US20100203937A1 - Game device, method of controlling a game device, and information storage medium - Google Patents
Game device, method of controlling a game device, and information storage medium Download PDFInfo
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- US20100203937A1 US20100203937A1 US12/700,842 US70084210A US2010203937A1 US 20100203937 A1 US20100203937 A1 US 20100203937A1 US 70084210 A US70084210 A US 70084210A US 2010203937 A1 US2010203937 A1 US 2010203937A1
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- Prior art keywords
- game
- operation subject
- operated
- user
- computer
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- A63F13/10—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
- A63F2300/6054—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands by generating automatically game commands to assist the player, e.g. automatic braking in a driving game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/65—Methods for processing data by generating or executing the game program for computing the condition of a game character
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8011—Ball
Definitions
- the present invention relates to a game device, a method of controlling a game device, and an information storage medium.
- a method for expressing fatigue of a game character there has been employed a method in which a tiredness parameter indicating a level of tiredness of the game character is stored, and the control for the game character is performed based on the tiredness parameter (for example, JP 2007-037663 A).
- a method of internally decreasing, according to increase in the tiredness parameter the value of an ability parameter of the game character has been employed.
- a method of expressing the fatigue of the game character by internally lowering the ability (for example, moving speed) of the game character according to increase in the tiredness parameter has been employed.
- the present invention has been made in view of the above-mentioned problem, and therefore has an object to provide a game device, a method of controlling a game device, and an information storage medium, which enable a user to appreciate fatigue of a game character with more ease.
- a game device for executing a game configured such that a game character, which belongs to a game character group corresponding to a user and is being operated by the user, and a plurality of game characters, which belong to the game character group and are being operated by a computer, perform actions within a game space.
- the game device includes: an operation subject changing section for, in a case where a change timing of an operation subject of the user is reached, changing a state of the game character that is being operated by the user to a state in which the game character is operated by the computer, and changing a state of one of operation subject candidates selected from among the plurality of game characters that are being operated by the computer to a state in which the one of the operation subject candidates is operated by the user; and an operation subject candidate number control section for controlling a number of the operation subject candidates selected from among the plurality of game characters that are being operated by the computer, based on at least one of an elapsed time period and actions performed in the past by the plurality of game characters according to operation of the computer or the user.
- a method of controlling a game device is a method of controlling a game device for executing a game configured such that a game character, which belongs to a game character group corresponding to a user and is being operated by the user, and a plurality of game characters, which belong to the game character group and are being operated by a computer, perform actions within a game space.
- the method includes: an operation subject changing step of, in a case where a change timing of an operation subject of the user is reached, changing a state of the game character that is being operated by the user to a state in which the game character is operated by the computer, and changing a state of one of operation subject candidates selected from among the plurality of game characters that are being operated by the computer to a state in which the one of the operation subject candidates is operated by the user; and an operation subject candidate number control step of controlling a number of the operation subject candidates selected from among the plurality of game characters that are being operated by the computer, based on at least one of an elapsed time period and actions performed in the past by the plurality of game characters according to operation of the computer or the user.
- a program according to the present invention is a program for causing a computer, such as a consumer game machine (stationary game machine), a portable game machine, a cellular phone, a personal digital assistant (PDA), a personal computer, or a server computer, to function as a game device for executing a game configured such that a game character, which belongs to a game character group corresponding to a user and is being operated by the user, and a plurality of game characters, which belong to the game character group and are being operated by the computer, perform actions within a game space.
- a computer such as a consumer game machine (stationary game machine), a portable game machine, a cellular phone, a personal digital assistant (PDA), a personal computer, or a server computer, to function as a game device for executing a game configured such that a game character, which belongs to a game character group corresponding to a user and is being operated by the user, and a plurality of game characters, which belong to the game character group and are being operated by the
- the program further causes the computer to function as: an operation subject changing section for, in a case where a change timing of an operation subject of the user is reached, changing a state of the game character that is being operated by the user to a state in which the game character is operated by the computer, and changing a state of one of operation subject candidates selected from among the plurality of game characters that are being operated by the computer to a state in which the one of the operation subject candidates is operated by the user; and an operation subject candidate number control section for controlling a number of the operation subject candidates selected from among the plurality of game characters that are being operated by the computer, based on at least one of an elapsed time period and actions performed in the past by the plurality of game characters according to operation of the computer or the user.
- an operation subject changing section for, in a case where a change timing of an operation subject of the user is reached, changing a state of the game character that is being operated by the user to a state in which the game character is operated by the computer, and changing a state of one of operation subject candidates selected
- an information storage medium is a computer-readable information storage medium recorded with the above-mentioned program.
- the “game space” may be a three-dimensional game space constituted by three coordinate elements, or may be a two-dimensional game space constituted by two coordinate elements.
- the game device may further include storage for storing, in association with the game character, a parameter to be updated based on at least one of the elapsed time period and an action performed in the past by the game character.
- the operation subject candidate number control section may include an exclusion section for, in a case where the parameter stored in association with the game character satisfies a predetermined condition, excluding the game character from the operation subject candidates.
- the game device may execute a game of a sport that is played using a moving object between an operation subject team of the user and an opponent team.
- the game character group may correspond to the operation subject team.
- the operation subject changing section may change the state of the game character that belongs to the operation subject team and is being operated by the user to the state in which the game character is operated by the computer, and change the state of the one of the operation subject candidates selected from among the plurality of game characters that belong to the operation subject team and are being operated by the computer to the state in which the one of the operation subject candidates is operated by the user.
- the exclusion section may exclude the game character from the operation subject candidates in a case where the parameter stored in association with the game character satisfies the predetermined condition and the game character is not in possession of the moving object.
- FIG. 1 is a diagram illustrating a hardware configuration of a game device according to an embodiment of the present invention
- FIG. 2 is a diagram illustrating an example of a game space
- FIG. 3 is a diagram illustrating an example of a game screen
- FIG. 4 is a diagram illustrating another example of the game screen
- FIG. 5 is a diagram illustrating a further example of the game screen
- FIG. 6 is a functional block diagram of the game device
- FIG. 7 is a diagram illustrating an example of player's state data
- FIG. 8 is a flow chart illustrating processing to be executed by the game device in the case where a change timing of an operation subject has been reached.
- a game device is implemented by, for example, a consumer game machine (stationary game machine), a portable game machine, a cellular phone, a personal digital assistant (PDA), a personal computer, or a server computer.
- a consumer game machine stationary game machine
- a portable game machine portable game machine
- a cellular phone a personal digital assistant
- PDA personal digital assistant
- server computer server computer
- FIG. 1 is a diagram illustrating a hardware configuration of the game device according to the embodiment of the present invention.
- a game device 10 illustrated in FIG. 1 includes a consumer game machine 11 , a monitor 32 , a speaker 34 , and an optical disc 36 (information storage medium).
- the monitor 32 and the speaker 34 are connected to the consumer game machine 11 .
- As the monitor 32 for example, a home-use television set is used.
- As the speaker 34 for example, a speaker built into the home-use television set is used.
- the consumer game machine 11 is a well-known computer game system.
