WO2007116727A1 - ゲーム機 - Google Patents
ゲーム機 Download PDFInfo
- Publication number
- WO2007116727A1 WO2007116727A1 PCT/JP2007/056340 JP2007056340W WO2007116727A1 WO 2007116727 A1 WO2007116727 A1 WO 2007116727A1 JP 2007056340 W JP2007056340 W JP 2007056340W WO 2007116727 A1 WO2007116727 A1 WO 2007116727A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- player
- event
- appearance
- game machine
- character data
- Prior art date
Links
- 230000002349 favourable effect Effects 0.000 claims description 22
- 238000013500 data storage Methods 0.000 claims description 19
- 238000004891 communication Methods 0.000 claims description 17
- 230000002860 competitive effect Effects 0.000 claims description 3
- 238000011156 evaluation Methods 0.000 description 20
- 238000000034 method Methods 0.000 description 10
- 230000005540 biological transmission Effects 0.000 description 6
- 238000010586 diagram Methods 0.000 description 6
- 230000006870 function Effects 0.000 description 6
- 230000035943 smell Effects 0.000 description 6
- 230000035945 sensitivity Effects 0.000 description 4
- 238000004088 simulation Methods 0.000 description 3
- 230000007423 decrease Effects 0.000 description 2
- 230000015654 memory Effects 0.000 description 2
- 230000004044 response Effects 0.000 description 2
- 238000003287 bathing Methods 0.000 description 1
- 230000003292 diminished effect Effects 0.000 description 1
- 230000035622 drinking Effects 0.000 description 1
- 210000000887 face Anatomy 0.000 description 1
- 235000012054 meals Nutrition 0.000 description 1
Classifications
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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
-
- A63F13/10—
-
- 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
- A63F13/47—Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
-
- A63F13/12—
-
- 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
- A63F13/20—Input arrangements for video game devices
- A63F13/23—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
- A63F13/235—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
-
- 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
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
-
- 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
-
- 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
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
-
- 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
- A63F2300/20—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 characterised by details of the game platform
- A63F2300/204—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 characterised by details of the game platform the platform being a handheld device
-
- 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
- A63F2300/20—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 characterised by details of the game platform
- A63F2300/206—Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
-
- 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
- A63F2300/40—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 characterised by details of platform network
- A63F2300/404—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 characterised by details of platform network characterized by a local network connection
- A63F2300/405—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 characterised by details of platform network characterized by a local network connection being a wireless ad hoc network, e.g. Bluetooth, Wi-Fi, Pico net
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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
- A63F2300/50—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 characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/552—Details of game data or player data management for downloading to client devices, e.g. using OS version, hardware or software profile of the client device
-
- 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
- A63F2300/50—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 characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/5553—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history user representation in the game field, e.g. avatar
-
- 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
Definitions
- the present invention relates to a game machine that accepts new character data provided by other player powers.
- Patent Document 1 JP 2005-192599 A (Patent Document 1) describes character communication information stored in a game machine of another player who has communicated in the game machine of the next player so that the next communication can be performed.
- a communication game device that performs arithmetic processing in consideration of information that is sometimes stored.
- communication history and various information of characters owned by other players are reflected in the contents of the game or simulation.
- Patent Document 2 In Japanese Patent Laid-Open No. 11-76609 (Patent Document 2), a preference point is given to an option presented during the game, and the memory that appears in the game according to the option selected by the player is stored in advance.
- a video game device that increases or decreases the favorable points of a character is disclosed.
- the character selection unit determines the character to be selected according to the favorable point at the time when the predetermined command is input.
- Patent Document 1 Japanese Patent Laid-Open No. 2005-192599
- Patent Document 2 Japanese Patent Laid-Open No. 11-76609
- An object of the present invention is to provide a game machine that does not reduce the player's interest when other player powers are also provided with new character data.
- Another object of the present invention is to make it possible to determine the appearance parameters of newly acquired character data based on the player's subjective impression on other players, and to determine the new character It is an object of the present invention to provide a game machine that can be played as an incarnation or alternation of another player who has been provided with character data.
- Still another object of the present invention is to provide a good impression by defining the appearance parameter in the new character data as the subjective impression of the player with respect to the other player who is the communication partner. It is an object of the present invention to provide a game machine in which the player power that receives the character power appears more frequently in the provided character power vent.
