Game control program, game control method, and game device

The game control system with a slow motion mode aids players in aiming by slowing down enemy movements, addressing aiming difficulties and enhancing player engagement and skill development.

WO2026050736A1PCT designated stage Publication Date: 2026-03-05SONY INTERACTIVE ENTERTAINMENT LLC
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Patent Information

Application Number
PCT/US2025/044346
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-08-30
Filing Date
2025-08-29
Publication Date
2026-03-05

AI Technical Summary

Technical Problem

Players unfamiliar with game device operation face difficulty in aiming at enemy characters in first-person shooter and third-person shooter games, leading to frustration and disinterest.

Method used

A game control system that includes an object controller, display controller, action controller, and speed changer, which activates a slow motion mode when the angle between the player's action and the object is within a certain threshold, allowing for slower updates of the game world and enemy movements.

Benefits of technology

Assists players in aiming at enemy characters, increasing engagement and improving operating skills, thereby enhancing the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

Problem: To provide appropriate assistance to a player of a game. Solution: A game control program causes a computer to function as: an object controller 313 for controlling an object disposed in a game world; a display controller 315 for displaying an image of the game world; an action controller 314 for controlling an action from an initiation point in the game world in a direction determined in response to an instruction input by a player; and a speed changer 316 for activating a slow motion mode, in which a speed at which the object controller 313 updates a state of an object is slower than in a normal mode, when an activation condition that an angle formed between a direction connecting the initiation point of the action and the object and a direction of the action is smaller than a first angle is satisfied.
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Description

GAME CONTROL PROGRAM, GAME CONTROL METHOD, ANDGAME DEVICECROSS-REFERENCES TO RELATED APPLICATIONS

[0001] The present application claims priority to Japanese Patent Application number 2024- 148479 filed August 30, 2024. the disclosure of which is herein incorporated by reference in its entirety for all purposes.TECHNICAL FIELD

[0002] The present disclosure relates to art for controlling a game.BACKGROUND ART

[0003] First-person shooter games (First-person shooter: FPS) and third-person shooter games (Third-person shooter: TPS), in which a screen of a game world in which enemy characters are disposed is displayed from a first-person perspective or a third-person perspective and a player shoots at the enemy characters, have become popular.BRIEF SUMMARY OF THE INVENTIONTECHNICAL PROBLEM

[0004] A player who is not familiar with operation of an input device of a game device may have difficulty setting the aim when shooting at enemy characters. In an FPS or TPS, if the player is unable to properly aim sights at an enemy character, the player will be unable to shoot and defeat the enemy character and will be unable to progress in the game. Unless given proper assistance to allow even inexperienced players to progress to some extent in the game, before becoming proficient at operating the input device to be able to properly aim sights, players may lose interest in the game.

[0005] The present disclosure has been devised in view of this problem and an object thereof is to provide art to appropriately assist game players.SOLUTION TO PROBLEM

[0006] To address the above problem, a game control program according to one aspect of the present disclosure causes a computer to function as an object controller for controlling an object disposed in a game world, a display controller for displaying images of the game world, an action controller for controlling an action from an initiation point in the game world in a direction determined in response to an instruction input by a player, and a speed changer foractivating a slow motion mode, in which a speed at which a state of an object by the object controller is updated is slower than in a normal mode, when an activation condition that an angle formed between a direction connecting the initiation point of the action and the object and a direction of the action is smaller than a first angle is satisfied.

[0007] Another aspect of the present disclosure is a game control method. The method includes, in a computer, a step for controlling an object disposed in a game world, a step for displaying an image of the game world, a step for controlling an action from an initiation point in the game world in a direction determined in response to an instruction input by a player, and a step for activating a slow motion mode, in which a speed at which a state of an object is updated is slower than in a normal mode, when an activation condition that an angle formed between a direction connecting the initiation point of the action and the object and a direction of the action is smaller than a first angle is satisfied.

[0008] Yet another aspect of the present disclosure relates to a game device. A game device is provided with an object controller for controlling objects disposed in a game world, a display controller for displaying images of the game world, an action controller for controlling an action from an initiation point in the game world in a direction in response to an instruction input by a player, and a speed changer for activating a slow motion mode, in which a speed at which a state of an object the object controller is updated is slower than in a normal mode, when an activation condition that an angle formed between a direction connecting the initiation point of the action and the object and a direction of the action is smaller than a first angle is satisfied.

[0009] Any combination of the above constituent elements and any conversion of the expression of the present invention between a method, a device, a system, a computer program, a recording medium having a computer program recorded thereon, and the like are also valid as aspects of the present invention.ADVANTAGEOUS EFFECT OF INVENTION

[0010] According to the present disclosure, game players can be appropriately assisted.BRIEF DESCRIPTION OF THE DRAWINGS

[0011] FIG. 1 is a diagram illustrating a usage environment of a game control system, according to an embodiment.

[0012] FIG. 2 is an exterior diagram of a head-mounted display, according to an embodiment.

[0013] FIG. 3 is a functional configuration diagram of the head-mounted display.

[0014] FIG. 4 is an exterior diagram of an input device.

[0015] FIG. 5 is a diagram illustrating a configuration of a game device.

[0016] FIG. 6 is a functional configuration diagram of a game device.