- the consumer game machine 11 includes a bus 12 , a microprocessor 14 (control unit), a main memory 16 , an image processing unit 18 , an input/output processing unit 20 , an audio processing unit 22 , an optical disc reading unit 24 , a hard disk 26 , a communication interface 28 , and a controller 30 .
- the microprocessor 14 executes various types of information processing based on an operating system stored in a ROM (not shown), or a program read from the hard disk 26 or the optical disc 36 .
- the main memory 16 includes, for example, a RAM. The program and data read from the hard disk 26 or the optical disc 36 are written into the main memory 16 .
- the main memory 16 is also used as a working memory for the microprocessor 14 .
- the bus 12 is used for exchanging addresses and data among the components of the consumer game machine 11 .
- the image processing unit 18 includes a VRAM, and, based on image data sent from the microprocessor 14 , renders a game screen in the VRAM. Then, the image processing unit 18 converts the game screen rendered in the VRAM into video signals, and outputs the video signals to the monitor 32 at predetermined timings.
- the input/output processing unit 20 is an interface for the microprocessor 14 to access the audio processing unit 22 , the optical disc reading unit 24 , the hard disk 26 , the communication interface 28 , and the controller 30 .
- the audio processing unit 22 includes a sound buffer, and outputs, from the speaker 34 , audio data that has been loaded from the hard disk 26 or the optical disc 36 into the sound buffer.
- the communication interface 28 is an interface for connecting the consumer game machine 11 to a communication network such as the Internet by wire or wirelessly.
- the optical disc reading unit 24 reads a program or data recorded on the optical disc 36 .
- the optical disc 36 is used for supplying the program or the data to the consumer game machine 11 .
- another information storage medium such as a memory card, may be used.
- the program or the data may be supplied to the consumer game machine 11 from a remote place via a communication network such as the Internet, for example.
- the hard disk 26 is a commonly-used hard disk device (auxiliary storage device). It should be noted that the program or the data, which is supposed to be stored in the optical disc 36 in the following description, may be stored in the hard disk 26 .
- the controller 30 is general-purpose operation means for a user to perform various types of game operations.
- a plurality of the controllers 30 may be connected to the consumer game machine 11 by wire or wirelessly.
- the input/output processing unit 20 scans a state of the controller 30 at fixed intervals (for example, every 1/60 th of a second), and then transfers an operation signal indicating a result of the scanning to the microprocessor 14 via the bus 12 .
- the microprocessor 14 makes judgment on the player's game operation based on the operation signal.
- a soccer game simulating a soccer match is played between an operation subject team that is operated by the user (game character group associated with the user) and an opponent team that is operated by the computer.
- the soccer game is implemented by executing a program read from the optical disc 36 .
- description is given of the soccer game.
- the operation subject team may be operated by a plurality of users cooperating with one another.
- the opponent team may be operated by another user.
- FIG. 2 illustrates an example of the game space.
- a game space 40 illustrated in FIG. 2 is a virtual three-dimensional space.
- a field 42 which is an object representing a soccer field.
- goals 44 which are objects representing soccer goals
- a player character 46 game character
- a player character 48 which is an object representing a soccer player belonging to the opponent team
- a ball 50 which is an object representing a soccer ball.
- One of the goals 44 is associated with the operation subject team, whereas the other one of the goals 44 is associated with the opponent team.
- the ball 50 moves into the goal 44 associated with any one of the teams, a scoring event occurs for the other one of the teams.
- a virtual camera 52 (viewpoint) is set.
- a game screen showing a situation of the game space 40 which is viewed from the virtual camera 52 , is displayed on the monitor 32 .
- the virtual camera 52 moves around within the game space 40 based on the position of the player character 46 .
- the virtual camera 52 moves around within the game space 40 based on the position of the ball 50 .
- FIG. 3 illustrates an example of the game screen.
- a game screen 54 illustrated in FIG. 3 there are displayed three player characters 46 a , 46 b , and 46 c belonging to the operation subject team, and two player characters 48 a and 48 b belonging to the opponent team.
- the player character 48 a is in possession of the ball 50 .
- a cursor 56 in an inverted triangle shape is displayed above the head of the player character 46 a .
- anyone of the player characters 46 belonging to the operation subject team is set as an operation subject of the user.
- the cursor 56 serves to indicate a player character 46 set as the current operation subject of the user.
- the player character 46 a is set as the operation subject of the user.
- the player character 46 set as the operation subject of the user performs an action according to the operation of the user. Accordingly, in the state illustrated in FIG. 3 , the player character 46 a performs an action according to the operation of the user. Further, player characters 46 that belong to the operation subject team and are not set as the operation subject of the user (hereinafter, referred to as “teammate player characters”), and the player characters 48 belonging to the opponent team, are operated by the computer. Accordingly, in the state illustrated in FIG. 3 , the player characters 46 b , 46 c , 48 a , and 48 b perform actions according to the operation of the computer.
- the operation subject of the user is changed to any one of operation subject candidates selected from among the player characters 46 that belong to the operation subject team and are playing in the match.
- the change timing is a timing at which the operation subject of the user needs to be changed.
- the change timing is a timing at which a condition (hereinafter, referred to as “change condition”) that needs to be satisfied for executing the change of the user's operation subject has been satisfied.
- the change condition is a condition regarding whether or not the user has depressed a given button (hereinafter, referred to as “change button”) of the controller 30 .
- change button a given button of the controller 30 .
- the change button it is judged that the change condition is satisfied, and hence it is judged that the change timing has been reached.
- FIG. 4 illustrates an example of the game screen 54 for this case.
- the cursor 56 is displayed above the head of the player character 46 b .
- the player character 46 b enters into a state in which the player character 46 b is operated by the user
- the player character 46 a enters into a state in which the player character 46 a is operated by the computer.
- the operation subject of the user is changed to a player character 46 , which is the n-th closest of the teammate player characters to the ball 50 .
- the change condition is a condition regarding whether or not a distance between the player character 46 set as the operation subject of the user and the ball 50 has become larger than a reference distance. For example, when the distance between the player character 46 set as the operation subject of the user and the ball 50 has become larger than the reference distance due to an action of kicking the ball 50 (excluding the dribbling action) performed by any one of the player characters 46 and 48 , it is judged that the change condition is satisfied, and hence it is judged that the change timing has been reached.
- FIG. 5 illustrates an example of the game screen 54 for this case.
- the cursor 56 is displayed above the head of the player character 46 c .
- the player character 46 c enters a state in which the player character 46 c is operated by the user
- the player character 46 a enters a state in which the player character 46 a is operated by the computer.
- the game device 10 is provided with a function for enabling the user to appreciate, with more ease, fatigue of the player character 46 belonging to the operation subject team.
- FIG. 6 is a functional block diagram illustrating functional blocks regarding this function.
- the game device 10 functionally includes a game data storage section 60 , an operation subject changing section 62 , and an operation subject candidate number control section 64 .
- the game data storage section 60 is implemented by the main memory 16 and the optical disc 36
- the operation subject changing section 62 and the operation subject candidate number control section 64 are implemented by the microprocessor 14 executing programs.
- the game data storage section 60 stores data necessary for implementing the soccer game.