- Yet another object of the present invention is that when a good event occurs for the player, a character that also provides a good impression of the player power appears, and when a bad event occurs for the player, a bad impression occurs. It is to provide a game machine in which a character provided with the player power of the player appears.
- Still another object of the present invention is to increase the player's interest in the game machine by causing a character that also has a bad impression of the player power to appear as an enemy character when the event content is a battle game. It is to provide a game machine that can.
- Still another object of the present invention is to provide a game machine that is set to preferentially appear in a character power event registered through the latest communication, and that can increase the player's interest in the game machine. There is to do.
- the game machine of the present invention has a function of accepting new character data via external input means such as communication means.
- the character data includes specific information such as the name of the character and appearance parameters used when determining the appearance frequency and the appearance location.
- the character data includes image data. If only the character name appears on the screen, this character data does not include image data.
- the game machine of the present invention has a function of determining an appearance frequency and an appearance location for one or more characters appearing during an event according to the appearance parameters that are predetermined in the character data of the one or more characters. Have.
- the game machine of the present invention has a function of displaying events on the screen.
- the game machine of the present invention having these functions uses the appearance parameters determined in the new character data based on the subjective impression of the player who uses the game machine with respect to other players who have provided the new character data. It further has the function to be determined by
- the game machine of the present invention by determining the appearance parameter in the character data provided by other player powers based on the subjective impression of the player who uses the game machine for the other player. For example, in the case where only the name of the character provided by the other player power or the newly provided character data power is used, the name of the character is regarded as an incarnation or alternation of the other player who communicated. That is, if the name of the character is an incarnation or alternation of another player, the possibility that the name of the character obtained by other player power will appear as the name of a friend, lover or the like is low. If the newly provided character data includes image data, the character appearing based on the character data is determined by setting the appearance parameter based on the subjective impression as described above.
- the game machine of the present invention is more specifically identified as receiving means for receiving new character data via external input means such as communication means, character data storage means, and event generation means.
- Display means for displaying the event on the screen, and appearance parameter setting means.
- the character data storage means stores a plurality of character data including appearance parameters used to determine the appearance frequency and the appearance location of one or more characters appearing during the event.
- the event generation means generates an event in which one or more characters appear based on the program and the plurality of character data stored in the character data storage means.
- the appearance parameter setting means determines the appearance parameter defined in the new character data on the basis of the subjective impression of the player using the game machine with respect to another player who has provided the new character data.
- impressions and evaluations of other players who have provided new characters via the communication means are reflected as impressions and evaluations of the characters that appear, and the player is the incarnation or alternation of the player. Will become more familiar and will increase interest in game consoles.
- the appearance parameter setting means is configured and the appearance parameter is determined based on the subjective impression of the player is arbitrary.
- the appearance parameter setting means is
- Question generation means It can be configured by a question generating means and a parameter determining means.
- Question generation means It can be configured by a question generating means and a parameter determining means.
- the receiving means power also generates a question for the player using the game machine to subjectively determine the image of the other player.
- the parameter determination means determines the answer to the question as a subjective impression, and determines the appearance parameter by comparing the answer with a predetermined appearance parameter determination criterion.
- the question generating means is configured to generate a question asking a favorable feeling felt by a player using the game machine with respect to another player, and the parameter determining means has a favorable sensitivity. You may comprise so that an appearance parameter may be determined so that an appearance frequency becomes high, so that it is high. In this way, characters provided by other player powers that are highly favored by the player appear more frequently in the event, so that the player becomes more familiar with the player's incarnations or characters. This can increase the player's interest.
- the appearance parameter is used so that the low-favorite character set by the player appears more frequently as an enemy character.
- Event generation means may be configured. In this way, the player's impression is bad (that is, the preference is low!), And the possibility of appearing as an enemy character that competes in the character power battle game provided by another player increases. Therefore, the player will want to actively destroy the enemy character, and the player's interest can be increased.
- the event generated by the event generation means is a game with a difficulty level set, a character with a high preference set by the player appears in the game with a low difficulty level, and the difficulty level
- the event generation means may be configured such that a character with a low preference set by the player appears in a game with a high value. In this way, in a game where a character who has a good impression (that is, high likability) and is provided with other player powers enters the game, the game is smoothly cleared. In addition, in a game in which a character with a bad impression (that is, low likability) for the player and a player's ability is provided, it is difficult to clear the game. Therefore, the impression and evaluation of the other player who provided the character are reflected as the impression and evaluation of the appearing character, which raises the player's interest.
