described later, in response to a command selection operation by the player. However, this is not limited to this, and different action identifications may be associated with the command identifications "0001," "0002," and "0003." On the other hand, the command identification information “0004” is associated with the action identification information “0002.” Therefore, the character's action in response to command 4 is different from the character's actions in response to command 1, command 2, and command 3.

[0044] The actions performed by the character CH include various actions such as attack actions, defense actions, evasion actions, and special actions. Attack actions, defense actions, and evasion actions are performed, for example, by the player pressing a button on an analog controller. Special actions are performed, for example, by the player selecting a command displayed in the menu 400. However, without being limited to this, attack actions, defense actions, and evasion actions may also be performed by the player selecting a command displayed in the menu 400. Commands for performing actions may also be assigned to buttons on the analog controller. In this case, the player selects a button on the analog controller to select the command assigned to the button, thereby enabling various actions such as attack actions, defense actions, evasion actions, and special actions to be performed. An attack action is, for example, an action in which the player's character attacks an enemy character located in a virtual space. A defense action is, for example, an action in which the player's character defends against an attack by an enemy character located in a virtual space. An evasion action is, for example, an action in which the player's character evades an attack by an enemy character located in a virtual space.

[0045] A special action is, for example, an action that causes a character placed in a virtual space to perform a dialogue action or an emotion-expressing action (emote). When a dialogue action is executed, a standard phrase is displayed on the game screen 300, and the character performs a specific action. Specifically, when a dialogue action is executed, a standard phrase such as "Thank you for your help" is displayed on the game screen 300, and the character performs a bowing action. Furthermore, when a dialogue action is executed, a standard phrase such as "Hello" is displayed on the game screen 300, and the character performs a greeting action. On the other hand, when an emotion-expressing action (emote) is executed, the character performs an action such as a pose, gesture, or dance, without displaying a standard phrase on the game screen 300.

[0046] Here, when the player's character performs a special action, another character located near the player's character may perform a response action in response to the special action. For example, when character CH1 performs a special action, character CH2 located near character CH1 may perform a response action. Specifically, when character CH1 performs a dialogue action, a standard phrase "Thank you for your cooperation" is displayed on the game screen 300, and an action of character CH1 bowing toward character CH2 is performed. At this time, character CH2 responds to character CH1's bowing action by performing a response action of bowing toward character CH1. Note that the response action in this embodiment does not involve the display of a standard phrase, and only a specific action by the character is performed. However, the response action is not limited to this, and the response action may involve not only a specific action by the character but also the display of a standard phrase.

[0047] Furthermore, when character CH1 performs an emote action such as a pose, gesture, or dance, character CH2 located near character CH1 may perform a response action in response to the action of character CH1. Specifically, when character CH1 dances, character CH2 located near character CH1 dances together with character CH1.

[0048] In this way, when a character in the virtual space is nearby and a character performing a special action exists, the character may perform a response action in response to the special action. Here, a response range is set for the character for performing a response action in response to the special action.

[0049] Fig. 5A is a first diagram showing an example of a response range set for a character. Fig. 5B is a first diagram explaining the conditions under which a character executes a response action. Fig. 6A is a second diagram showing an example of a response range set for a character. Fig. 6B is a second diagram explaining the conditions under which a character executes a response action.

[0050] In the example shown in FIG. 5A , a trapezoidal response range R1 is set in front of character CH1, the player's character. Furthermore, a trapezoidal response range R2 is set in front of character CH2, another character other than the player's character. The shapes of response ranges R1 and R2 are not limited to trapezoidal shapes and may be other shapes, such as triangular, rectangular, polygonal, circular, or elliptical. In the present embodiment, response ranges R1 and R2 have the same shape and size, but this is not a limitation. The response ranges R1 and R2 may have different shapes or sizes. The response ranges R1 and R2 shown in FIG. 5A are used, for example, for special actions other than group emotes, as will be described in detail later. However, this is not a limitation, and response ranges R1 and R2 may also be used for group emotes.