- game situation data indicating the current situation of the soccer game is stored in the game data storage section 60 .
- the game situation data includes the following data:
- FIG. 7 illustrates an example of player's state data indicating the current state of the player characters 46 and 48 playing in the match.
- the player's state data illustrated in FIG. 7 contains a “player ID” field, a “position” field, a “posture” field, an “operation subject flag” field, a “ball-possession flag” field, a “level of tiredness” field, and the like.
- the “player ID” field indicates information for uniquely identifying the player characters 46 and 48 .
- “P 101 ” to “P 111 ” are player IDs for the player characters 46 belonging to the operation subject team
- “P 201 ” to “P 211 ” are player IDs for the player characters 48 belonging to the opponent team.
- the “position” field indicates the current positions of the player characters 46 and 48
- the “posture” field indicates the current postures of the player characters 46 and 48 .
- the “operation subject flag” field indicates whether or not the player character 46 is set as the operation subject of the user, and takes a value of 0 or 1.
- the value “0” indicates that the player character 46 is not currently the operation subject of the user. Specifically, the value “0” indicates that the player character 46 is currently in the state in which the player character 46 is operated by the computer. On the other hand, the value “1” indicates that the player character 46 is currently the operation subject of the user.
- the “ball-possession flag” field indicates whether or not the player character 46 or 48 is in possession of the ball 50 , and takes a value of 0 or 1.
- the value “0” indicates that the player character 46 or 48 is not currently in possession of the ball 50
- the value “1” indicates that the player character 46 or 48 is currently in possession of the ball 50 .
- a tiredness parameter is stored in the “level of tiredness” field.
- the tiredness parameter indicates the level of tiredness of the player character 46 .
- the tiredness parameter takes numerical values ranging from 0 to 100. A larger value of the tiredness parameter means that the level of tiredness of the player character 46 is higher.
- the initial value of the tiredness parameter is set to 0. Specifically, at a time point when the player character 46 starts to play in the match, the value of the tiredness parameter of the player character 46 is set to 0. Further, as described below, the value of the tiredness parameter of each player character 46 is updated based on at least one of an action performed by the player character 46 according to the operation of the user or the computer and the elapsed time period.
- the value of the tiredness parameter is updated based on an action performed by the player character 46 .
- an action for example, running action, dribbling action, pass action, shot action, or the like
- the value of the tiredness parameter (P) of the player character 46 is updated according to an expression (A) described below.
- a numerical value ( ⁇ Pa) corresponding to the performed action is added to the value of the tiredness parameter (P) of the player character 46 .
- the value of ⁇ Pa is set for each type of action. For example, compared to a normal running action, the value of ⁇ Pa is set to be larger for a dash action, which is an action of running faster than the normal running action. Further, with regard to such actions as the running action, the dash action, and the dribbling action, which are performed continuously, the value of ⁇ Pa is set based on a duration of the action (in other words, how much time elapses while the action is being performed). For example, the value of ⁇ Pa is set to be larger as the duration of the action becomes longer.
- the value of ⁇ Pa corresponding to each type of action is set for each player character 46 .
- the value of ⁇ Pa is set to a relatively small value.
- the value of ⁇ Pa is set to a relatively large value.
- the value of the tiredness parameter is updated based on the elapsed time period. Specifically, at predetermined intervals (for example, 1/60 th of a second), the value of the tiredness parameter (P) is updated according to an expression (B) described below. Specifically, at the predetermined intervals, a predetermined numerical value ( ⁇ Pb) is added to the tiredness parameter (P).
- the value of ⁇ Pb is also set for each player character 46 .
- the value of ⁇ Pb is set to a relatively small value.
- the value of ⁇ Pb is set to a relatively large value.
- the operation subject changing section 62 changes the operation subject of the user to any one of the operation subject candidates selected from among the player characters 46 that belong to the operation subject team and are playing in the match. Specifically, when the change timing of the operation subject has been reached, the operation subject changing section 62 changes the state of the player character 46 that is being operated by the user to the state in which the player character 46 is operated by the computer. At the same time, the operation subject changing section 62 also changes the state of any one of the operation subject candidates selected from among a plurality of player characters 46 that are being operated by the computer (that is, a plurality of teammate player characters) to the state in which any one of the operation subject candidates is operated by the user. Detailed description of operation of the operation subject changing section 62 is given below (see S 103 and S 104 of FIG. 8 ).
- the operation subject candidate number control section 64 controls the number of operation subject candidates to be selected from among a plurality of player characters 46 that are being operated by the computer (that is, a plurality of teammate player characters) based on at least one of actions performed in the past by the plurality of player characters 46 (the plurality of teammate player characters) according to the operation of the computer or the user and the elapsed time period. For example, the number of operation subject candidates is controlled based on the elapsed time period until the change timing is reached. Further, for example, the number of operation subject candidates is controlled based on the action performed by the player character 46 (teammate player character) until the change timing is reached. Detailed description of operation of the operation subject candidate number control section 64 is given below (see S 102 of FIG. 8 ).
- FIG. 8 is a flow chart illustrating processing to be executed by the game device 10 when the change timing of the operation subject has been reached.
- the microprocessor 14 executes the processing illustrated in FIG. 8 , thereby implementing the operation subject changing section 62 and the operation subject candidate number control section 64 . Further, the microprocessor 14 executes the processing illustrated in FIG. 8 according to the programs stored in the optical disc 36 .
- the microprocessor 14 (operation subject candidate number control section 64 ) first acquires a list of teammate player characters as a list of the operation subject candidates (S 101 ).
- the microprocessor 14 judges whether or not there is any teammate player character whose value for the tiredness parameter satisfies a predetermined condition and which is not in possession of the ball 50 (S 102 ). For example, first, with regard to each teammate player character, the microprocessor 14 judges whether or not the value of the tiredness parameter satisfies the predetermined condition. Specifically, the microprocessor 14 judges whether or not the value of the tiredness parameter is larger than a reference value (for example, 90). When there is a teammate player character whose value for the tiredness parameter is larger than the reference value, the microprocessor 14 judges whether or not that teammate player character is in possession of the ball 50 .
- a reference value for example, 90
- the microprocessor 14 (operation subject candidate number control section 64 : an exclusion section) excludes that teammate player character from the list of the operation subject candidates, which is acquired in S 101 (S 103 ).
- the microprocessor 14 selects any one of the operation subject candidates as a change destination of the operation subject (S 104 ). For example, from among the teammate player characters set as the operation subject candidates, a teammate player character that is the closest to the ball 50 is selected as the change destination of the operation subject. Further, for example, when the change button has been depressed n (n: n ⁇ 2) times successively, from among the teammate player characters set as the operation subject candidates, a teammate player character that is the n-th closest to the ball 50 is selected as the change destination of the operation subject.
- the microprocessor 14 changes the operation subject of the user to the teammate player character that has been selected as the change destination in S 104 (S 105 ). Specifically, the “operation subject flag” of the player character 46 that has been set as the operation subject of the user is updated to 0, and the “operation subject flag” of the teammate player character selected as the change destination in S 104 is updated to 1. In this manner, the operation subject of the user is changed.