- the event generated by the event generation means can be a sentence having a story.
- the event generation means may be configured to use the appearance parameter. With this configuration, the player's impression is good (that is, the likability is high) and the other player's power is provided to the text that can be liked by the player's power. The possibility of appearing characters increases. Therefore, the impression and evaluation of the other player who provided the character are reflected in the text as the impression and evaluation of the appearing character, which increases the player's interest.
- the character data storage means is configured to be able to store a plurality of new character data so that the order in which the plurality of new character data is stored is known.
- the character appearing in the event may be determined in consideration of both the order in which the character data is stored in the data storage means and the appearance parameters. In this way, for example, when the appearance parameter values in a plurality of character data are the same, the character based on the character data stored later can be given priority in the event. As a result, the appearance ratio of characters with new acquisition times increases, and the player's interest in the game can be increased.
- FIG. 1 is a block diagram showing a configuration of a main part of a game machine according to the present embodiment.
- FIG. 2 (A) and (B) are a front view and a perspective view of the main body of the game machine of the present embodiment.
- FIG. 3 is a diagram showing a time table of human characters and an image displayed on the display screen in the present embodiment.
- FIG. 4 A specific example of an event is shown depending on whether the event content is good or bad.
- FIG. 5 is a diagram showing the appearance frequency for each character preference set according to the event content.
- FIG. 2 is a diagram conceptually showing the state.
- FIGS. 7A to 7D are diagrams respectively showing examples of display modes displayed on a display screen in a certain event using the character data shown in FIG.
- FIG. 8 is a flowchart showing a program algorithm used when the embodiment of FIG. 1 is realized using a computer.
- FIG. 1 is a block diagram showing a configuration of a main part of the game machine according to the present embodiment.
- 2 (A) and 2 (B) are a front view and a perspective view of the main body 3 of the game machine 1 of the present embodiment.
- a display screen 5 of the display device 11 shown in FIG. 1 and three input switches 7 constituting the input means 13 shown in FIG. 1 are arranged on the front surface of the main body 3 shown in FIG.
- the configuration of the external input / output unit 15 may not use light, but may use wired communication or wireless communication using a general cable.
- the light emitting / receiving unit 9 of each game machine faces each other to execute data transmission / reception. To do. The same applies when sending new character data to your game machine.
- the transmission / reception means 17 causes the character data storage means 35 to store the data.
- the appearance parameter setting means 27 is used to set the appearance parameter in the newly received character data. This point will be described in detail later.
- the external input / output means 15 constitutes the external input means in the present invention
- the transmission / reception means 17 constitutes the receiving means in the present invention.
- An image displayed on the display screen 5 of the display device 11 is displayed based on a drive signal output from the display device driving means 19 of FIG.
- the display device drive means 19 receives various commands from the control means 21, processes the received commands, and outputs a drive signal to the display device 11.
- the control means 21 has various commands for displaying on the display screen 5 questions for asking the player's subjective impression generated by the question generating means 23, events generated by the event generating means 33 described later, and the like. Is generated according to event data stored in the program storage means 37 described later.
- the display of hardware such as a microcomputer that executes computation is omitted. Therefore, the means shown in the control means 21 shown in FIG. 1 are not all means constituting the control means 21.
- the scenario in the program executed by the game machine according to the present embodiment is a daily life of a human character imitating a single member of society, giving advice to the human character or assisting the human character. It is set so that the daily life and way of life of human characters can be observed slowly over time.
- the scenario of this program is structured so that various events occur during the scenario.
- events such as meals, commuting, bathing, sleeping, etc. that occur during the day's life, meetings that occur during work at the company, events such as guests, night events Events such as eating and drinking, dating, and various parties occur.
- FIG. 3 shows an example of a representative image displayed on the display screen 5 when each event occurs, and an initial setting time table on weekdays. The progress of this timetable proceeds in line with the actual 24-hour period. However, the player can freely set what time in the actual time the start of 0:00 will be.
- the character data storage means 35 As shown in FIG. 6, the power at which predetermined character data is stored in advance, and new character data that has received the game machine power of other players are also stored.
- Various kinds of character data stored in the character data storage means 35 include specific information for specifying an appearing character, and appearance parameters used when determining the appearance frequency and the appearance location.