[0051] In the example shown in FIG. 5B , character CH1 performs a special action, and character CH2 performs a response action in response to character CH1's special action. A condition for character CH2 to perform a response action is, for example, that character CH2 is located within the response range R1 of character CH1 performing the special action, and character CH1 is located within the response range R2 of character CH2. In other words, when character CH2 performing a response action is located within the response range R1 of character CH1 performing the special action, and character CH1 performing a special action is located within the response range R2 of character CH2 performing the response action, character CH2's response action is performed. However, this is not limited thereto, and a condition for performing a response action may be, for example, that character CH1 performing a special action is located within the response range R2 of character CH2 performing the response action. Furthermore, a condition for performing a response action may be, for example, that character CH2 performing a response action is located within the response range R1 of character CH1 performing the special action. Furthermore, a condition for performing a response action may include the orientation of the character CH. For example, the condition for executing the response action may include that the character CH2 executing the response action faces the direction of the character CH1 executing the special action. In other words, the response action may be executed only when the character CH2 executing the response action faces the direction of the character CH1 executing the special action.

[0052] In the example shown in FIG. 6A , a circular response range R10 is set for character CH1, with character CH1 at its center. Similarly, a circular response range R20 is set for character CH2, with character CH2 at its center. The shapes of response ranges R10 and R20 are not limited to circular and may be other shapes, such as triangular, rectangular, polygonal, trapezoidal, or elliptical. While response ranges R10 and R20 have the same shape and size in this embodiment, the present invention is not limited thereto. Response ranges R10 and R20 may have different shapes or sizes. The response ranges R10 and R20 shown in FIG. 6A are used, for example, for a group emote, a special action, as described in detail below. However, the present invention is not limited thereto. Response ranges R10 and R20 may also be used for special actions other than a group emote.

[0053] In the example shown in FIG. 6B , character CH1 performs a special action, and character CH2 performs a response action in response to character CH1's special action. As described above, the condition (response condition) for character CH2 to perform the response action is that character CH2 is located within the response range R10 of character CH1 performing the special action, and character CH1 is located within the response range R20 of character CH2. However, this is not limited thereto, and the condition for performing the response action may be, for example, that character CH1 performing the special action is located within the response range R20 of character CH2 performing the response action. Furthermore, the condition for performing the response action may be, for example, that character CH2 performing the response action is located within the response range R10 of character CH1 performing the special action. Furthermore, the condition for performing the response action may include the orientation of the characters CH. For example, the condition for performing the response action may include that character CH2 performing the response action is facing the direction of character CH1 performing the special action. In other words, the response action may be performed only when character CH2 performing the response action is facing the direction of character CH1 performing the special action.

[0054] Emotes in this embodiment include group emotes in which multiple characters perform a specific action as a group. For example, there is a group emote in which the player's character and an NPC or other character form a formation and dance together. The group emote includes a special action performed by the player's character and a response action performed by a character other than the player's character. In a group emote, when a special action is performed by the player's character, a response action corresponding to (related to) the special action is performed by a character other than the player's character. The special action and response action in this group emote are, for example, performed simultaneously. However, without being limited to this, the special action and response action in a group emote may be performed at different times.

[0055] FIG. 7 is a diagram showing an example of a formation in a group emote. As shown in FIG. 7, the formation includes formation positions where multiple characters are arranged in virtual space. In the example shown in FIG. 7, the multiple formation positions include formation position PO1, formation position PO2, formation position PO3, and formation position PO4. Formation position PO1, formation position PO2, formation position PO3, and formation position PO4 are positions that are equally spaced from one another and aligned on a straight line. However, this is not limited thereto, and formation position PO1, formation position PO2, formation position PO3, and formation position PO4 may also be positions that are unequally spaced from one another and aligned on a straight line. Furthermore, formation position PO1, formation position PO2, formation position PO3, and formation position PO4 may also be positions that are aligned on a curve. The number of formation positions is the same as the maximum number of people in a combination that can be organized by a player. For example, if the maximum number of people in a combination is four, the number of formation positions is four. However, this is not limited to this, and the number of formation positions may be greater or less than the maximum number of people in a combination that can be organized by a player.