[0017] FIG. 7 is a diagram illustrating an example of a game screen displayed by the game system, in accordance with the present embodiment.

[0018] FIG. 8 is a diagram illustrating a state of the game world on the game screen illustrated in FIG. 7.

[0019] FIG. 9 is a diagram illustrating an example of a game screen displayed by the game system, according to the present embodiment.

[0020] FIG. 10 is a diagram illustrating a state of the game world on the game screen illustrated in FIG. 9.

[0021] FIG. 11 is a flowchart showing steps of a game control method, according to the present embodiment.DETAILED DESCRIPTION OF THE INVENTION

[0022] A game device according to an embodiment of the present disclosure controls a game in which an action such as shooting is performed on an object such as an enemy character. In order to enable even players who are unfamiliar with operation of an input device of the game device to easily aim sights at an enemy character, the game device according to the present disclosure slows down an update speed of the game world in a slow motion mode when the sights near the enemy character. At this time, movements of the enemy character become slower, so the player can calmly operate the input device and aim sights at the enemy character before firing. In this way, it is possible to appropriately assist the player and arouse interest and excitement in the game, thereby increasing motivation to progress through the game, which in turn improves operating skills of the player and increases enthusiasm to take on more difficult games.

[0023] First, an example of a hardware configuration of the game device will be described, followed by a detailed description of the aforementioned functions.

[0024] FIG. 1 is a diagram illustrating a usage environment of a game control system 1 according to an embodiment. The game control system 1 includes a game device 10 for running a game control program, an input device 6 for inputting an instruction of a player to the gamedevice 10, an imaging device 14 for imaging a real space around the player, a display device 15 for displaying an image of the game world generated by the game device 10, and a headmounted display 100.

[0025] The game device 10 runs a game control program based on an instruction input from the input device 6 or the head-mounted display 100, or the position or orientation of the input device 6 or the head-mounted display 100. and generates images of the game world, and transmits such to the display device 15 and the head-mounted display 100.

[0026] The head-mounted display 100 is a display device for displaying images on display panels located in front of the player's eyes when worn on the player's head. The head-mounted display 100 separately displays an image for the left eye on a left eye display panel and an image for the right eye on a right eye display panel. These images form a parallax image as seen from left and right viewpoints, achieving stereoscopic vision. Note that the player views the display panel through optical lenses, and thus the game device 10 provides parallax image data in which optical distortion caused by the lenses has been corrected to the head-mounted display 100.

[0027] The head-mounted display 100 displays an image of the game world generated the game device 10. In addition, information regarding user input at an input device provided at the head-mounted display 100 is transmitted to the game device 10. The head-mounted display 100 may be connected to the game device 10 by a wired cable, or may be connected wirelessly via a wireless LAN or the like.

[0028] The input device 6 has a function of transmitting an instruction input by the player to the game device 10. In the present embodiment, the input device 6 is configured as a wireless controller capable of wireless communication with the game device 10. The input device 6 and the game device 10 may establish a wireless connection using a Bluetooth® protocol. The input device 6 is not limited to a wireless controller, and may be a wired controller connected to the game device 10 via a cable. The input device 6 may be batten -powered and include a plurality of buttons, a directional pad, analog sticks, a touch pad, and the like for inputting instructions to the game device 10. When the player operates a button or the like of the input device 6, an instruction input due to that operation is transmitted to the game device 10 via wireless communication.

[0029] The imaging device 14 may be a video camera configured from a CCD image sensor, a CMOS image sensor, or the like and captures images of a real space at a predetermined cycle to periodically generate frame images. The imaging device 14 is connected to the game device 10 via a USB (Universal Serial Bus) or other interface. The images captured by the imaging device14 are used in the game device 10 to derive a position and an orientation of the input device 6 and the head-mounted display 100. The imaging device 14 may be a range finding camera capable of acquiring distance or a stereo camera. In this case, the imaging device 14 can obtain a distance between the imaging device 14 and the input device 6, the head-mounted display 100, or the like.

[0030] In the game control system 1 of the present embodiment, the input device 6 and the head-mounted display 100 may include a light emitter capable of emitting light in a plurality of colors. While the game is running, the light emitter emits light in a color according to an instruction received from the game device 10 and is imaged by the imaging device 14. The imaging device 14 captures an image of the input device 6, generates a frame image, and supplies such to the game device 10. The game device 10 acquires the frame image and derives location information of the light emitter in the real space according to the position and size of the image of the light emitter in the frame image. The game device 10 may reflect the location information in game processing, such as by treating the location information as a game operation instruction and controlling movement of the player's character.

[0031] Furthermore, the input device 6 and the head-mounted display 100 have an acceleration sensor and a gyro sensor. Detected values at the sensors are transmitted to the game device 10 at a predetermined cycle, and the game device 10 acquires the detected values of the sensors and acquires orientation information of the input device 6 and the head-mounted display 100 in the real space. The game device 10 may treat the orientation information as a game operation instruction and reflect such in the game processing.

