JP2004033690A - Video game unit, record medium, and program - Google Patents

Video game unit, record medium, and program Download PDF

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Publication number
JP2004033690A
JP2004033690A JP2002227939A JP2002227939A JP2004033690A JP 2004033690 A JP2004033690 A JP 2004033690A JP 2002227939 A JP2002227939 A JP 2002227939A JP 2002227939 A JP2002227939 A JP 2002227939A JP 2004033690 A JP2004033690 A JP 2004033690A
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JP
Japan
Prior art keywords
character
value
event
conversation
predetermined value
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
JP2002227939A
Other languages
Japanese (ja)
Inventor
Wataru Higuchi
樋口 亘
Original Assignee
Square Enix Co Ltd
株式会社スクウェア・エニックス
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Square Enix Co Ltd, 株式会社スクウェア・エニックス filed Critical Square Enix Co Ltd
Priority to JP2002227939A priority Critical patent/JP2004033690A/en
Publication of JP2004033690A publication Critical patent/JP2004033690A/en
Application status is Pending legal-status Critical

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Abstract

<P>PROBLEM TO BE SOLVED: To provide a technique to keep a feeling value higher than a prescribed value in a game to change a feeling value of a character by selecting speech and action. <P>SOLUTION: In this game, whether or not a feeling value is out of prescribed values is judged by selecting selection branches of a conversation from options. When a feeling value of a character is judged out of the prescribed values, a recovery event to recover the feeling value of the character into the prescribed values. The recovery event is generated when a game progress step at generation of a conversation event is recognized, a feeling value of a character is judged out of prescribed values, and the game progress step of the conversation is in a prescribed step. <P>COPYRIGHT: (C)2004,JPO