[0056] The game device 1 sets the formation positions of characters performing a group emote in a virtual space based on, for example, the formation information shown in FIG. 8 . Here, the formation information includes command identification information and combination information. The command identification information can be identified based on the command selected by the player. For example, when the player selects command 1 shown in FIG. 3 , the command identification information "0001" set for command 1 can be identified. The game device 1 can identify the character identification information and formation position identification information of characters included in the current combination by referring to the combination information and identifying the combination identification information currently set in the player information. Note that the number of characters included in the current combination can be identified by the number of character identification information associated with the combination identification information. For example, in the example shown in FIG. 4 , the character identification information associated with the combination identification information "0011" is "0001," "0052," "0108," and "0025," so it can be determined that the number of characters included in the combination is four.

[0057] 8 is a diagram showing an example of formation information. As shown in Fig. 8, information on multiple patterns of formation positions is set for one piece of command identification information according to the number of characters organized in the combination. Furthermore, information on multiple patterns of formation positions is set according to the type of command identification information.

[0058] Specifically, for the command identification information "0001," multiple pieces of information are set regarding the formation positions when the number of characters organized in the combination is "two." For example, for the command identification information "0001," information regarding the formation positions of "center (PL)" and "left" is set in "pattern A" when the number of characters organized in the combination is "two." Here, "PL" indicates the formation position of the player's own character operated by the player, and is, for example, the formation position "PO3" shown in FIG. 7. Furthermore, "left" indicates the formation position of a character other than the player's own character organized in the combination, and is, for example, the formation position "PO2" shown in FIG. 7.

[0059] Furthermore, for the command identification information "0001," information regarding the formation positions of "center (PL)" and "right" is set in "pattern B" when the number of characters organized in the combination is "two." Here, "center (PL)" is, for example, the formation position "PO3" shown in FIG. 7. Furthermore, "right" is, for example, the formation position "PO4" shown in FIG. 7. Whether the formation position is set to "pattern A" or "pattern B" is determined by lottery. For example, the lottery probability for "pattern A" is set to "50%, and the lottery probability for "pattern B" is also set to "50%."

[0060] When a player selects a command displayed in the menu 400, characters to be organized into a combination including the player's own character that meets the response conditions of the response ranges R1, R2, R10, and R20 are extracted. If the number of characters other than the extracted player's own character is "two," the game device 1 randomly determines a formation position of either "Pattern A" or "Pattern B." The player's own character and other characters or NPCs that meet the response conditions of the response ranges R1, R2, R10, and R20 are then forcibly moved and positioned to the determined formation position, and a group emote is executed at the positioned formation position. The formation positions shown in FIG. 7 are applied to all group emotes. However, this is not a limitation, and the formation positions shown in FIG. 7 may be applied only to a specific subset of group emotes.

[0061] Furthermore, for the command identification information "0001," when the number of characters organized in the combination is "three," information regarding the formation positions of "left," "center (PL)," and "right" is set. Here, "center (PL)" indicates the formation position of the player's own character operated by the player, for example, the formation position "PO3" shown in FIG. 7. Furthermore, "right" indicates the formation position of the character set in the formation position identification information "02" shown in FIG. 4, for example, the formation position "PO4" shown in FIG. 7. Furthermore, "left" indicates the formation position of the character set in the formation position identification information "03" shown in FIG. 4, for example, the formation position "PO2" shown in FIG. 7.

[0062] Furthermore, for the command identification information "0001," when the number of characters organized in the combination is "four," information regarding the formation positions of "left," "center," "center (PL)," and "right" is set. Here, "center (PL)" indicates the formation position of the player's own character, such as the formation position "PO3" shown in FIG. 7. Furthermore, "right" indicates the formation position of the character set in the formation position identification information "02" shown in FIG. 4, such as the formation position "PO4" shown in FIG. 7. Furthermore, "center" indicates the formation position of the character set in the formation position identification information "03" shown in FIG. 4, such as the formation position "PO2" shown in FIG. 7. Furthermore, "left" indicates the formation position of the character set in the formation position identification information "04" shown in FIG. 4, such as the formation position "PO1" shown in FIG. 7.

[0063] The formation position for the command identification information "0002" and "0003" is set in the same manner as for the command identification information "0001." Note that the command identification information "0001," "0002," and "0003" each set the formation position for the player's character in which the special action is executed differently. Specifically, the command identification information "0001" sets the player's character to the "center" formation position. In contrast, the command identification information "0002" sets the player's character to the "left" formation position. Furthermore, the command identification information "0003" sets the player's character to the "right" formation position. Note that the group emotes executed by the command identification information "0001," "0002," and "0003" are the same. However, the formation position of the player's character in the group emotes differs depending on the command identification information "0001," "0002," and "0003." In other words, the command identification information "0001", "0002", and "0003" can be said to be identification information for specifying the formation position of the player's character in a specific group emote.