[0032] The display device 15 displays the images generated by the game device 10. The display device 15 may be a television receiver having a display and a speaker, or may be a computer display or the like. The player views the images on the head-mounted display 100, and thus the display device 15 is not necessary for the player wearing the head-mounted display 100; however, by providing the display device 15, another user can view the images displayed on the display device 15. The game device 10 may display on the display device 15 the same image as the image seen by the player wearing the head-mounted display 100, or may display a different image. For example, when the player wearing the head-mounted display 100 plays a game together with a different user, the display device 15 may display a game image from a viewpoint of a character of the different user.

[0033] The game device 10 includes a processing device 11, an output control device 12, and a storage memory 13. The processing device 11 receives an instruction input inputted to the inputdevice 6 by the player and generates images to be displayed on the head-mounted display 100. The output controller 12 outputs image data generated by the processing device 11 to the headmounted display 100. The storage device 13 stores a display control program used in the processing device 11, data such as images and shapes of the virtual space, control parameters, various other data, and the like.

[0034] Functionality of the output controller 12 may be incorporated into the processor 11. In other words, the game device 10 may include a single processor 11, or may include a processor 11 and an output controller 12. In the follow ing, a function of providing images of the game world to the head-mounted display 100 will also be described as a function of the game device 10.

[0035] FIG. 2 is an exterior diagram of the head-mounted display 100 according to an embodiment. The head-mounted display 100 includes a main body 110, a head contactor 1 12, and a light emitter 114.

[0036] The main body 110 is equipped with a display, a GPS unit for acquiring location information, position sensors, communication devices, and the like. The head contactor 112 may be equipped with biometric information acquisition sensors capable of measuring biometric information such as the player's body temperature, pulse rate, blood components, sweat, brain waves, and cerebral blood flow. As described above, the light emitter 114 emits light in a color as instructed by the game device 10 and functions as a reference for calculating the position of the head-mounted display 100 in the image captured by the imaging device 14.

[0037] The head-mounted display 100 may further be provided with a camera configured to photograph the player's eyes. The camera mounted on the head-mounted display 100 may be configured to detect a line of sight, pupil movement, blinking, and the like of the player.

[0038] FIG. 3 is a functional configuration diagram of head-mounted display 100. The headmounted display 100 includes an input interface 122, an output interface 130. a backlight 132, a communication controller 140. a network adapter 142, an antenna 144, a memory 150, a GPS unit 161, a wireless unit 162, an orientation sensor 164, an external input / output terminal interface 170, an external memory 172, a clock 180, a display 190, and a controller 160.

[0039] In FIG. 3, each element depicted as a functional block performing various processes may, in terms of hardware, be configured from circuit blocks, memory, and other LSIs (large scale integration circuits) and, in terms of software, can be implemented by a program loaded into memory, or the like. Therefore, it will be understood by those skilled in the art that thesefunctional blocks may be implemented in various forms using only hardware, only software, or a combination thereof, and the present invention is not limited to any of these.

[0040] The controller 160 is a main processor configured to process and output signals such as image signals and sensor signals, as well as commands and data. The input interface 122 receives operation signals and setting signals from input buttons and the like, and supplies such to the controller 160. The output interface 130 receives image signals from the controller 160 and causes the display device 190 to display the images. The backlight 132 supplies backlight to a liquid cry stal display constituting the display device 190.

[0041] The communication controller 140 externally transmits data input from the 160 via a network adapter 142 or an antenna 144 by wired or wireless communication. The communication controller 140 receives external data via the network adaptor 142 or the antenna 144 using wired or wireless communication and outputs the data to the controller 160.

[0042] The memory 150 temporarily stores data, parameters, operation signals, and the like to be processed by the controller 160.

[0043] The GPS unit 161 receives location information from GPS satellites in accordance with an operation signal from the controller 160 and supplies the location information to the controller 160. The wireless unit 162 receives location information from wireless base stations in accordance with an operation signal from the controller 160 and supplies the location information to the controller 160.

[0044] The orientation sensor 164 detects orientation information such as a direction and inclination of the main body 110 of the head-mounted display 100. The orientation sensor 164 may be implemented by appropriately combining a gyro sensor, an acceleration sensor, an angular acceleration sensor, and the like.

[0045] The external input / output terminal interface 170 is an interface for connecting peripheral devices such as a USB (Universal Serial Bus) controller. The external memory' 172 is an external memory such as a flash memory.

[0046] The clock 180 sets time information via a setting signal from the controller 160 and supplies the time data to the controller 160.

[0047] FIG. 4 is an exterior diagram of the input device. FIG. 4(a) illustrates an exterior configuration of an upper face of the input device. The user operates the input device 6 by holding a left grip portion 78b with the left hand and a right grip portion 78a with the right hand. A directional pad 71. analog sticks 77a and 77b. and four operation buttons 76. which are forinput, are provided on the upper face of the housing of the input device 6. Four buttons 72 to 75 are marked with different shapes and in different colors in order to distinguish them from one another. Namely, the o button 72 has a red circle, the x button 73 has a blue diagonal cross, the □ button 74 has a purple square, and the A button 75 has a green triangle. A touch pad 79 is provided in a flat area on the upper face of the housing, between the direction key 71 and the operation buttons 76. The touch pad 79 also functions as a push button that sinks downward when pressed by the user and returns to its original position when the user releases the button.