- the appearance parameters are not set for the character data, which also accepts the game power of other players. Therefore, the appearance parameter setting means 27 sets the appearance parameter of newly accepted character data.
- the player exchanges character data with the game machines of other players, and accepts new character data from the game machines of other players, for example, in the image of exchanging business cards.
- the specific information included in the new character data includes, for example, at least the name of the character set by the other player on the game machine of the other player. Other specific information in this embodiment includes specific information such as gender, age or job title in addition to the name.
- the event generating means 33 When the event generating means 33 generates an event for causing a character to fight like a battle game to appear, the character data naturally includes image data.
- the appearance parameter setting means 27 has a function of determining appearance parameters in the character data on the basis of the subjective impression of the player with respect to other players who have provided new character data.
- the appearance parameter setting means 27 is configured by the question generating means 23, the parameter determination means 25, and the appearance parameter determination reference storage means 26.
- the question generating means 23 generates a question for asking the player's subjective impression and evaluation with respect to other players who have provided the new character data accepted by the transmitting / receiving means 17.
- the question generating means 23 generates a question asking “favorability” in order to ask the subjective impression felt by the player.
- “Possibilities” indicate how favored the player is with respect to other players who provided the character data in order to express the player's subjective impression and evaluation. is there.
- the questions generated by the question generation means 23 are mainly in the answers such as “How does it smell?”, “How about eyes?”, “How about clothes?”, “Hard or weak?” The question is such that the result is that the player's subjectivity appears to be disliked by other players who communicated.
- the question generation means 23 When the transmission / reception means 17 accepts new character data, the question generation means 23 immediately outputs a command for displaying the question on the display screen 5 of the display device 11 to the display device drive means 19 and the parameter determination means 25. Also output the question contents.
- the question generating means 23 displays the answering method for the question generated by the question generating means 23 on the display screen 5 of the display means 11 and causes the player to answer the question using the input means 13.
- the number of questions is arbitrary. Therefore, only one question is required. However, since it is possible that the player will be less interested in the game machine with only one answer to one question, including dummy questions that are not used for subjective impression judgment, Give the player multiple questions.
- the above-mentioned options for the question may be "good smell”, “not smell”, “unlike smell”, etc. when the question is related to smell. If it is a question about eye contact, it will be “sharp”, “normal”, “no power”, etc. If it is a question about clothes, it will be “clear”, “looks anywhere”, “suitable” No ”. Note that the displayed answer candidates are based on the player's subjectivity relative to other players. The one that reflects the impression is good.
- the answer candidate may be a symbol such as a number, emoticon, or heart symbol.
- a method of answering the question a method of displaying a plurality of answer candidates as options on the display screen 5 and allowing the player to select, or a method of allowing the player to freely enter an answer by an appropriate method is conceivable.
- three answer candidates are displayed on the display screen 5 for one question. If the question is configured such that a plurality of answer candidates are displayed as options on the display screen 5 and are selected by the player, the processing in the parameter determination means 25 is simplified.
- the parameter determination means 25 is an appearance parameter determination criterion in which an answer input by the player using the input means 13 to the question generated by the question generation means 23 is stored in the appearance parameter determination criterion storage means 26. And the appearance parameter is determined.
- the appearance parameter is a variable whose value (parameter value) changes depending on the answer to the question.
- the appearance parameter determination criterion storage means 26 outputs three types of appearance parameters of “high”, “medium”, and “low” according to three options for one question generated by the question generation means 23. It shall be stored as the current parameter determination standard. In this case, of the above-mentioned three choices, “good scent”, “sharp”, and “excited” have “high favorable” and the appearance parameter is “high”.
- the appearance parameter is “medium” as “medium sensitivity”. If it is “smells that are not like”, “not powerful”, and “not fit”, the appearance parameter is “low” as “low favorable sensitivity”. In this way, the appearance parameter determination criteria may be provided individually corresponding to all questions. However, it goes without saying that points may be given to the answers to the questions and judged based on the total points. In this case, the appearance parameter value may be determined in advance for the total points. The appearance parameters determined in this way are stored in the character data storage unit 35 together with the character data input from the transmission / reception unit 17.
- the character data storage means 35 stores character data other than the character data received by the transmission / reception means 17 in advance. With this configuration, the player accepts the character data of other players. Even if an event in which the character appears before the event occurs, the character can appear in the event.