[0064] The formation position set for character CH1, the player's character, is, for example, the position of character CH1 in the virtual space at the time when command 1, command 2, or command 3 is selected by the player. However, without being limited to this, the formation position set for character CH1, the player's character, may be, for example, a position different from the position of character CH1 in the virtual space at the time when command 1, command 2, or command 3 is selected by the player. Specifically, the formation position set for character CH1, the player's character, may be, for example, a position set based on the position of character CH1 in the virtual space at the time when command 1, command 2, or command 3 is selected by the player. Specifically, the position set based on the position of character CH1 in the virtual space is, for example, a position spaced a predetermined distance in front of, behind, to the left of, or to the right of the position of character CH1, which serves as the reference.

[0065] Furthermore, the formation positions set for characters CH2, CH3, and CH4 other than the player's character are positions set based on the position and orientation of character CH1 in the virtual space at the time when the player selects and operates Command 1, Command 2, or Command 3. For example, when the player's character is set to formation position "PO3," formation position "PO2" is a position on the left side of character CH1 in FIG. 7 from formation position "PO3" as a reference, and spaced a predetermined distance in a direction perpendicular to the forward direction of character CH1. Formation position "PO1" is a position on the left side of character CH1 in FIG. 7 from formation position "PO2" as a reference, and spaced a predetermined distance in a direction perpendicular to the forward direction of character CH1. Formation position "PO4" is a position on the right side of character CH1 in FIG. 7 from formation position "PO3" as a reference, and spaced a predetermined distance in a direction perpendicular to the forward direction of character CH1.

[0066] In addition, when the number of characters organized in a combination is "three" or more, the characters to be placed other than the player's character and the formation positions in which those characters will be placed are determined based on the arrangement order of the formation positions ("order" in FIG. 8 ). This arrangement order is set, for example, based on the formation position identification information in the combination information. Specifically, the character CH to which the formation position identification information "02" is set is set to the arrangement order of the circled number "1" in the "order" shown in FIG. 8 . Furthermore, the character CH to which the formation position identification information "03" is set is set to the arrangement order of the circled number "2" in the "order" shown in FIG. 8 . The character CH to which the formation position identification information "04" is set is set to the arrangement order of the circled number "3" in the "order" shown in FIG. 8 . In this way, by setting (specifying) the arrangement order of the formation positions of characters other than the player's character in the formation information, the formation positions of each character in a group emote can be easily set (specified) using the arrangement order of the characters in the combination.

[0067] In this manner, when the player selects a command displayed in the menu 400, the game device 1 extracts characters to be organized into a combination of player characters that satisfies the response conditions of the response ranges R1, R2, R10, and R20. The game device 1 then sets the formation positions of the extracted characters based on the formation information. The game device 1 also places each character in the set formation position and causes each character to perform a group emote. At this time, the orientation of characters other than the player character is controlled so that the orientation of each character is the same as the orientation of the player character. The placement (movement) of each character to the formation position is instantaneous, and an effect processing is performed that makes it appear as if the character has warped or teleported. However, the placement (movement) of each character to the formation position is not limited to this, and the placement (movement) of each character to the formation position may be performed by, for example, walking, running, or other movement control.

[0068] FIG. 9 is a first diagram showing a first example of a group emote. FIG. 9 shows an example of a group emote corresponding to command 1, for which command identification information "0001" is set. As shown in FIG. 9, the game device 1 refers to the formation information and sets character CH1, the player's character, to formation position "PO3." The game device 1 also refers to the formation information and sets character CH2, for which formation position identification information "02" is set, to formation position "PO4." The game device 1 also refers to the formation information and sets character CH3, for which formation position identification information "03" is set, to formation position "PO2." The game device 1 also refers to the formation information and sets character CH4, for which formation position identification information "04" is set, to formation position "PO1."