[0048] A function button 80 is provided between the two analog sticks 77a and 77b. The function button 80 is used to power on the input device 6 and at the same time activate a communication function that connects the input device 6 and the game device 10. After the input device 6 is connected to the game device 10, the function button 80 is also used to cause the game device 10 to display a menu screen.

[0049] A SHARE button 81 may be provided betw een the touch pad 79 and the direction pad 71. The SHARE button 81 is used to input instructions from the user to the OS or system software in the game device 10. In addition, an OPTIONS button 82 may be provided between the touch pad 79 and the operation buttons 76. The OPTIONS button 82 is used to input instructions from the user for the game run on the game device 10. The SHARE button 81 and the OPTIONS button 82 may both be formed as push buttons.

[0050] FIG. 4(b) illustrates an exterior configuration of a back face of the input device. The touch pad 79 extends from the upper face of the housing on the back face of the housing of the input device 6, and a horizontally extending light emitter 85 is provided on a lower side of the back face of the housing. The light emitter 85 includes red (R), green (G), and blue (B) LEDs (light-emitting diodes) and lights up according to light emission color information transmitted from the game device 10.

[0051] On the back face of the housing, an upper button 83a and lower button 84a and an upper button 83b and lower button 84b are provided at left and right symmetrical positions in the longitudinal direction. The upper button 83a and the low er button 84a are operated by the index finger and the middle finger of the user's right hand, respectively, and the upper button 83b and the lower button 84b are operated by the index finger and the middle finger of the user's left hand, respectively. As illustrated in the figure, the light emitter 85 is provided between the row' of the upper button 83a and the lower buttons 84a on the right side and the row' of the upper buttons 83b and the low er buttons 84b on the left side, so as not to be hidden by the index fingers or middle fingers that operate each of the buttons and so that the imaging device 14 canoptimally image the illuminated light emitter 85. The upper buttons 83 may be configured as push buttons, and the lower buttons 84 may be configured as pivotally supported trigger buttons.

[0052] FIG. 5 illustrates a configuration of the game device 10. The game device 10 includes a main power button 20, a power on LED 21, a standby LED 22, a system controller 24, a clock 26, a device controller 30, a media drive 32, a USB module 34, a flash memory 36, a wireless communication module 38, a wired communication module 40. a subsystem 50, and a main system 60. These constituents function as the processor 11, the output controller 12, and the storage device 13.

[0053] The main system 60 includes a main CPU (Central Processing Unit), a memory serving as a main storage device, a memory controller, a GPU (Graphics Processing Unit), and the like. The GPU is primarily used for computation processing of the display control program. These functions may be configured as a system on a chip and formed on a single chip. The main CPU may function to run the display control program stored on an auxiliary storage device 2.

[0054] The subsystem 50 includes a sub-CPU, a memory7serving as a main storage device, a memory7controller, and the like, but does not include a GPU and does not have a function to run a display control program. The number of logic gates of the sub-CPU is fewer than the number of logic gates of the main CPU, and the operating power consumption of the sub-CPU is smaller than the operating power consumption of the main CPU. The sub-CPU operates even while the main CPU is in a standby state, and processing functions thereof are limited in order to keep power consumption low.

[0055] The main power button 20 is an input unit through which operational input by the player is performed, is provided on a front face of the housing of the game device 10, and is operable to turn on or off a power supply to the main system 60 of the game device 10. The power on LED 21 lights up when the main power button 20 is turned on, and the standby LED 22 blinks when the main power button 20 is turned off.

[0056] The system controller 24 detects when the player presses the main power button 20. When the main power button 20 is pressed while the main power is in an OFF state, the system controller 24 perceives the pressing operation as an "ON instruction," and, on the other hand, when the main power button 20 is pressed while the main power is in the ON state, the system controller 24 perceives the pressing operation as an "OFF instruction."

[0057] The clock 26 is a real-time clock configured to generate the current date and time information and supplies such to the system controller 24, the subsystem 50, and the main system 60.

[0058] The device controller 30 is configured as an LSI (Large-Scale Integrated Circuit) that executes the transfer of information between devices, like a southbridge. As shown in the figure, devices such as a system controller 24, a media drive 32, a USB module 34, a flash memory' 36, a wireless communication module 38, a wired communication module 40, a subsystem 50, and a main system 60 are connected to the device controller 30. The device controller 30 perceives the differences in electrical characteristics and data transfer speeds of the various devices and controls the timing of data transfer.

[0059] The media drive 32 is a drive device driven by installing a ROM medium 44 on which application software such as games and license information are recorded, and reads out programs, data, and the like from the ROM medium 44. The ROM medium 44 is a read-only recording medium such as an optical disk, a magneto-optical disk, or a Blu-ray TM disc.

[0060] The USB module 34 is a module that connects to an external device via a USB cable. The USB module 34 may be connected with an auxiliary' storage device and imaging device 14 via a USB cable. The flash memory 36 is an auxiliary storage device forming an internal storage. The wireless communication module 38 wirelessly communicates with, for example, the input device 6 using a communication protocol such as the Bluetooth® protocol or the IEEE802. 11 protocol. The wireless communication module 38 may also be compatible with a digital mobile phone protocol. The wired communication module 40 communicates with external devices via a wired connection, e.g., via an AP8 cable, to connect to an external network.