- the value of the tiredness parameter of the player character 46 is increased from the initial value (0) based on the elapsed time period or/and the action performed by the player character 46 .
- the value of the tiredness parameter of each player character 46 increases as the match proceeds.
- a player character 46 whose value for the tiredness parameter has become larger than the reference value (for example, 90) is excluded from the operation subject candidates (see S 102 and S 103 of FIG. 8 ). Due to this configuration, in the game device 10 , the number of operation subject candidates decreases as the match proceeds. In other words, the number of player characters 46 that the user can operate as desired decreases as the match proceeds. As a result, it becomes possible to cause the user to appreciate that, as the match proceeds, the player character 46 that has become fatigued is starting to have difficulty playing as desired.
- the user cannot operate the player character 46 whose value for the tiredness parameter has become larger than the reference value (for example, 90) in principle. Therefore, compared to a case in which the ability of the player character 46 is internally lowered, it is easier for the user to appreciate that the player character 46 has become fatigued.
- the reference value for example, 90
- a player character 46 whose value for the tiredness parameter is larger than the reference value (for example, 90) and which is in possession of the ball 50 is not excluded from the operation subject candidates (see S 102 and S 103 of FIG. 8 ).
- This configuration can prevent the user from feeling the dissatisfaction described above.
- a stamina parameter that decreases based on the elapsed time period or/and the action performed by the player character 46 may be stored.
- the stamina parameter takes numerical values ranging from 0 to 100, and the initial value thereof is set to 100. Then, for example, every time the player character 46 performs a certain action, the value of the stamina parameter of the player character 46 is decreased. Further, for example, at predetermined intervals (for example, 1/60 th of a second), the value of the stamina parameter of the player character 46 is decreased.
- a player character 46 at a particular position may be excluded from the operation subject candidates regardless of the value of the tiredness parameter.
- a player character 46 designated in advance by the user or a player character 46 at a position designated in advance by the user may be excluded from the operation subject candidates regardless of the value of the tiredness parameter.
- a player character 46 playing as the defender or the goalkeeper may be excluded from the operation subject candidates regardless of the value of the tiredness parameter.
- the game to be executed on the game device 10 is not limited to a game in which a three-dimensional game space constituted by three coordinate elements is displayed on the game screen.
- the game to be executed on the game device 10 may be a game in which a two-dimensional game space constituted by two coordinate elements is displayed on the game screen. That is, the game to be executed on the game device 10 may be a game in which the positions and the like of a ball and player characters are managed by the two coordinate elements.
- a game to be executed on the game device 10 may be another sports game instead of the soccer game.
- the present invention is also applicable to a basketball game that is played using a ball (moving object), or an ice hockey game that is played using a puck (moving object).
- the present invention is also applicable to another game instead of the sports game.
- the present invention is also applicable to an action game in which the user plays the game by operating an operation subject that changes in a game character group (a plurality of game characters) acting together within a game space.
- a game character group a plurality of game characters
- the present invention is applicable to a network game in which a plurality of users participate via a network.
Abstract
An operation subject changing section changes a state of a game character, which is being operated by the user, to a state in which the game character is operated by a computer, and also changes a state of one of operation subject candidates selected from among a plurality of game characters, which are being operated by the computer, to a state in which the one of the operation subject candidates is operated by the user. An operation subject candidate number control section controls a number of the operation subject candidates selected from among the plurality of game characters that are being operated by the computer, based on at least one of an elapsed time period and actions performed in the past by the plurality of game characters.
Description
- The present application claims priority from Japanese application JP 2009-027710 filed on Feb. 9, 2009, the content of which is hereby incorporated by reference into this application.
- 1. Field of the Invention
- The present invention relates to a game device, a method of controlling a game device, and an information storage medium.
- 2. Description of the Related Art
- As a method for expressing fatigue of a game character, there has been employed a method in which a tiredness parameter indicating a level of tiredness of the game character is stored, and the control for the game character is performed based on the tiredness parameter (for example, JP 2007-037663 A). For example, a method of internally decreasing, according to increase in the tiredness parameter, the value of an ability parameter of the game character has been employed. In other words, a method of expressing the fatigue of the game character by internally lowering the ability (for example, moving speed) of the game character according to increase in the tiredness parameter has been employed.
- However, with the method of internally lowering the ability of the game character, there is a case in which the user does not recognize that the ability of the game character has been lowered. Consequently, in some cases, it has been difficult for the user to appreciate the fatigue of the game character.
- The present invention has been made in view of the above-mentioned problem, and therefore has an object to provide a game device, a method of controlling a game device, and an information storage medium, which enable a user to appreciate fatigue of a game character with more ease.
- In order to solve the above-mentioned problem, a game device according to the present invention is a game device for executing a game configured such that a game character, which belongs to a game character group corresponding to a user and is being operated by the user, and a plurality of game characters, which belong to the game character group and are being operated by a computer, perform actions within a game space. The game device includes: an operation subject changing section for, in a case where a change timing of an operation subject of the user is reached, changing a state of the game character that is being operated by the user to a state in which the game character is operated by the computer, and changing a state of one of operation subject candidates selected from among the plurality of game characters that are being operated by the computer to a state in which the one of the operation subject candidates is operated by the user; and an operation subject candidate number control section for controlling a number of the operation subject candidates selected from among the plurality of game characters that are being operated by the computer, based on at least one of an elapsed time period and actions performed in the past by the plurality of game characters according to operation of the computer or the user.
- Further, a method of controlling a game device according to the present invention is a method of controlling a game device for executing a game configured such that a game character, which belongs to a game character group corresponding to a user and is being operated by the user, and a plurality of game characters, which belong to the game character group and are being operated by a computer, perform actions within a game space. The method includes: an operation subject changing step of, in a case where a change timing of an operation subject of the user is reached, changing a state of the game character that is being operated by the user to a state in which the game character is operated by the computer, and changing a state of one of operation subject candidates selected from among the plurality of game characters that are being operated by the computer to a state in which the one of the operation subject candidates is operated by the user; and an operation subject candidate number control step of controlling a number of the operation subject candidates selected from among the plurality of game characters that are being operated by the computer, based on at least one of an elapsed time period and actions performed in the past by the plurality of game characters according to operation of the computer or the user.
- Further, a program according to the present invention is a program for causing a computer, such as a consumer game machine (stationary game machine), a portable game machine, a cellular phone, a personal digital assistant (PDA), a personal computer, or a server computer, to function as a game device for executing a game configured such that a game character, which belongs to a game character group corresponding to a user and is being operated by the user, and a plurality of game characters, which belong to the game character group and are being operated by the computer, perform actions within a game space. The program further causes the computer to function as: an operation subject changing section for, in a case where a change timing of an operation subject of the user is reached, changing a state of the game character that is being operated by the user to a state in which the game character is operated by the computer, and changing a state of one of operation subject candidates selected from among the plurality of game characters that are being operated by the computer to a state in which the one of the operation subject candidates is operated by the user; and an operation subject candidate number control section for controlling a number of the operation subject candidates selected from among the plurality of game characters that are being operated by the computer, based on at least one of an elapsed time period and actions performed in the past by the plurality of game characters according to operation of the computer or the user.