- the control means 21 further includes a program storage means 37 for storing a program installed in a microcomputer arranged in the game machine.
- the program storage means 37 also stores data relating to a plurality of events that occur when this scenario is executed.
- a plurality of events are generated by the event generating means 33 during the scenario progress, and the event processing means 39 performs predetermined processing based on the output of the event generating means 33 to display on the display device 11. Displayed on screen 5.
- the event processing that has occurred is processed by the event processing means 39.
- the event processing means 39 receives the input signal input from the input means 13 by the player who sees the contents of the event displayed on the display screen 5, processes the player's response command to the event, and displays the processing result. It outputs to the apparatus drive means 19.
- the display device driving means 19 receives the command from the event processing means 39 and displays the result on the display screen 5 of the display device 11.
- the appearance parameter is set based on the subjective impression of the player with respect to the other player who provided the character data. Therefore, the character that appears is recognized as an incarnation or alternation of another player who provided the character data.
- character data is provided by determining the appearance frequency and appearance location of the character appearing in the event based on the value of this appearance parameter. Since the impressions and evaluations of other players who have played are reflected as impressions and evaluations of the characters that appear, it is possible to increase the player's interest.
- the character (with good subjective impressions and good impression) with the appearance parameter set to “high” (an incarnation or alternation of another player who provided the character data) ) Can appear.
- the player has good and impression by subjectivity! /, Character power that is also provided with other player powers. Good for players, because it appears in the event, against other players who provided the characters that appeared Impressions and evaluations are reflected as impressions and evaluations of the appearing characters, and a familiar feeling that the appearing characters are incarnations or alternations of the player is learned.
- FIG. 4 shows an event example in the present embodiment.
- “events with good content” are represented as high favorable events, “events that are neither” as medium favorable events, and “bad content events” as low favorable events.
- the event contents of “I was invited to a date” and “I received a present” are the event contents of the high likability event.
- the partner who invites you to the date becomes a character whose appearance parameter is set to “high”
- the opponent who gives you a present also becomes a character whose appearance parameter is set to “high”.
- FIG. 5 shows an example of the appearance frequency set according to the type of each event.
- “favorability of the character” corresponds to the quality of the impression to the other player determined by the subjective impression of the other player who provided the new character data. Therefore, “high” means that the impression is good, “low” means that the impression is bad, and “medium” means that neither of them is good.
- the appearance parameter is high and more characters appear in the above-mentioned high likability event. In the example of “High favorable event 1”, “High” is 9, “Medium” is 0, and “Low” is 1.
- the character invited to the date is a character whose appearance parameter is “high” (other players that the player thinks the impression is good due to subjective impressions) The probability of becoming an incarnation or alternation) is very high.
- a character invited to a date may be a character whose appearance parameter is “low” (an incarnation or alternation of another player who thinks that the player has a bad impression due to subjective impressions).
- FIG. 5 shows an example of the relationship between the appearance frequency and the appearance parameter. The present invention is not limited to this! /.
- a sentence having a story characteristic is displayed on the display screen 5 as an event, and a sentence that can be favorably viewed from a player using the game machine or a sentence that does not have a favorable feeling
- the appearance parameter to increase the frequency of appearance of the character with high likability in the pleasing text. That is, in the present embodiment, by appropriately operating the input switch 7, one of “diary”, “handbook”, and “memoir” can be selected. “Diary”, “Letter” or “Time” By selecting one of the “memories”, a story-like sentence is displayed on the display screen 5.
- the character data storage means 35 stores both pre-stored character data and newly stored character data. Therefore, the event generation means 33 uses these character data as appropriate to make the character appear in the event. Appearance parameters are also defined in character data stored in advance. Therefore, when there is no newly stored character data, the character appearing in the event may be determined by using the appearance parameter stored in the character data.
- FIG. 6 shows the case where the appearance parameters are expressed as “high”, “medium”, and “low”, and the character data storage means 35 stores both the pre-stored character data and the newly stored character data. It is the figure which showed notionally the state.
- the character specific information stored in the character data is a name. Therefore, the event is implemented by displaying the text on the display screen 5.
- the method of using the character data stored in the character data storage means 35 can be arbitrarily determined for each event.
- an event can be configured such that characters in pre-stored character data and characters in newly stored character data appear at a predetermined rate. It is also possible to configure the event so that only the characters in the character data stored in advance or only the characters in the newly stored character data appear.