[0069] The game device 1 then causes each character positioned at each formation position to perform a group emote. In the example shown in FIG. 9 , the motion of each character in the group emote differs depending on the formation position. For example, in the example shown in FIG. 9 , character CH3 positioned at formation position "PO2" and character CH1 positioned at formation position "PO3" perform a motion of holding hands with the adjacent character. Meanwhile, character CH4 positioned at formation position "PO1" and character CH2 positioned at formation position "PO4" perform a motion of holding one hand with the adjacent character and raising the other hand. Here, the motions performed by characters CH2 and CH4 correspond to (are related to) the motions performed by characters CH1 and CH3. In other words, in the group emote, each character performs a common or related motion. However, this is not limited thereto, and the motions performed by characters CH2 and CH4 may be motions that do not correspond to (are related to) the motions performed by characters CH1 and CH3. That is, in a group emote, each character may perform a completely different motion that is unrelated to each other.

[0070] Here, the information about the group emote associated with the action identification information of the group emote includes information about multiple patterns of actions set according to the formation position. By identifying the characters to be placed at each formation position based on the formation position identification information, it is possible to cause the identified characters to perform the actions set according to the formation position. Note that the multiple patterns of actions set according to the formation position may be different depending on the formation position as shown in FIG. 9, or may be the same regardless of the formation position as shown in FIG. 10, which will be described later.

[0071] FIG. 10 is a second diagram showing a second example of a group emote. FIG. 10 shows another example of a group emote corresponding to command 1 shown in FIG. 9 and set to command identification information "0001." As shown in FIG. 10, the game device 1 references the formation information and sets character CH1, the player's character, to formation position "PO3." The game device 1 also references the formation information and sets character CH2, set to formation position identification information "02," to formation position "PO4." The game device 1 also references the formation information and sets character CH3, set to formation position identification information "03," to formation position "PO2." The game device 1 also references the formation information and sets character CH4, set to formation position identification information "04," to formation position "PO1."

[0072] The game device 1 then causes each character positioned at each formation position to perform a group emote. In the example shown in Fig. 10, the motion of each character in the group emote is the same regardless of the formation position. For example, in the example shown in Fig. 10, characters CH1, CH2, CH3, and CH4 all perform the same motion.

[0073] Note that if an object such as a structure, an NPC set in a fixed position, or a moving NPC exists at a specific formation position in the virtual space, the characters set at that specific formation position will not be positioned. In other words, if an object exists at a specific formation position, the characters set at that specific formation position will not move or perform a group emote.

[0074] In the present embodiment, an example has been described in which a group emote is performed by characters included in a combination formed by a player. However, this is not limited to this example. A group emote may be performed by a player's own character, an NPC, or another character located near the player's character without being included in the combination. For example, a group emote may be performed by an NPC or another character located within the response range R10 of the player's character CH1 shown in FIG. 6B . Here, the size of the response range R10 may be different between a group emote and a special action other than a group emote. Specifically, the size of the response range R10 for a group emote may be set larger than the size of the response range R10 for a special action other than a group emote.

[0075] In the present embodiment, an example of a group emote has been described in which the player's character and an NPC or another character dance together in formation. However, the present invention is not limited to this example, and the group emote may include a special action performed by the player's character and a response action performed by a character other than the player's character. For example, the group emote may include an attack action performed by the player's character and a character other than the player's character in cooperation with each other.

[0076] As described above, according to this embodiment, a group emote (first action) is performed on the player's own character (first character) at a first position in the formation position in response to a selection command selected by the player from among a plurality of commands. Furthermore, when the group emote (first action) of the player's character is performed, a second position in the formation position of an NPC or other character (second character) not controlled by the player is determined. Then, the group emote (second action) is performed on the NPC or other character at the determined second position. This allows the characters to perform a wider variety of group emotes in response to the type of selection command, thereby enhancing the player's interest.

[0077] Furthermore, the position of the NPC or other character (second character) is determined based on the position of the player's character (first character), thereby improving the sense of cooperation or unity in group emotes performed by multiple characters.

[0078] Furthermore, the orientation of the NPC or other character (second character) is determined based on the orientation of the player's character (first character), thereby enhancing the sense of cooperation or unity in group emotes performed by multiple characters.

[0079] The group emote is performed on NPCs or other characters (second characters) within response ranges (first ranges) R1 and R10 defined based on the position of the player's character (first character). This makes it easy for the player to select the characters to be the targets of the group emote.