- Further, an information storage medium according to the present invention is a computer-readable information storage medium recorded with the above-mentioned program.
- According to the present invention, for example, it becomes easier for the user to appreciate the fatigue of the game character. Here, the “game space” may be a three-dimensional game space constituted by three coordinate elements, or may be a two-dimensional game space constituted by two coordinate elements.
- Further, according to one aspect of the present invention, the game device may further include storage for storing, in association with the game character, a parameter to be updated based on at least one of the elapsed time period and an action performed in the past by the game character. The operation subject candidate number control section may include an exclusion section for, in a case where the parameter stored in association with the game character satisfies a predetermined condition, excluding the game character from the operation subject candidates.
- Further, according to another aspect of the present invention, the game device may execute a game of a sport that is played using a moving object between an operation subject team of the user and an opponent team. The game character group may correspond to the operation subject team. In a case where the change timing is reached, the operation subject changing section may change the state of the game character that belongs to the operation subject team and is being operated by the user to the state in which the game character is operated by the computer, and change the state of the one of the operation subject candidates selected from among the plurality of game characters that belong to the operation subject team and are being operated by the computer to the state in which the one of the operation subject candidates is operated by the user. The exclusion section may exclude the game character from the operation subject candidates in a case where the parameter stored in association with the game character satisfies the predetermined condition and the game character is not in possession of the moving object.
- In the accompanying drawings:
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FIG. 1 is a diagram illustrating a hardware configuration of a game device according to an embodiment of the present invention; -
FIG. 2 is a diagram illustrating an example of a game space; -
FIG. 3 is a diagram illustrating an example of a game screen; -
FIG. 4 is a diagram illustrating another example of the game screen; -
FIG. 5 is a diagram illustrating a further example of the game screen; -
FIG. 6 is a functional block diagram of the game device; -
FIG. 7 is a diagram illustrating an example of player's state data; and -
FIG. 8 is a flow chart illustrating processing to be executed by the game device in the case where a change timing of an operation subject has been reached. - Hereinafter, detailed description is given of an example of an embodiment of the present invention with reference to the drawings. A game device according to the embodiment of the present invention is implemented by, for example, a consumer game machine (stationary game machine), a portable game machine, a cellular phone, a personal digital assistant (PDA), a personal computer, or a server computer. Herein, description is given of a case in which the game device according to the embodiment of the present invention is implemented by a consumer game machine.
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FIG. 1 is a diagram illustrating a hardware configuration of the game device according to the embodiment of the present invention. Agame device 10 illustrated inFIG. 1 includes aconsumer game machine 11, amonitor 32, aspeaker 34, and an optical disc 36 (information storage medium). Themonitor 32 and thespeaker 34 are connected to theconsumer game machine 11. As themonitor 32, for example, a home-use television set is used. As thespeaker 34, for example, a speaker built into the home-use television set is used. - The
consumer game machine 11 is a well-known computer game system. Theconsumer game machine 11 includes abus 12, a microprocessor 14 (control unit), amain memory 16, animage processing unit 18, an input/output processing unit 20, anaudio processing unit 22, an opticaldisc reading unit 24, ahard disk 26, acommunication interface 28, and acontroller 30. - The
microprocessor 14 executes various types of information processing based on an operating system stored in a ROM (not shown), or a program read from thehard disk 26 or theoptical disc 36. Themain memory 16 includes, for example, a RAM. The program and data read from thehard disk 26 or theoptical disc 36 are written into themain memory 16. Themain memory 16 is also used as a working memory for themicroprocessor 14. Thebus 12 is used for exchanging addresses and data among the components of theconsumer game machine 11. - The
image processing unit 18 includes a VRAM, and, based on image data sent from themicroprocessor 14, renders a game screen in the VRAM. Then, theimage processing unit 18 converts the game screen rendered in the VRAM into video signals, and outputs the video signals to themonitor 32 at predetermined timings. - The input/
output processing unit 20 is an interface for themicroprocessor 14 to access theaudio processing unit 22, the opticaldisc reading unit 24, thehard disk 26, thecommunication interface 28, and thecontroller 30. Theaudio processing unit 22 includes a sound buffer, and outputs, from thespeaker 34, audio data that has been loaded from thehard disk 26 or theoptical disc 36 into the sound buffer. Thecommunication interface 28 is an interface for connecting theconsumer game machine 11 to a communication network such as the Internet by wire or wirelessly. - The optical
disc reading unit 24 reads a program or data recorded on theoptical disc 36. Herein, theoptical disc 36 is used for supplying the program or the data to theconsumer game machine 11. Alternatively, another information storage medium, such as a memory card, may be used. Alternatively, the program or the data may be supplied to theconsumer game machine 11 from a remote place via a communication network such as the Internet, for example. Thehard disk 26 is a commonly-used hard disk device (auxiliary storage device). It should be noted that the program or the data, which is supposed to be stored in theoptical disc 36 in the following description, may be stored in thehard disk 26. - The
controller 30 is general-purpose operation means for a user to perform various types of game operations. A plurality of thecontrollers 30 may be connected to theconsumer game machine 11 by wire or wirelessly. The input/output processing unit 20 scans a state of thecontroller 30 at fixed intervals (for example, every 1/60th of a second), and then transfers an operation signal indicating a result of the scanning to themicroprocessor 14 via thebus 12. Themicroprocessor 14 makes judgment on the player's game operation based on the operation signal. - On the
game device 10, for example, a soccer game simulating a soccer match is played between an operation subject team that is operated by the user (game character group associated with the user) and an opponent team that is operated by the computer. The soccer game is implemented by executing a program read from theoptical disc 36. Hereinafter, description is given of the soccer game. It should be noted that the operation subject team may be operated by a plurality of users cooperating with one another. Further, the opponent team may be operated by another user. - In order to implement the soccer game, a game space is built in the
main memory 16.FIG. 2 illustrates an example of the game space. Agame space 40 illustrated inFIG. 2 is a virtual three-dimensional space. As illustrated inFIG. 2 , in thegame space 40, there is disposed afield 42, which is an object representing a soccer field. On thefield 42, there aredisposed goals 44, which are objects representing soccer goals, a player character 46 (game character), which is an object representing a soccer player belonging to the operation subject team, aplayer character 48, which is an object representing a soccer player belonging to the opponent team, and aball 50, which is an object representing a soccer ball. - One of the
goals 44 is associated with the operation subject team, whereas the other one of thegoals 44 is associated with the opponent team. When theball 50 moves into thegoal 44 associated with any one of the teams, a scoring event occurs for the other one of the teams. - On the
field 42, there are disposed elevenplayer characters 46, which belong to the operation subject team and play in a match, and elevenplayer characters 48, which belong to the opponent team and play in the match, but illustration thereof is omitted inFIG. 2 . - It should be noted that when a player character 46 (48) and the
ball 50 come close to each other, the player character 46 (48) and theball 50 become associated with each other under a predetermined condition. In this case, the moving action of the player character 46 (48) becomes a dribbling action. The state in which theball 50 is associated with the player character 46 (48) is hereinafter referred to as a state in which “the player character 46 (48) is in possession of theball 50”. - In the
game space 40, a virtual camera 52 (viewpoint) is set. A game screen showing a situation of thegame space 40, which is viewed from thevirtual camera 52, is displayed on themonitor 32. For example, in order to constantly display, on the game screen, aplayer character 46 set as a user's operation subject described below, thevirtual camera 52 moves around within thegame space 40 based on the position of theplayer character 46. Alternatively, for example, in order to constantly display theball 50 on the game screen, thevirtual camera 52 moves around within thegame space 40 based on the position of theball 50. -
FIG. 3 illustrates an example of the game screen. On agame screen 54 illustrated inFIG. 3 , there are displayed threeplayer characters player characters FIG. 3 , theplayer character 48 a is in possession of theball 50. - Further, on the
game screen 54 illustrated inFIG. 3 , acursor 56 in an inverted triangle shape is displayed above the head of theplayer character 46 a. In this embodiment, anyone of theplayer characters 46 belonging to the operation subject team is set as an operation subject of the user. Thecursor 56 serves to indicate aplayer character 46 set as the current operation subject of the user. Specifically, in the state illustrated inFIG. 3 , theplayer character 46 a is set as the operation subject of the user. - The
player character 46 set as the operation subject of the user performs an action according to the operation of the user. Accordingly, in the state illustrated inFIG. 3 , theplayer character 46 a performs an action according to the operation of the user. Further,player characters 46 that belong to the operation subject team and are not set as the operation subject of the user (hereinafter, referred to as “teammate player characters”), and theplayer characters 48 belonging to the opponent team, are operated by the computer. Accordingly, in the state illustrated inFIG. 3 , theplayer characters - Every time a change timing of the operation subject has been reached, the operation subject of the user is changed to any one of operation subject candidates selected from among the
player characters 46 that belong to the operation subject team and are playing in the match. - Here, the change timing is a timing at which the operation subject of the user needs to be changed. In other words, the change timing is a timing at which a condition (hereinafter, referred to as “change condition”) that needs to be satisfied for executing the change of the user's operation subject has been satisfied.