Description

[0001]
BACKGROUND OF THE INVENTION
The present invention relates to a video game device that generates an event by the progress of a story, displays an option for selecting the behavior of the character in the event, and changes the emotion value of the character in accordance with the selection of the option, and a recording storing a program It relates to media and programs.
[0002]
[Prior art]
Conventionally, in such a game, for example, the behavior of a player character with respect to a non-player character is selected, and the preference and friendliness that are emotion values of the non-player character are increased or decreased depending on the selection result.
[0003]
For example, in a love simulation game in which the likability increases or decreases, the facial expression and behavior of a non-player character, a non-player character, changes due to the increase or decrease in likability. This is common.
[0004]
[Problems to be solved by the invention]
However, in such a game, the emotional value of the non-player character decreases depending on the selection of the behavior of the player character, resulting in a bat end or game over, and the player's interest cannot be sustained. There was a point.
[0005]
The present invention has been made in view of the above points, and in a game in which the emotion value of a character is changed by selection of speech and behavior, the emotion value can be kept above a predetermined value and played without losing interest in the game. To provide technology.
[0006]
[Means for Solving the Problems]
According to a first aspect of the present invention, there is provided a video game apparatus that generates a conversation event, displays an option for selecting the behavior of the character in the conversation event on the display means, and changes the emotion value of the character in accordance with the selection of the option And determining means for determining whether the emotion value of the character has deviated from a predetermined value by selection of the choice of the conversation event, and when the determining means has determined that the emotion value of the character has deviated from the predetermined value And a generating means for generating a recovery event for recovering the emotion value of the character within the predetermined value.
[0007]
According to this means, the interest of the game can be maintained by generating a recovery event and recovering the emotional value when the emotional value of the character is too low, for example.
[0008]
Here, the character means a player character operated and operated by a player or a non-player character operated by a computer. The display means means a display device such as a CRT or a liquid crystal display. Emotion value means likability, friendship, reliability, and the like.
[0009]
According to a second aspect of the present invention, there is provided a video game apparatus for generating a conversation event, displaying on the display means an option for selecting the behavior of the character in the conversation event, and changing the emotion value of the character in accordance with the selection of the option And determining means for determining whether the emotion value of the character has deviated from a predetermined value by selection of the choice of the conversation event, and when the determining means has determined that the emotion value of the character has deviated from the predetermined value And a self-answering means for generating a self-answering event for recovering the emotion value of the character within the predetermined value.
[0010]
According to this means, the interest of the game can be maintained by generating a self-answer event and recovering the emotion value when the emotion value of the character falls too low, for example. For example, the self-answer self-answer event is a reflection of the self-behavior, an evaluation, etc. are selected from options.
[0011]
The third means of the present invention further comprises recognition means for recognizing a game progress stage when the conversation event occurs in the second means, wherein the self-answering means is the emotion value of the character by the determination means. Is determined to have deviated from the predetermined value, and the self-answer event is generated when the game progress stage of the conversation event recognized by the recognition means is recognized as the predetermined stage.
[0012]
According to this means, for example, if the emotion value decreases at the beginning of the game and the interest is reduced even if the game is advanced in this state, the emotion value can be recovered as a remedy.
[0013]
According to a fourth aspect of the present invention, there is provided a video game apparatus for generating a conversation event, displaying an option for selecting the behavior of the character in the conversation event on the display means, and changing the emotion value of the character in accordance with the selection of the option. Determining means for determining whether the emotion value of the character has deviated from a predetermined value by selection of the choice of the conversation event, and when the determination means determines that the emotion value of the character has deviated from the predetermined value, This is a recording medium readable by a video game apparatus in which a program for causing a function to generate a recovery event for recovering the emotion value of a character within the predetermined value is recorded.
[0014]
By storing in a recording medium, it is possible to distribute only the program. As the recording medium, any medium such as a DVD-ROM, a CD-ROM, a flexible disk, a game cartridge, a memory card, a magnetic disk, and a magnetic tape can be used.
[0015]
According to a fifth aspect of the present invention, there is provided a video game apparatus for generating a conversation event, displaying an option for selecting the behavior of the character in the conversation event on the display means, and changing the emotion value of the character in accordance with the selection of the option. Determining means for determining whether the emotion value of the character has deviated from a predetermined value by selection of the choice of the conversation event, and when the determination means determines that the emotion value of the character has deviated from the predetermined value, It is a program for functioning as a generating means for generating a recovery event for recovering the emotion value of a character within the predetermined value.
[0016]
The program can be distributed to a video game device having a communication function via a public line, the Internet, or the like.
[0017]
DETAILED DESCRIPTION OF THE INVENTION
An embodiment of the present invention will be described with reference to the drawings.
FIG. 1 shows a state in which the video game apparatus of the present invention is connected to a video display apparatus 5 (hereinafter simply referred to as “display 5”).
[0018]
The game machine body 1 is provided with a DVD-ROM (Digital Video Disc-ROM) 2 (not shown) in a DVD-ROM drive 2a, and provides a game program and game data. Further, a controller 3 as an external input device and a memory card 4 as an external storage device are connected.