[0080] Furthermore, the positions of the NPCs or other characters (second characters) are determined based on the number of NPCs or other characters (second characters) that will perform the group emote (second action), which makes it easy to set the formation position that changes depending on the number of characters performing the group emote.

[0081] Furthermore, the combinations organized by the player include the player's own character (first character) and an NPC or another character (second character). The group emote is then performed on the NPC or other character (second character) in the combination that includes the player's own character (first character). This allows the player to easily select the characters to be the targets of the group emote.

[0082] (Functional Configuration and Control Processing in Game Device 1) Next, a description will be given of the functional configuration and control processing in the game device 1 for executing the above game. Note that the following mainly describes in detail the functional configuration and control processing related to the execution processing of special actions, and explanations of other configurations and control processing will be omitted.

[0083] 11 is a diagram illustrating the configuration of the storage device 14 in the game device 1 and its functions as a computer. The storage device 14 is provided with a program storage area 14a and a data storage area 14b. When an application is started, the CPU 10 stores a control program (module) in the program storage area 14a.

[0084] The control programs include a virtual space generation program 500 and a character control program 502. Note that the above programs are merely examples, and many other programs are stored in the program storage area 14a.

[0085] The data storage area 14b is provided with a player information storage area 600 and a game information storage area 602 as storage areas for storing data. The player information storage area 600 stores player information shown in FIG. 4A. The game information storage area 602 stores game information for generating the virtual space and each character, command information shown in FIG. 4B, formation information shown in FIG. 8, and the like. Note that the above-mentioned storage areas are merely examples, and the data storage area 14b is provided with many other storage areas. The storage areas are also provided with many tables.

[0086] The CPU 10 runs the programs stored in the program storage area 14a and updates the data in the storage units in the data storage area 14b. By running the programs stored in the program storage area 14a, the CPU 10 causes the game device 1 (computer) to function as a device-side control unit 1A. The device-side control unit 1A includes a virtual space generation unit 500a and a character control unit 502a.

[0087] Specifically, the CPU 10 runs the virtual space generation program 500, causing the computer to function as a virtual space generation unit 500a. Similarly, the CPU 10 runs the character control program 502, causing the computer to function as a character control unit 502a.

[0088] The virtual space generation unit 500a generates a virtual space and performs processing to place objects (player's character, other characters, NPCs, structures, etc.) configured as 3D models within the virtual space.

[0089] The character control unit 502a controls the position, orientation, and actions of the character in the virtual space.

[0090] (Explanation of Special Action Execution Process) Next, the processes executed by the above-mentioned control units will be explained. Note that, in the following, the process related to the special action will be explained, and the explanation of other processes will be omitted.

[0091] 12 is a flowchart showing an example of the special action execution process. The character control unit 502a determines whether or not the player has selected any command using an analog controller (not shown) (S100). If no command has been selected (NO in S100), the character control unit 502a ends the special action execution process.

[0092] If a command is selected (YES in S100), the character control unit 502a determines the command identification information of the command selected by the player (S102). The character control unit 502a then determines the action identification information associated with the command identification information, and determines whether the action corresponding to the action identification information is a special action (S104). If the action corresponding to the action identification information is not a special action (NO in S104), the character control unit 502a ends the special action execution process.

[0093] If the action corresponding to the action identification information is a special action (YES in S104), the character control unit 502a determines whether or not the action is a group emote among the special actions (S106).

[0094] If the action is a group emote, which is a special action (YES in S106), the character control unit 502a executes a response range expansion process to expand the response ranges R1, R2, R10, and R20 set for the character CH (S108). For example, the character control unit 502a executes a process to double the response ranges R1, R2, R10, and R20. However, this is not limited to this, and the response ranges R1, R2, R10, and R20 may be expanded by a factor of more than one and less than two, or by a factor of more than two. Expanding the response ranges R1, R2, R10, and R20 for a group emote allows emotes to be performed by more characters than for special actions other than group emotes. Note that the response range expansion process S108 is not essential, and the response range expansion process S108 may be omitted from the special action execution process. In other words, the response ranges R1, R2, R10, and R20 do not need to be expanded.