[0061] FIG. 6 is a diagram showing a functional configuration of a game device 10. The processor 1 1 of the game device 10 includes an instruction input acquirer 311, a game controller 312, an object controller 313, an action controller 314, a display controller 315, and a speed changer 316. The storage device 13 of the game device 10 includes a data storage 360.

[0062] The functions of the components in gaming device 10 may be implemented as circuitry or processing circuitry, including general purpose processors, application specialized processors, integrated circuits, ASICs (Application Specific Integrated Circuits), CPU (a Central Processing Unit), conventional circuits, and / or combinations thereof, configured or programmed to implement the functions described herein. A processor may include circuitry7or processing circuitry including transistors and other circuitry. The processor may be a programmed processor for running programs stored in a memory.

[0063] In the present disclosure, circuity, unit, or means is hardware that is programmed to realize, or hardware that executes, the described function. The hardware may be any hardwaredisclosed herein or any hardware known to be programmed or capable of implementing the functions described herein.

[0064] If the hardware is a processor considered to be a type of circuitry, the circuitry, means, or unit may be a combination of hardware and software used in implementing the hardware and / or processor.

[0065] The instruction input acquirer 311 acquires an instruction input by the player that are received at the input device 6 and / or the head-mounted display 100.

[0066] The game controller 312 runs a game control program to control the game. The game controller 312 controls the actions of the player's character, such as movement, acceleration, jumping, swimming, flying, and item acquisition by the player’s character, in accordance with the instruction input by the player acquired by the instruction input acquirer 311, and manages the position and status of the player's character. The game controller 312 manages the game scenario, the progress of stages, the player's character's physical strength, magic power, level and other attribute values, possessions, number of remaining lives, score, and the like. In the present disclosure, an example of an FPS, in which enemy characters are shot and defeated with a gun. will be mainly described.

[0067] The object controller 313 controls objects such as enemy characters and items placed in the game world. The object controller 313 controls the movement of movable objects such as enemy characters and non-player characters, and manages positions and states thereof. The object controller 313 determines whether or not a bullet fired by the player's character hits an enemy character and. if the bullet has hit the enemy character, updates the state of the enemy character. The object controller 313 manages the states of immovable objects such as items. When the player's character picks up an item, the object controller 313 gives the player the benefits associated with the item. The objects may include first objects, such as enemy characters that may provide a disadvantage to the player, and second objects, such as items and non-player characters that may provide benefit to the player or that may not provide a disadvantage to the player.

[0068] The action controller 314 controls the actions of the player's character in accordance with the instruction input by the player and acquired by the instruction input acquirer 311. When the instruction input acquirer 311 acquires an instruction input for instructing the player's character to ready a gun, the action controller 314 displays a figure indicating a sight of the gun on the game screen. When the instruction input acquirer 311 acquires an instruction input for changing an orientation of the gun, the action controller 314 changes the orientation of the gunand moves a graphic indicating the sight. The direction of the action may coincide with a line of sight. In this case, the instruction input for changing the line of sight may serve as the instruction input for changing the direction of the action. When the instruction input acquirer 311 acquires an instruction input for instructing the player's character to fire the gun, the action controller 314 fires a bullet from the position of a gun muzzle in a shooting direction of the gun. When the instruction input acquirer 311 acquires an instruction input for instructing the player's character to lower the gun that had been at the ready, the action controller 314 removes the graphic indicating the sight of the gun from the game screen. An action may be any arbitrary action from an initiation point within the game world toward a direction in accordance with an instruction input by the player. For example, an action may be firing an arrow, throwing a grenade or a ball, emitting light, electromagnetic waves, water, spell, telekinesis, and the like.

[0069] The display controller 315 sets a viewpoint position and line of sight, and generates images of the game world by rendering three-dimensional shape data of the game world in which objects are placed. The display controller 315 generates a game screen including images of the game world and information related to the game, and transmits the game screen to the display device 15 and the head-mounted display 100 for display. The display controller 315 changes the viewpoint position or line of sight direction in accordance with the instruction input by the player and acquired by the instruction input acquirer 311. The display controller 315 generates images of the game world at time intervals corresponding to the refresh rates of the display device 15 and / or the head-mounted display 100, and updates the display.

[0070] When an activation condition that an angle formed between a direction connecting an initiation point of an action and the object and a direction of the action is smaller than a first angle while the player's character has a gun at the ready is satisfied, a speed changer 316 activates a slow motion mode, in which the speed at which the object controller 313 updates the state of the object is slower than in normal mode. For example, in normal mode, the object controller 313 may update the state of the object at the same time interval as the display controller 315, and in slow motion mode, updates the state of the object at twice the time interval of the normal mode. Thus, when the aim is set near an enemy character, the enemy character’s movement becomes slower than in normal mode, thus allowing the player to easily aim sights at the enemy character. When the player's character lowers the gun, the speed changer 316 cancels the slow motion mode and returns to the normal mode.