- For example, the change condition is a condition regarding whether or not the user has depressed a given button (hereinafter, referred to as “change button”) of the
controller 30. For example, when the user has depressed the change button, it is judged that the change condition is satisfied, and hence it is judged that the change timing has been reached. - For example, in a case where the user depresses the change button once in the state illustrated in
FIG. 3 , in principle, the operation subject of the user is changed to theplayer character 46 b, which is the closest of the teammate player characters to theball 50.FIG. 4 illustrates an example of thegame screen 54 for this case. On thegame screen 54 illustrated inFIG. 4 , thecursor 56 is displayed above the head of theplayer character 46 b. In this case, theplayer character 46 b enters into a state in which theplayer character 46 b is operated by the user, whereas theplayer character 46 a enters into a state in which theplayer character 46 a is operated by the computer. Here, in a case where the user depresses the change button n (n: n≧2) times successively, in principle, the operation subject of the user is changed to aplayer character 46, which is the n-th closest of the teammate player characters to theball 50. - Further, for example, the change condition is a condition regarding whether or not a distance between the
player character 46 set as the operation subject of the user and theball 50 has become larger than a reference distance. For example, when the distance between theplayer character 46 set as the operation subject of the user and theball 50 has become larger than the reference distance due to an action of kicking the ball 50 (excluding the dribbling action) performed by any one of theplayer characters - For example, in the state illustrated in
FIG. 3 , when the distance between theplayer character 46 a and theball 50 has become larger than the reference distance due to the fact that theplayer character 48 a has kicked theball 50 at theplayer character 48 b, in principle, the operation subject of the user is changed to theplayer character 46 c, which is of the teammate player characters the closest to theball 50.FIG. 5 illustrates an example of thegame screen 54 for this case. On thegame screen 54 illustrated inFIG. 5 , thecursor 56 is displayed above the head of theplayer character 46 c. In this case, theplayer character 46 c enters a state in which theplayer character 46 c is operated by the user, whereas theplayer character 46 a enters a state in which theplayer character 46 a is operated by the computer. - The
game device 10 according to this embodiment is provided with a function for enabling the user to appreciate, with more ease, fatigue of theplayer character 46 belonging to the operation subject team.FIG. 6 is a functional block diagram illustrating functional blocks regarding this function. As illustrated inFIG. 6 , thegame device 10 functionally includes a gamedata storage section 60, an operationsubject changing section 62, and an operation subject candidatenumber control section 64. For example, the gamedata storage section 60 is implemented by themain memory 16 and theoptical disc 36, whereas the operationsubject changing section 62 and the operation subject candidatenumber control section 64 are implemented by themicroprocessor 14 executing programs. - The game
data storage section 60 stores data necessary for implementing the soccer game. For example, game situation data indicating the current situation of the soccer game is stored in the gamedata storage section 60. For example, the game situation data includes the following data: - (1) data indicating the current state of each of the
player characters
(2) data indicating the current state (position, moving direction, moving speed, etc.) of theball 50;
(3) data indicating the current state (position, direction of sight, etc.) of thevirtual camera 52;
(4) data indicating the scores of both the teams; and
(5) data indicating an elapsed time period. -
FIG. 7 illustrates an example of player's state data indicating the current state of theplayer characters FIG. 7 contains a “player ID” field, a “position” field, a “posture” field, an “operation subject flag” field, a “ball-possession flag” field, a “level of tiredness” field, and the like. - The “player ID” field indicates information for uniquely identifying the
player characters FIG. 7 , “P101” to “P111” are player IDs for theplayer characters 46 belonging to the operation subject team, whereas “P201” to “P211” are player IDs for theplayer characters 48 belonging to the opponent team. The “position” field indicates the current positions of theplayer characters player characters - The “operation subject flag” field indicates whether or not the
player character 46 is set as the operation subject of the user, and takes a value of 0 or 1. The value “0” indicates that theplayer character 46 is not currently the operation subject of the user. Specifically, the value “0” indicates that theplayer character 46 is currently in the state in which theplayer character 46 is operated by the computer. On the other hand, the value “1” indicates that theplayer character 46 is currently the operation subject of the user. - The “ball-possession flag” field indicates whether or not the
player character ball 50, and takes a value of 0 or 1. The value “0” indicates that theplayer character ball 50, whereas the value “1” indicates that theplayer character ball 50. - A tiredness parameter is stored in the “level of tiredness” field. The tiredness parameter indicates the level of tiredness of the
player character 46. The tiredness parameter takes numerical values ranging from 0 to 100. A larger value of the tiredness parameter means that the level of tiredness of theplayer character 46 is higher. - For example, the initial value of the tiredness parameter is set to 0. Specifically, at a time point when the
player character 46 starts to play in the match, the value of the tiredness parameter of theplayer character 46 is set to 0. Further, as described below, the value of the tiredness parameter of eachplayer character 46 is updated based on at least one of an action performed by theplayer character 46 according to the operation of the user or the computer and the elapsed time period. - For example, the value of the tiredness parameter is updated based on an action performed by the
player character 46. Specifically, every time theplayer character 46 performs an action (for example, running action, dribbling action, pass action, shot action, or the like), the value of the tiredness parameter (P) of theplayer character 46 is updated according to an expression (A) described below. Specifically, every time theplayer character 46 performs an action, a numerical value (ΔPa) corresponding to the performed action is added to the value of the tiredness parameter (P) of theplayer character 46. -
P=P+ΔPa (A) - It should be noted that the value of ΔPa is set for each type of action. For example, compared to a normal running action, the value of ΔPa is set to be larger for a dash action, which is an action of running faster than the normal running action. Further, with regard to such actions as the running action, the dash action, and the dribbling action, which are performed continuously, the value of ΔPa is set based on a duration of the action (in other words, how much time elapses while the action is being performed). For example, the value of ΔPa is set to be larger as the duration of the action becomes longer.