- how to determine which character appears can be arbitrarily determined in each event. For example, when storing a plurality of new character data in the character data storage means, a plurality of new character data is stored so that the stored order can be understood. In the example of FIG.
- the name power described at the bottom position of each appearance parameter column is the character (name) of the character data stored most recently in the appearance parameter.
- the event can be configured such that the character based on the character data appears in the event in preference to the character based on the previously stored character data. In this way, the percentage of new characters appearing at a higher acquisition time becomes higher, so it seems that a person who has been impressed recently appears in an event of daily life or is intimate with a person whom he recently met. It is possible to increase the player's interest in the game.
- FIGS. 7A to 7D show examples of display modes displayed on the display screen 5 in one event using the character data shown in FIG.
- FIG. 7 (A) shows an example when the character strength S event having a high appearance parameter appears from the characters stored in advance in the above-mentioned high likability event.
- “child A” whose appearance parameter is “high” appears as a dating partner, and the character on the screen is happy.
- Fig. 7 (B) shows an example of the appearance of a character strength event with a high appearance parameter from the newly stored characters in the above-mentioned high favorable event.
- “Yukorin” whose appearance parameter is “High” appears as a date partner, and the character on the screen is happy.
- FIG. 7 (A) shows an example when the character strength S event having a high appearance parameter appears from the characters stored in advance in the above-mentioned high likability event.
- “child A” whose appearance parameter is “high” appears as a dating partner
- the character on the screen is happy.
- FIG. 7 (C) shows an example of the case where the character appears in the character strength vent with a low appearance parameter among the characters stored in advance in the above-mentioned low favorable event.
- FIG. 7 (D) shows an example in which the character strength S event having the lowest appearance parameter and newly stored in the newly stored character appears in the previously described low favorable event.
- This example Shows that “Chutaro”, the lowest appearance parameter with “low”, appeared as a lunch partner and treated “Chitaro”. In this way, the appearance and display of characters in the event are arbitrary.
- the content of the event when the content of the event is a competitive game, it may be handled in the same way as the "bad content event" for the player. If handled in this way, the player's impression is bad (that is, the preference is low), and the character provided by other player powers appears as an enemy character, so the player actively destroys the enemy character. As a result, the player's interest in the game machine can be increased.
- a character with a high preference set by the player appears in a game with a low difficulty level to clear the game, and a game with a high difficulty level to clear the game
- a character with a low preference set by the player may appear.
- the game is cleared smoothly.
- the player has a bad impression (that is, high sensitivity is low!) And other player-powered characters appear, it will be difficult to clear the game. Therefore, the player's subjective impression and evaluation with respect to other players who provided the character are reflected as the impression and evaluation of the appearing character, and the player's interest is enhanced.
- FIG. 8 is a flowchart showing an algorithm of a program used when the embodiment of FIG. 1 is realized using a computer.
- the program scenario proceeds by starting the game.
- the event processing is immediately performed in step ST5. Also, it was determined in step ST2 that no event occurred. In some cases, event processing does not occur.
- step ST6 it is determined whether or not the new character data has been accepted. If it is determined that new character data has not been accepted, it is determined in step ST10 whether or not the power to complete the game has been performed. If the game has been terminated, The game ends. If the process for ending the game has not been performed, the process returns to step ST1 and the scenario proceeds. If it is determined in step ST6 that the new character data has been accepted, a question is generated from the question generating means 23 regarding the other player who provided the new character data in step ST7. The player inputs an answer using the input means 13, whereby step ST8 is processed. In step ST9, the parameter determination means 25 sets the appearance parameter by comparing the response content with the appearance parameter determination criteria.
- the appearance parameter of the newly obtained character data is changed to the player's subjective impression on other players. Since it can be determined based on this, it is possible to play a new character as an incarnation or alternation of another player. As a result, according to the present invention, there is an advantage that the player's interest in the game machine is not reduced.
- the appearance parameter of the newly obtained character data is determined based on the player's subjective impression on the other player.
- the present invention there is an advantage that the player's interest in the game machine is not reduced.