[0019]
The display 5 provides the player with the display symbol output from the game machine main body 1 as a display image, and the speaker 6 provides the player with the audio symbol as sound, and a television receiver for general home use can be used.
[0020]
The controller 3 has various operation buttons. Left, right, and left / right direction keys 7 are provided on the left side of the controller 3 as viewed from the plane direction, and are used to move the character in the corresponding direction by pressing the corresponding direction key 7 and to move the cursor on the selection screen. On the other hand, on the right side of the controller 3, there are a circle button 8 and a cross button 9, which are used for decision input and cancellation input, respectively. Further, the □ button 10 and the Δ button 11 are used for inputting a specific command. In the central part of the controller 3, there are a start button 12 for pausing and restarting the game, a select button 13 used for switching the screen, and analog sticks 14 and 15 used for character movement.
[0021]
FIG. 2 shows a hardware block of the video game apparatus of the present invention. The video game apparatus includes a CPU (Central Processing Unit) 21, an image processing unit 24, an audio processing unit 26, a DVD-ROM (Digital Video Disc-ROM) reading unit 27, an interface unit 28, and the like via an internal bus 20. ing.
[0022]
The CPU 21 includes a RAM (Random Access Memory) 22 as a main storage device, a ROM (Read Only Memory) 23 in which programs such as an operating system for managing the image processing unit 24, the audio processing unit 26, and the like are stored. Is connected. The CPU 21 also includes an oscillation circuit that generates a clock signal and a frequency dividing circuit that divides the clock signal and uses it as a timing signal.
[0023]
The image processing unit 24 decodes the compressed and encoded image data read from the DVD-ROM 2, performs coordinate calculation, rendering, shading, and the like, and stores them in the frame buffer 25. The stored image data is converted from digital to analog in accordance with a drawing command output from the CPU 21 and displayed on the display 5.
[0024]
The audio processing unit 26 converts the sound data of the DVD-ROM 2 read by the DVD-ROM reading unit 27 into analog data and outputs the analog data from the speaker 6. In addition, the sound processing unit 26 generates sound effects and music data according to instructions from the CPU 21, converts them into analog data, and outputs them to the speaker 5.
[0025]
The DVD-ROM reading unit 27 reads game programs and data from the DVD-ROM 2, and the read programs and data are recorded in the RAM 22. The read sound data is sent to the sound processing unit 26 via the internal bus 20.
[0026]
The interface unit 28 is detachably connected to a controller 3 for inputting instructions from the player and a memory card 4 as an external storage device for storing game setting data and the like.
[0027]
Here, the game stored in the DVD-ROM 2 is an action game in which the friendship level is changed by the conversation between the player character and the non-player character, and the cooperative technique between the player character and the non-player character can be activated according to the level of the friendship level. It is.
[0028]
The game of the present invention will be described below with reference to the drawings.
FIG. 3 illustrates a conversation screen displayed on the display 5. The conversation option of the player character 41 is displayed on the conversation window 43 in response to “What is it for me” of the non-player character 42, and the player selects the desired option with the direction key 7 of the controller 3.
[0029]
FIG. 4 shows an increase / decrease value table of the friendship degree of the non-player character 42 with respect to the player character 41 when the conversation option of FIG. 3 is selected. For example, when the conversation option 1 is selected, the friendship level increases by one.
[0030]
FIG. 5 shows the recovery of the friendship level that is displayed when the conversation option 3 is selected in FIG. 3, the friendship degree of the non-player character 42 with respect to the player character 41 is lower than a predetermined value, and the progress stage of the game is initial. The self-answer screen as an event is shown.
[0031]
FIG. 6 shows an increase / decrease value table of the friendship degree of the non-player character 42 with respect to the player character 41 when the conversation option of FIG. 5 is selected. The friendship level increases regardless of which conversation option is selected on the self-answer screen.
[0032]
FIG. 7 shows the above processing in a flowchart. When the conversation screen is displayed (101) and a conversation option in the conversation window 43 is selected by pressing the direction key 7 of the controller 3 (102), the increase / decrease value is read from the increase / decrease value table and the player of the non-player character 42 is read. The degree of friendship with the character 41 is changed (103).
[0033]
If the changed friendship degree is not less than the set value (104), the process is terminated. If the changed friendship level is equal to or lower than the set value (104) and the game progress stage is not initial (105), the process is terminated. On the other hand, if the changed friendship level is less than or equal to the set value (104) and the game progress stage is initial (105), a self-answer screen is displayed as a recovery event (106), and the conversation option in the conversation window 43 is the controller 3 When the direction key 7 is pressed (107), the increase / decrease value is read from the increase / decrease value table to restore the friendship degree of the non-player character 42 to the player character 41 (108).
[0034]
As described above, according to the present embodiment, when the friendship level falls below the set value, a recovery event occurs at the beginning of the game, and the game can be played without breaking the game flow.
[0035]
When the non-player character is a friend and the friendship degree of the non-player character with the player character is high, the cooperative technique by both may be activated.
[0036]
【The invention's effect】
ADVANTAGE OF THE INVENTION According to this invention, in the game which changes the attribute value of a character by selection of behavior, the technique which can be played without losing the interest of a game by keeping an attribute value more than predetermined value can be provided.
[Brief description of the drawings]
FIG. 1 is an explanatory diagram showing a state in which a video game device of the present invention is connected to a video display device. FIG. 2 is a block diagram showing a hardware configuration centering on a game machine body. FIG. FIG. 4 is an explanatory diagram for explaining the friendship degree increase / decrease value table. FIG. 5 is an explanatory diagram for explaining the self-answer screen. FIG. 6 is an explanatory diagram for explaining the friendship degree increase / decrease value table. FIG. 7 is a flowchart for explaining the embodiment.
1 Game console 2 DVD-ROM
3 Controller 41 Player character 42 Non-player character 43 Conversation window