[0095] The character control unit 502a executes a character extraction process to extract a character CH other than the player's character that is organized into a combination of the player's character that satisfies the response conditions of the expanded response ranges R1, R2, R10, and R20 (S110). In the character extraction process, the character control unit 502a acquires, for example, information regarding the position and orientation of the player's character. It also acquires information regarding the position, orientation, and type of the character CH other than the player's character. The information regarding the type of character CH other than the player's character includes, for example, information indicating the type of NPC that is set in a fixed position in the virtual space, or information indicating the type of NPC that changes position (moves) in the virtual space.

[0096] The character control unit 502a executes a character extraction process based on information regarding the position and orientation of the player's character, information regarding the expanded response ranges R1 and R10 of the player's character, and information regarding the position, orientation, and type of a character CH other than the player's character.

[0097] The character control unit 502a sets the order of the formation positions in the group emote of the character CHs extracted by the character extraction process (S112). This order is set, for example, based on the formation position identification information of the combination information. Specifically, the character CHs set with the formation position identification information "02" are set in the order of the circled numbers "1" in the "order" column shown in FIG. 8. The character CHs set with the formation position identification information "03" are set in the order of the circled numbers "2" in the "order" column shown in FIG. 8. The character CHs set with the formation position identification information "04" are set in the order of the circled numbers "3" in the "order" column shown in FIG. 8. However, the order is not limited to this, and the order may be set, for example, in the order of random selection from among the extracted character CHs. The order may also be set, for example, in the order of proximity to the player's character from among the extracted character CHs.

[0098] The character control unit 502a executes a formation position setting process (S114) that sets the formation positions of the player's character and the extracted characters by referring to the formation information shown in Fig. 8. The details of the formation position setting process are explained in detail in Fig. 8, so a detailed explanation of the contents will be omitted here.

[0099] The character control unit 502a executes character position control to place (change) the positions of the player's character and the extracted characters to the formation positions set by the formation position setting process (S116). Here, as described above, in the character position control, if an object such as a structure exists at the set formation position, the change (movement) of the position of the character CH to that formation position is restricted. In other words, if an object exists at the set formation position, the character CH will not move to that formation position. However, if no object exists at the set formation position, the character CH will move to that formation position.

[0100] After changing the position of each character to the formation position, the character control unit 502a executes a waiting time determination process to determine whether the waiting time of the extracted character CH is 0 (S118). Here, each character is set with a waiting time for waiting before executing a special action or a response action. For example, the waiting time is the time from when the player's character initiates a special action until another character initiates a response action. Also, the waiting time is the time from when the player selects a command until when the player's character initiates a special action.

[0101] Specifically, the waiting time is, for example, 1 second. However, the waiting time is not limited to this, and may be set to 0 seconds. The waiting time may also be set to a number of seconds between 0 and less than 1 second, or a number of seconds longer than 1 second. The waiting time may be set to a uniform number of seconds for all character CHs, or may be set to a different number of seconds for each character CH. If the waiting time is not 0 (NO in S118), the character control unit 502a subtracts the time measured by a timer (not shown) from the waiting time, and sequentially determines whether the waiting time is 0 or not.

[0102] If the waiting time is 0 (YES in S118), the character control unit 502a executes a first action control to cause each character positioned at the formation position to perform a group emote, and then ends the special action execution process (S120). For example, the character control unit 502a causes each character to perform a group emote as shown in FIGS. 9 and 10. In the first action control, for example, a character other than the player character is placed (moved) to a formation position near the player character, and the orientation of the character other than the player character is controlled so that the character faces the same direction as the player character. In the first action control, the player character is controlled to execute a special action (group emote). In addition, a response action (group emote) is controlled to be executed for the character other than the player character.

[0103] On the other hand, if the special action is other than a group emote in S106 (NO in S106), the character control unit 502a executes a character extraction process to extract a character CH other than the player's own character that satisfies the response conditions of the response ranges R1, R2, R10, and R20 (S122). This character extraction process is the same as the character extraction process described in S110, and therefore a detailed description of the content will be omitted here.

[0104] The character control unit 502a executes a second action control to make the player's character perform a special action corresponding to the command selected and operated by the player (S124). In the second action control, for example, the direction of the player's character is controlled so that the player's character faces the extracted specific character, and the special action is executed.