Abstract
Description
Claims
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
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US12/295,351 US20090170581A1 (en) | 2006-03-30 | 2007-03-27 | Game apparatus |
Applications Claiming Priority (2)
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JP2006-096055 | 2006-03-30 | ||
JP2006096055A JP4953679B2 (ja) | 2006-03-30 | 2006-03-30 | ゲーム機 |
Publications (1)
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WO2007116727A1 true WO2007116727A1 (ja) | 2007-10-18 |
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PCT/JP2007/056340 WO2007116727A1 (ja) | 2006-03-30 | 2007-03-27 | ゲーム機 |
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US (1) | US20090170581A1 (ja) |
JP (1) | JP4953679B2 (ja) |
KR (1) | KR20080114788A (ja) |
WO (1) | WO2007116727A1 (ja) |
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US8825492B1 (en) * | 2013-10-28 | 2014-09-02 | Yousef A. E. S. M. Buhadi | Language-based video game |
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JPH1176609A (ja) * | 1997-09-04 | 1999-03-23 | Konami Co Ltd | ゲームキャラクタとの相性診断方法、ビデオゲーム装置及び記録媒体 |
JPH11207031A (ja) * | 1998-01-22 | 1999-08-03 | Namco Ltd | 携帯用通信玩具及び情報記憶媒体 |
JP2001239062A (ja) * | 2000-02-25 | 2001-09-04 | Konami Co Ltd | ゲーム装置、ゲーム提供方法及び情報記憶媒体 |
JP2001246169A (ja) * | 2000-03-03 | 2001-09-11 | Sharp Corp | 個人情報蓄積装置および表示プログラムを記録したコンピュータ読取り可能な記録媒体 |
JP2003340161A (ja) * | 2002-05-31 | 2003-12-02 | Konami Co Ltd | サーバ装置及びプログラム |
JP2004033488A (ja) * | 2002-07-03 | 2004-02-05 | Namco Ltd | ゲーム装置、ゲーム制御プログラムおよびそのプログラムが記録された記録媒体 |
JP2005192599A (ja) * | 2003-12-26 | 2005-07-21 | Bandai Co Ltd | 通信ゲーム装置 |
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JP3187301B2 (ja) * | 1994-12-02 | 2001-07-11 | 株式会社ナムコ | ゲーム装置及び画像合成方法 |
JP2003281142A (ja) * | 2002-03-19 | 2003-10-03 | Konami Co Ltd | サーバ装置及びプログラム |
US7614955B2 (en) * | 2004-03-01 | 2009-11-10 | Microsoft Corporation | Method for online game matchmaking using play style information |
US7677970B2 (en) * | 2004-12-08 | 2010-03-16 | Microsoft Corporation | System and method for social matching of game players on-line |
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2006
- 2006-03-30 JP JP2006096055A patent/JP4953679B2/ja active Active
-
2007
- 2007-03-27 US US12/295,351 patent/US20090170581A1/en not_active Abandoned
- 2007-03-27 KR KR1020087024490A patent/KR20080114788A/ko active IP Right Grant
- 2007-03-27 WO PCT/JP2007/056340 patent/WO2007116727A1/ja active Application Filing
Patent Citations (7)
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JPH1176609A (ja) * | 1997-09-04 | 1999-03-23 | Konami Co Ltd | ゲームキャラクタとの相性診断方法、ビデオゲーム装置及び記録媒体 |
JPH11207031A (ja) * | 1998-01-22 | 1999-08-03 | Namco Ltd | 携帯用通信玩具及び情報記憶媒体 |
JP2001239062A (ja) * | 2000-02-25 | 2001-09-04 | Konami Co Ltd | ゲーム装置、ゲーム提供方法及び情報記憶媒体 |
JP2001246169A (ja) * | 2000-03-03 | 2001-09-11 | Sharp Corp | 個人情報蓄積装置および表示プログラムを記録したコンピュータ読取り可能な記録媒体 |
JP2003340161A (ja) * | 2002-05-31 | 2003-12-02 | Konami Co Ltd | サーバ装置及びプログラム |
JP2004033488A (ja) * | 2002-07-03 | 2004-02-05 | Namco Ltd | ゲーム装置、ゲーム制御プログラムおよびそのプログラムが記録された記録媒体 |
JP2005192599A (ja) * | 2003-12-26 | 2005-07-21 | Bandai Co Ltd | 通信ゲーム装置 |
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US20090170581A1 (en) | 2009-07-02 |
JP2007267874A (ja) | 2007-10-18 |
KR20080114788A (ko) | 2008-12-31 |
JP4953679B2 (ja) | 2012-06-13 |
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