[0071] In slow motion mode, the speed changer 316 may also slow down the speed at which the game controller 312 updates the position of the player's character and the state of the game world, as well as the speed at which the display controller 315 changes the viewpoint position orline of sight, compared to normal mode. For example, in normal mode, the game controller 312 may update the state of the player's character and the game world at the same time intervals as the display controller 315, and in slow motion mode, the game controller 312 may update the state of the player's character and the game world at the same time intervals as the object controller 313. For example, in slow motion mode, the display controller 315 may update the game screen by changing the viewpoint position and line of sight direction at the same time intervals as the object controller 313. In this way, operations for inputting instructions to change the movement, viewpoint position, and line of sight of not only the enemy characters but also the player's character slower than in normal mode, allowing the player to input instructions more slowly than in normal mode and to aim sights at the enemy character.

[0072] A speed changer 316 sets a first object, such as an enemy character that may provide a disadvantage to the player, as a consideration in the slow motion mode activation condition, but does not consider a second object, such as an item that does not provide a disadvantage to the player, in activating the slow motion mode activation. Since the first object such as an enemy character needs to be shot and defeated before it can cause harm to the player, activating the slow motion mode assists the player in shooting more reliably. Since second objects such as nonplayer characters do not provide any disadvantage to the player, there is no need to rush to shoot them, and in fact activating the slow-motion mode may slow down the progress of the game and annoy the player. Therefore, by not activating the slow motion mode even when the aim approaches the second object, the entertainment value of the game can be increased.

[0073] The speed changer 316 does not consider as an impetus to the activation condition an object that has an obstacle between the initiation point of the action and the object that obstructs the action. If there is an obstacle between the gun and the object, the bullet will not hit the object when shotting, so there is no point in aiming sights at the object. Moreover, activating the slow- motion mode will slow' down the game progress, thus possibly causing frustration for the player. Therefore, by not activating the slow' motion mode even wfien the aim approaches this type of an object, the entertainment value of the game can be increased.

[0074] The speed changer 316 does not treat an object whose distance from the initiation point of the action is longer than the first distance as an impetus for the activation condition. An object that is far away from the player's character has a low likelihood of being a shooting target for the player, even if it is displayed on the game screen. When aiming at an enemy character that is closer to the player, if the slow motion mode is activated simply because the aim happens to be near an enemy character that is far away, the game progress will slow down thus possibly causing annoyance for the player. Therefore, by not activating the slow motion mode when theaim approaches a far-away object located further than a first distance, the entertainment value of the game can be increased. The first distance may be determined according to the shooting range of the action, the density of enemy characters, and the like.

[0075] The conditions for activating the slow motion mode may include that a distance within the game world between a player’s character or the game world viewpoint position and an object being shorter than a second distance. When an enemy character is present in the vicinity of the player's character, the player's character may be attacked by the enemy character, which may provide a disadvantage to the player, thus activation of the slow motion mode may assist the player to give them time to calmly consider a strategy. This reduces the player's anxiety and allows the game to proceed smoothly, making the game more entertaining. The speed changer 316 may slow down the speed at which the object controller 313 updates the state of the object as the distance in the game world between the object and the player's character or the viewpoint position becomes shorter. This activation condition may be activated when the player's character has a gun at the ready may be deactivated when the player's character lowers the gun, or the activation condition may be activated regardless of whether the player's character has a gun at the ready or not.

[0076] The activation condition for slow motion mode may include the player's character jumping and being in the air, the player's character being in water, the player's character's level being below a predetermined value, the stage which is being played being lower than a predetermined value, and the like. In situations where controlling the player's character becomes more difficult than usual, or in the early stages of the game when the player's proficiency is usually low, slow motion mode may be activated to assist the player, whereas in the later stages of the game when the player's proficiency is usually high, slow motion mode may not be activated. This allows the assistance and difficulty to be appropriately adjusted, making the game more entertaining. This activation condition too may be activated when the player's character has a gun aimed and deactivated when the player's character lowers the gun, or it may be activated regardless of whether the player's character has a gun aimed or not.

[0077] The speed changer 316 maintains slow motion mode while the activation condition is satisfied. This provides appropriate assistance to players who need time to aim even in slow motion mode. In another example, the speed changer 316 may terminate slow motion mode when an termination condition is met, such as a predetermined amount of time has elapsed. This makes the assistance and difficulty appropriately adjustable, making the game more entertaining.

[0078] The action controller 314 may automatically move the sight towards the enemy character in slow motion mode. The action controller 314 may gradually move the sight toward the enemy character, or may make the aim jump so that the sight is aligned with the enemy character. This provides further assistance to the player, making it possible to realize a game that even beginners can easily enjoy.

[0079] In slow motion mode, the display controller 315 notifies the player that the slow motion mode is in progress by using a visual expression that is different from that used in the normal mode. The display controller 315 may change the brightness, color, size, magnification, font, and the like of the game screen and specific display objects between normal mode and slow motion mode. The player may be notified by audio that the game is in slow motion mode. This can help the player by making the player aware that the enemy character's movements are slowing down.

[0080] The display controller 315 displays the object in a display mode different from the normal mode when a hit condition that an angle formed between a direction connecting the initiation point of the action and the object and a direction of the action is smaller than a second angle which is smaller than a first angle is satisfied. The display controller 315 may change the brightness, color, size, and the like of the object from that in the normal mode. Thus, the player can be assisted by making the player aware that the enemy character can be shot.