- Further, the value of ΔPa corresponding to each type of action is set for each
player character 46. For example, for aplayer character 46 that has good endurance and is unlikely to become fatigued, the value of ΔPa is set to a relatively small value. On the other hand, for aplayer character 46 that has poor endurance and is more likely to become fatigued, the value of ΔPa is set to a relatively large value. - Further, for example, the value of the tiredness parameter is updated based on the elapsed time period. Specifically, at predetermined intervals (for example, 1/60th of a second), the value of the tiredness parameter (P) is updated according to an expression (B) described below. Specifically, at the predetermined intervals, a predetermined numerical value (ΔPb) is added to the tiredness parameter (P).
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P=P+ΔPb (B) - It should be noted that, similarly to ΔPa, the value of ΔPb is also set for each
player character 46. For example, for aplayer character 46 that has good endurance and is unlikely to become fatigued, the value of ΔPb is set to a relatively small value. On the other hand, for aplayer character 46 that has poor endurance and is more likely to become fatigued, the value of ΔPb is set to a relatively large value. - Every time the change timing of the operation subject has been reached, the operation
subject changing section 62 changes the operation subject of the user to any one of the operation subject candidates selected from among theplayer characters 46 that belong to the operation subject team and are playing in the match. Specifically, when the change timing of the operation subject has been reached, the operationsubject changing section 62 changes the state of theplayer character 46 that is being operated by the user to the state in which theplayer character 46 is operated by the computer. At the same time, the operationsubject changing section 62 also changes the state of any one of the operation subject candidates selected from among a plurality ofplayer characters 46 that are being operated by the computer (that is, a plurality of teammate player characters) to the state in which any one of the operation subject candidates is operated by the user. Detailed description of operation of the operationsubject changing section 62 is given below (see S103 and S104 ofFIG. 8 ). - When the change timing of the operation subject has been reached, the operation subject candidate
number control section 64 controls the number of operation subject candidates to be selected from among a plurality ofplayer characters 46 that are being operated by the computer (that is, a plurality of teammate player characters) based on at least one of actions performed in the past by the plurality of player characters 46 (the plurality of teammate player characters) according to the operation of the computer or the user and the elapsed time period. For example, the number of operation subject candidates is controlled based on the elapsed time period until the change timing is reached. Further, for example, the number of operation subject candidates is controlled based on the action performed by the player character 46 (teammate player character) until the change timing is reached. Detailed description of operation of the operation subject candidatenumber control section 64 is given below (see S102 ofFIG. 8 ). - Here, description is given of processing for implementing the operation
subject changing section 62 and the operation subject candidatenumber control section 64.FIG. 8 is a flow chart illustrating processing to be executed by thegame device 10 when the change timing of the operation subject has been reached. Themicroprocessor 14 executes the processing illustrated inFIG. 8 , thereby implementing the operationsubject changing section 62 and the operation subject candidatenumber control section 64. Further, themicroprocessor 14 executes the processing illustrated inFIG. 8 according to the programs stored in theoptical disc 36. - When the change timing of the operation subject has been reached, as illustrated in
FIG. 8 , the microprocessor 14 (operation subject candidate number control section 64) first acquires a list of teammate player characters as a list of the operation subject candidates (S101). - After that, the
microprocessor 14 judges whether or not there is any teammate player character whose value for the tiredness parameter satisfies a predetermined condition and which is not in possession of the ball 50 (S102). For example, first, with regard to each teammate player character, themicroprocessor 14 judges whether or not the value of the tiredness parameter satisfies the predetermined condition. Specifically, themicroprocessor 14 judges whether or not the value of the tiredness parameter is larger than a reference value (for example, 90). When there is a teammate player character whose value for the tiredness parameter is larger than the reference value, themicroprocessor 14 judges whether or not that teammate player character is in possession of theball 50. - When there is a teammate player character whose value for the tiredness parameter satisfies the predetermined condition and which is not in possession of the
ball 50, the microprocessor 14 (operation subject candidate number control section 64: an exclusion section) excludes that teammate player character from the list of the operation subject candidates, which is acquired in S101 (S103). - Then, the
microprocessor 14 selects any one of the operation subject candidates as a change destination of the operation subject (S104). For example, from among the teammate player characters set as the operation subject candidates, a teammate player character that is the closest to theball 50 is selected as the change destination of the operation subject. Further, for example, when the change button has been depressed n (n: n≧2) times successively, from among the teammate player characters set as the operation subject candidates, a teammate player character that is the n-th closest to theball 50 is selected as the change destination of the operation subject. - Then, the microprocessor 14 (operation subject changing section 62) changes the operation subject of the user to the teammate player character that has been selected as the change destination in S104 (S105). Specifically, the “operation subject flag” of the
player character 46 that has been set as the operation subject of the user is updated to 0, and the “operation subject flag” of the teammate player character selected as the change destination in S104 is updated to 1. In this manner, the operation subject of the user is changed. - In the
game device 10 described above, the value of the tiredness parameter of theplayer character 46 is increased from the initial value (0) based on the elapsed time period or/and the action performed by theplayer character 46. Thus, the value of the tiredness parameter of eachplayer character 46 increases as the match proceeds. - Then, in principle, a
player character 46 whose value for the tiredness parameter has become larger than the reference value (for example, 90) is excluded from the operation subject candidates (see S102 and S103 ofFIG. 8 ). Due to this configuration, in thegame device 10, the number of operation subject candidates decreases as the match proceeds. In other words, the number ofplayer characters 46 that the user can operate as desired decreases as the match proceeds. As a result, it becomes possible to cause the user to appreciate that, as the match proceeds, theplayer character 46 that has become fatigued is starting to have difficulty playing as desired. - In particular, with the
game device 10, the user cannot operate theplayer character 46 whose value for the tiredness parameter has become larger than the reference value (for example, 90) in principle. Therefore, compared to a case in which the ability of theplayer character 46 is internally lowered, it is easier for the user to appreciate that theplayer character 46 has become fatigued. - Incidentally, if the
player character 46 that is in possession of theball 50 becomes inoperable while the operation subject team is on the offensive (for example, while any one of theplayer characters 46 belonging to the operation subject team is in possession of the ball 50), enjoyment of the soccer game may be impaired instead, causing the user to feel dissatisfied. - In this respect, in the
game device 10, as a special case, aplayer character 46 whose value for the tiredness parameter is larger than the reference value (for example, 90) and which is in possession of theball 50 is not excluded from the operation subject candidates (see S102 and S103 ofFIG. 8 ). This configuration can prevent the user from feeling the dissatisfaction described above. - It should be noted that the present invention is not limited to the foregoing embodiment.