Claims (5)

  1. A video game device that generates a conversation event, displays an option for selecting the behavior of the character in the conversation event on the display means, and changes the emotion value of the character in accordance with the selection of the option,
    Determining means for determining whether the emotion value of the character has deviated from a predetermined value by selection of the choice of the conversation event;
    A video game apparatus comprising: generating means for generating a recovery event for recovering the emotion value of the character within the predetermined value when the determination means determines that the emotion value of the character has deviated from the predetermined value.
  2. A video game device that generates a conversation event, displays an option for selecting the behavior of the character in the conversation event on the display means, and changes the emotion value of the character in accordance with the selection of the option,
    Determining means for determining whether the emotion value of the character has deviated from a predetermined value by selection of the choice of the conversation event;
    A video game apparatus comprising self-answering means for generating a self-answering event for recovering the emotion value of the character within the predetermined value when the determination means determines that the emotion value of the character has deviated from the predetermined value.
  3. Recognizing means for recognizing a game progress stage when the conversation event occurs,
    The self-answering means is determined when the determination means determines that the emotion value of the character has deviated from the predetermined value and the game progress stage of the conversation event recognized by the recognition means is a predetermined stage. 3. The video game apparatus according to claim 2, wherein a self-answer event is generated.
  4. A video game device that generates a conversation event, displays an option for selecting the behavior of the character in the conversation event on the display means, and changes the emotion value of the character in accordance with the selection of the option,
    Determination means for determining whether the emotion value of the character has deviated from a predetermined value by selection of the choice of the conversation event,
    A program for functioning as a generating means for generating a recovery event for recovering the emotion value of the character within the predetermined value when the determination means determines that the emotion value of the character has deviated from the predetermined value. A recording medium readable by a recorded video game device.
  5. A video game device that generates a conversation event, displays an option for selecting the behavior of the character in the conversation event on the display means, and changes the emotion value of the character in accordance with the selection of the option,
    Determination means for determining whether the emotion value of the character has deviated from a predetermined value by selection of the choice of the conversation event,
    A program for functioning as generating means for generating a recovery event for recovering the emotion value of the character within the predetermined value when the determination means determines that the emotion value of the character has deviated from the predetermined value.
JP2002227939A 2002-07-03 2002-07-03 Video game unit, record medium, and program Pending JP2004033690A (en)

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Application Number Priority Date Filing Date Title
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Cited By (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2010246758A (en) * 2009-04-16 2010-11-04 Konami Digital Entertainment Co Ltd Game system and game program
US8132100B2 (en) 2005-12-06 2012-03-06 Samsung Electronics Co., Ltd. Screen image presentation apparatus and method for mobile phone
JP2012210539A (en) * 2012-08-09 2012-11-01 Konami Digital Entertainment Co Ltd Game system and game program
JP2013111098A (en) * 2011-11-25 2013-06-10 Konami Digital Entertainment Co Ltd Game device, method of controlling game, and program
US8489148B2 (en) 2005-11-09 2013-07-16 Samsung Electronics Co., Ltd. Device and method for expressing status of terminal using character
WO2014027103A1 (en) * 2012-08-16 2014-02-20 Truly Social Ltd. Dynamic data handling

Cited By (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US9786086B2 (en) 2005-11-09 2017-10-10 Samsung Electronics Co., Ltd. Device and method for expressing status of terminal using character
US8489148B2 (en) 2005-11-09 2013-07-16 Samsung Electronics Co., Ltd. Device and method for expressing status of terminal using character
US8132100B2 (en) 2005-12-06 2012-03-06 Samsung Electronics Co., Ltd. Screen image presentation apparatus and method for mobile phone
JP2010246758A (en) * 2009-04-16 2010-11-04 Konami Digital Entertainment Co Ltd Game system and game program
JP2013111098A (en) * 2011-11-25 2013-06-10 Konami Digital Entertainment Co Ltd Game device, method of controlling game, and program
JP2012210539A (en) * 2012-08-09 2012-11-01 Konami Digital Entertainment Co Ltd Game system and game program
WO2014027103A1 (en) * 2012-08-16 2014-02-20 Truly Social Ltd. Dynamic data handling

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