[0081] FIG. 7 is a diagram showing an example of a game screen displayed in the game control sy stem 1 in an embodiment. On the game screen 400, an enemy character 401a and an item 402a placed in the game world are displayed. When the instruction input acquirer 311 acquires an instruction input for instructing a player's character, which is not displayed on the game screen, to aim the gun, a graphic 410 indicating a target is displayed on the game screen 400.

[0082] FIG. 8 is a diagram showing a state of the game world on the game screen show n in FIG. 7. An a. formed between a direction connecting the enemy character 401b in the game world and a gun muzzle 420, which is the initiation point of the action, and a shooting direction is greater than a first angle, the speed changer 316 does not activate slow motion mode. Although the angle formed between a direction connecting the item 402a and the gun muzzle 420 and the shooting direction is smaller than the first angle, the speed changer 316 does not activate the slow motion mode because the item 402a is a second object.

[0083] FIG. 9 is a diagram showing an example of a game screen displayed at the game control system 1 in an embodiment. When the player turns their head to the left from the gamescreen 400 shown in FIG. 7, thus shifting the line of sight and shooting direction to the left, the graphic 410 indicating the sight moves left closer to the enemy character 401a.

[0084] FIG. 10 is a diagram showing a state of the game world on the game screen show n in FIG. 9. Since the angle a, formed betw een a direction connecting the enemy character 401b in the game world and the gun muzzle 420 and a shooting direction is smaller than the first angle, the speed changer 316 activates slow7motion mode. At this time, the display controller 315 darkens a periphery of the game screen 400 to indicate to the player that the game is in slow motion mode. Thus, the player is allowed to focus on the sight in the center of the game screen 400, thus providing assistance to the player.

[0085] Since the angle a, formed between the direction connecting the enemy character 401b in the game world and the gun muzzle 420 and the shooting direction is smaller than the second angle, the display controller 315 displays the enemy character 401a in a display mode different from the normal mode. At this time, when the player fires the gun, the fired bullet hits the enemy character 401a and the enemy character is defeated.

[0086] In the above disclosure, the speed changer 316 determines whether or not the condition for activating slow motion mode is met by calculating the angle a between the direction connecting the enemy character 401b in the game world and the initiation point of the action, namely the gun muzzle 420, and the shooting direction, and comparing the calculated angle to the first angle. How ever, in another example, it is also possible to determine whether or not the condition for activating slow motion mode is met by calculating a distance between the enemy character 401a and the graphic 410 indicating the sight on the game screen 400, and comparing this distance with a distance on the game screen 400 corresponding to the first angle.

[0087] FIG. 11 is a flow chart showing steps of a game control method according to an embodiment. The object controller 313 controls objects such as enemy characters and items disposed in the game world (S10). The display controller 315 displays images of the game world (SI 2). The speed changer 316 determines whether or not an activation condition of whether an angle formed between a direction connecting an initiation point of the action and an object and a direction of the action is smaller than a first angle is satisfied (S14). If the activation condition is not met (N at SI 4). the process returns to step S10 and the game proceeds in normal mode. If the activation condition is met (Y at SI 4). the display controller 315 indicates to the player that slow motion mode is in progress by using a visual representation different from that in normal mode (SI 6). The speed changer 316 activates a slow motion mode, in which a speed at which the object controller 313 updates the state of the object is slower than in normal mode (SI 8). Theobject controller 313 controls the object at an update speed slower than that in normal mode (S20). The action controller 314 displays a graphic indicating a target on the game screen and controls the action (S22). While the activation condition is satisfied (Y at SI 4), slow motion mode is maintained and steps S16 to S22 are repeated. When the activation condition is no longer satisfied (N at S14). the process returns to step S10 and returns to normal mode.

[0088] The present invention has been described above based on the embodiments. The abovedescribed embodiments are merely examples, and it will be understood by those skilled in the art that various modifications involving combinations of components and processing steps are possible, and that such modifications are also within the scope of the present invention.

[0089] The present disclosure may include the following aspects.ITEM 1

[0090] A non-transitory recording medium on which a program is stored for causing a computer to implement:

[0091] a function for controlling objects disposed in a game world;

[0092] a function for displaying images of the game world;

[0093] a function for controlling an action from an initiation point in the game world in a direction determined in response to an instruction input by a player; and

[0094] a function for activating a slow motion mode, in which a speed of updating a state of an object is slower than that of a normal mode, when an activation condition is satisfied that an angle formed between a direction connecting an initiation point of the action and the object and a direction of the action is smaller than a first angle.ITEM 2

[0095] The recording medium according to item 1, wherein

[0096] the function for changing the speed does not treat objects that have an obstacle between the initiation point of the action and the objects, obstructing the action, as subject to the activation condition.ITEM 3

[0097] The recording medium according to item 1, wherein

[0098] the function for changing the speed does not treat objects whose distance from the initiation point of the action is greater than a first distance as subject the activation condition.ITEM 4

[0099] The recording medium according to item 1, wherein

[0100] the activation condition includes a requirement that a distance in the game world, between the object and the player's character or the viewpoint position of the image, be shorter than a second distance.ITEM 5

[0101] The recording medium according to item 1, wherein

[0102] the objects include a first object, which is treated as subject to the activation condition, and a second object, which is not treated as subject to the activation condition.ITEM 6