[0105] Meanwhile, the character control unit 502a executes a waiting time determination process to determine whether the waiting time of the extracted character CH is 0 (S126). This waiting time determination process is the same as the waiting time determination process described in S118, and therefore a detailed description of the process will be omitted here.

[0106] If the waiting time is 0 (YES in S126), the character control unit 502a executes a third action control to cause the extracted character CH to perform a special action, and ends the special action execution process (S128). In the third action control, for example, the direction of the specific character is controlled so that the specific character faces the player's character, and a response action is executed. In this response action, for example, an action corresponding to one action identification information randomly selected from multiple action identification information is executed. However, the response action is not limited to this, and an action corresponding to a specific action identification information may be executed, for example.

[0107] While one embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these modifications also fall within the technical scope of the present invention.

[0108] Furthermore, the game screens described above are merely examples, and the game screens described using the figures can be modified in design as appropriate.

[0109] In the above embodiment, the special action execution process is described as being executed on the game device 1. However, the special action execution process may be executed on the server 2, or may be executed by the game device 1 and the server 2 in cooperation with each other.

[0110] In any case, the information processing program may cause one or more computers to perform the following processes.

[0111] (Processing performed by a computer) A process (S114 and S120, for example, in the embodiment) in which a first character (character CH1, for example, in the embodiment) controlled by the player executes a first action (a group emote, for example, in the embodiment) at a first position (formation position PO3, for example, in the embodiment) in accordance with a selected command selected by the player from a plurality of commands (command 1, command 2, command 3, for example, in the embodiment).

[0112] When a first action is executed, a process of determining a second position (in the embodiment, as an example, formation position PO4) of a second character (in the embodiment, as an example, character CH2) that is not controlled by the player, and a process of causing the second character to execute a second action (in the embodiment, as an example, a group emote) at the determined second position (in the embodiment, as an example, S114, S120).

[0113] The process of determining the second position may determine the second position based on the first position.

[0114] The process of executing the second action may determine the orientation of the second character based on the orientation of the first character when the first action is executed.

[0115] The process of executing the second action may be performed on a second character that is within a first range (in an embodiment, response ranges R1 and R10, for example) that is defined based on the position of the first character.

[0116] The process of determining the second position may determine the second position based on the number of second characters that are to perform the second action.

[0117] The computer may be caused to perform a process of organizing a combination including a first character and a second character, and the process of performing a second action may be performed on the second character of the combination including the first character.

[0118] In addition, in the above-described embodiment, the information processing program for realizing the game may be stored in a computer-readable non-transitory storage medium. Furthermore, the above-described embodiment may be an information processing method for realizing each function and step shown in the flowchart.

[0119] 1 Game device 2 Server S Information processing system

Claims

1. An information processing program that causes a computer to execute the following processes: a process of causing a first character controlled by a player to perform a first action at a first position in accordance with a selection command selected by the player from among a plurality of commands; a process of determining a second position for a second character not controlled by the player when the first action is executed; and a process of causing the second character to perform a second action at the determined second position.

2. The information processing program according to claim 1, wherein the process of determining the second position determines the second position based on the first position.

3. The information processing program according to claim 1, wherein the process of executing the second action determines the orientation of the second character based on the orientation of the first character when the first action is executed.

4. An information processing program as described in claim 1, wherein the process of executing the second action is performed on the second character that is included in a first range defined based on the position of the first character.

5. The information processing program according to claim 1, wherein the process of determining the second position determines the second position based on the number of second characters that are to perform the second action.

6. An information processing program according to any one of claims 1 to 5, which causes a computer to execute a process of organizing a combination including the first character and the second character, and a process of executing the second action is executed on the second character of the combination including the first character.

7. An information processing method in which one or more computers perform the following processes: a process of causing a first character controlled by a player to perform a first action at a first position in accordance with a selection command selected by the player from among a plurality of commands; a process of determining a second position of a second character not controlled by the player when the first action is performed; and a process of causing the second character to perform a second action at the determined second position.

8. A game device comprising one or more computers, the computers performing the following processes: a process of causing a first character operated by a player to perform a first action at a first position in accordance with a selection command selected by the player from among a plurality of commands; a process of determining a second position of a second character not operated by the player when the first action is performed; and a process of causing the second character to perform a second action at the determined second position.

Citation Information

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