- (1) Instead of the tiredness parameter that increases based on the elapsed time period or/and the action performed by the
player character 46, a stamina parameter that decreases based on the elapsed time period or/and the action performed by theplayer character 46 may be stored. For example, the stamina parameter takes numerical values ranging from 0 to 100, and the initial value thereof is set to 100. Then, for example, every time theplayer character 46 performs a certain action, the value of the stamina parameter of theplayer character 46 is decreased. Further, for example, at predetermined intervals (for example, 1/60th of a second), the value of the stamina parameter of theplayer character 46 is decreased. - Here, in this case, in S102 of
FIG. 8 , it is judged whether or not there is any teammate player character whose value for the stamina parameter is smaller than a reference value (for example, 10) and which is not in possession of theball 50. Then, in S103 ofFIG. 8 , a teammate player character whose value for the stamina parameter is smaller than the reference value (for example, 10) and which is not in possession of theball 50 is excluded from the list of the operation subject candidates. - (2) A
player character 46 at a particular position (for example, goalkeeper) may be excluded from the operation subject candidates regardless of the value of the tiredness parameter. Further, for example, aplayer character 46 designated in advance by the user or aplayer character 46 at a position designated in advance by the user may be excluded from the operation subject candidates regardless of the value of the tiredness parameter. For example, in a case where the user designates the position as a defender or a goalkeeper in advance, aplayer character 46 playing as the defender or the goalkeeper may be excluded from the operation subject candidates regardless of the value of the tiredness parameter. - (3) The game to be executed on the
game device 10 is not limited to a game in which a three-dimensional game space constituted by three coordinate elements is displayed on the game screen. The game to be executed on thegame device 10 may be a game in which a two-dimensional game space constituted by two coordinate elements is displayed on the game screen. That is, the game to be executed on thegame device 10 may be a game in which the positions and the like of a ball and player characters are managed by the two coordinate elements. - (4) A game to be executed on the
game device 10 may be another sports game instead of the soccer game. For example, the present invention is also applicable to a basketball game that is played using a ball (moving object), or an ice hockey game that is played using a puck (moving object). - Further, the present invention is also applicable to another game instead of the sports game. For example, the present invention is also applicable to an action game in which the user plays the game by operating an operation subject that changes in a game character group (a plurality of game characters) acting together within a game space. Through the application of the present invention, it becomes easier for the user to appreciate that the game character has become fatigued in such an action game as well.
- Further, the present invention is applicable to a network game in which a plurality of users participate via a network.
- While there have been described what are at present considered to be certain embodiments of the invention, it will be understood that various modifications may be made thereto, and it is intended that the appended claims cover all such modifications as fall within the true spirit and scope of the invention.
Claims (5)
1. A game device for executing a game configured such that a game character, which belongs to a game character group corresponding to a user and is being operated by the user, and a plurality of game characters, which belong to the game character group and are being operated by a computer, perform actions within a game space,
the game device comprising:
an operation subject changing section for, in a case where a change timing of an operation subject of the user is reached, changing a state of the game character that is being operated by the user to a state in which the game character is operated by the computer, and changing a state of one of operation subject candidates selected from among the plurality of game characters that are being operated by the computer to a state in which the one of the operation subject candidates is operated by the user; and
an operation subject candidate number control section for controlling a number of the operation subject candidates selected from among the plurality of game characters that are being operated by the computer, based on at least one of an elapsed time period and actions performed in the past by the plurality of game characters according to operation of the computer or the user.
2. A game device according to claim 1 , further comprising storage for storing, in association with the game character, a parameter to be updated based on at least one of the elapsed time period and an action performed in the past by the game character,
wherein the operation subject candidate number control section includes an exclusion section for, in a case where the parameter stored in association with a game character satisfies a predetermined condition, excluding the game character from the operation subject candidates.
3. A game device according to claim 2 , wherein:
the game device executes a game of a sport that is played using a moving object between an operation subject team of the user and an opponent team;
the game character group corresponds to the operation subject team;
in a case where the change timing is reached, the operation subject changing section changes the state of the game character that belongs to the operation subject team and is being operated by the user to the state in which the game character is operated by the computer, and changes the state of the one of the operation subject candidates selected from among the plurality of game characters that belong to the operation subject team and are being operated by the computer to the state in which the one of the operation subject candidates is operated by the user; and
the exclusion section excludes the game character from the operation subject candidates in a case where the parameter stored in association with the game character satisfies the predetermined condition and the game character is not in possession of the moving object.
4. A method of controlling a game device for executing a game configured such that a game character, which belongs to a game character group corresponding to a user and is being operated by the user, and a plurality of game characters, which belong to the game character group and are being operated by a computer, perform actions within a game space,
the method comprising:
an operation subject changing step of, in a case where a change timing of an operation subject of the user is reached, changing a state of the game character that is being operated by the user to a state in which the game character is operated by the computer, and changing a state of one of operation subject candidates selected from among the plurality of game characters that are being operated by the computer to a state in which the one of the operation subject candidates is operated by the user; and
an operation subject candidate number control step of controlling a number of the operation subject candidates selected from among the plurality of game characters that are being operated by the computer, based on at least one of an elapsed time period and actions performed in the past by the plurality of game characters according to operation of the computer or the user.
5. A computer-readable information storage medium recorded with a program for causing a computer to function as a game device for executing a game configured such that a game character, which belongs to a game character group corresponding to a user and is being operated by the user, and a plurality of game characters, which belong to the game character group and are being operated by the computer, perform actions within a game space,
the program further causing the computer to function as:
an operation subject changing section for, in a case where a change timing of an operation subject of the user is reached, changing a state of the game character that is being operated by the user to a state in which the game character is operated by the computer, and changing a state of one of operation subject candidates selected from among the plurality of game characters that are being operated by the computer to a state in which the one of the operation subject candidates is operated by the user; and
an operation subject candidate number control section for controlling a number of the operation subject candidates selected from among the plurality of game characters that are being operated by the computer, based on at least one of an elapsed time period and actions performed in the past by the plurality of game characters according to operation of the computer or the user.
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JP2009-027710 | 2009-02-09 | ||
JP2009027710A JP2010179047A (en) | 2009-02-09 | 2009-02-09 | Game device, method of controlling game device, and program |
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US10661178B2 (en) * | 2017-05-25 | 2020-05-26 | Nintendo Co., Ltd. | Non-transitory storage medium having stored therein information processing program, information processing device, information processing method, and information processing system for possessing a virtual character in a virtual space |
US10692044B2 (en) * | 2011-06-17 | 2020-06-23 | Parallax Enterprises, Llc | Consolidated healthcare and resource management system |
Families Citing this family (1)
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JP6081635B1 (en) * | 2016-03-08 | 2017-02-15 | 株式会社コロプラ | GAME CONTROL METHOD AND GAME PROGRAM |
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