[0103] The recording medium according to item 5, wherein

[0104] the first object is an object that can provide a disadvantage to the player.ITEM 7

[0105] The recording medium according to item 1, wherein

[0106] the function for changing the speed maintains the slow motion mode while the activation condition is satisfied.ITEM 8

[0107] The recording medium according to item 1, wherein

[0108] the function for controlling the action automatically changes the direction of the action towards the object in slow motion mode.ITEM 9

[0109] The recording medium according to item 1, wherein,

[0110] when in the slow motion mode, the function for displaying notifies the player that the slow motion mode is active by using a visual representation that is different from that in normal mode.ITEM 10[OHl] The recording medium according to item 1, wherein

[0112] the function for displaying displays the object in a display mode different from then normal mode when a hit condition that an angle formed between a direction connecting theinitiation point of the action and the object and a direction of the action is smaller than a second angle, which is smaller than a first angle, is satisfied.ITEM 11

[0113] A game control method, including:

[0114] controlling objects disposed in a game world;

[0115] displaying images of the game world;

[0116] controlling an action from an initiation point in the game world in a direction determined in response to an instruction input by a player; and

[0117] activating a slow motion mode, in which a speed at which a state of an object is updated is slower than that of a normal mode, when an activation condition is satisfied that an angle formed between a direction connecting an initiation point of the action and the object and a direction of the action is smaller than a first angle.ITEM 12

[0118] A game device including circuitry configured as follows, wherein

[0119] the circuitry:

[0120] controls objects disposed in a game world;

[0121] displays images of the game world;

[0122] controls an action from an initiation point in the game world in a direction determined in response to an instruction input by a player; and

[0123] activates a slow motion mode, in which a speed at which a state of an object is updated is slower than that of a normal mode, when an activation condition that an angle formed between a direction connecting an initiation point of the action and the object and a direction of the action is smaller than a first angle is satisfied.ITEM 13

[0124] The recording medium according to item 4, wherein

[0125] the objects include a first object, which is treated as subject to the activation condition, and a second object, which is not treated as subject to the activation condition.ITEM 14

[0126] The recording medium according to item 13, wherein

[0127] the first object is an object that can provide a disadvantage to the player.REFERENCE SIGNS LIST

[0128] 1 game control system, 10 game device, 100 head-mounted display, 311 instruction input acquirer, 312 game controller, 313 object controller, 314 action controller, 315 display controller, 316 speed changer.

Claims

WHAT IS CLAIMED IS:

1. A game control program for causing a computer to function as: an object controller for controlling an object disposed in a game world; a display controller for displaying an image of the game world; an action controller for controlling an action from an initiation point in the game world in a direction determined in response to an instruction input by a player; and a speed changer for activating a slow motion mode, in which a speed at which a state of an object is updated is slower than that of a normal mode, when an activation condition that an angle formed between a direction connecting an initiation point of the action and the object and a direction of the action is smaller than a first angle is satisfied.

2. The game control program according to claim 1. wherein the speed controller does not treat objects that have an obstacle located between the initiation point of the action and the object, obstructing the action, as subject to the activation condition.

3. The game control program according to claim 1, wherein the speed controller does not treat objects whose distance from the initiation point of the action is greater than a first distance as subject to the activation condition.

4. The game control program according to claim 1, wherein the activation condition includes a requirement that a distance in the game world, between an object and a player's character disposed in the game world or a viewpoint position of the image of the game world, is shorter than a second distance.

5. The game control program according to claim 1 or 4, wherein the objects include a first object, which is treated as subject to the activation condition, and a second object, which is not treated as subject to the activation condition.

6. The game control program according to claim 5, wherein the first object is an object that can provide a disadvantage to the player.

7. The game control program according to any one of claims 1 to 4, wherein the speed controller maintains the slow motion mode while the activation condition is satisfied.

8. The game control program according to any one of claims 1 to 4, whereinthe action controller automatically changes a direction of the action towards the object in the slow motion mode.

9. The game control program according to any one of claims 1 to 4, wherein, when in the slow motion mode, the display controller notifies the player that the slow motion mode is active by a visual representation that is different from that in the normal mode.

10. The game control program according to any one of claims 1 to 4, wherein the display controller displays the object in a display mode different from normal mode when a hit condition that an angle formed between a direction connecting the initiation point of the action and the object and a direction of the action is smaller than a second angle, which is smaller than a first angle, is satisfied.

11. A game control method, comprising, in a computer, a step for controlling an object disposed in a game world, a step for displaying images of the game world, a step for controlling an action from an initiation point in the game world in a direction determined in response to an instruction input by a player, and a step for activating a slow motion mode, in which a speed at which a state of an object is updated is slower than in a normal mode, when an activation condition that an angle formed between a direction connecting the initiation point of the action and the object and a direction of the action is smaller than a first angle is satisfied.

12. A game device comprising: an object controller for controlling an object disposed in a game world; a display controller for displaying images of the game world; an action controller for controlling an action from an initiation point in the game world in a direction determined in response to an instruction input by a player; and a speed changer for activating a slow motion mode, in which a speed at which a state of an object is updated is slower than that of a normal mode, when an activation condition that an angle formed between a direction connecting the initiation point of the action and the obj ect and a direction of the action is smaller than a first angle.

Citation Information

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