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 PDF

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Publication number
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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United States
Prior art keywords
game
operation subject
operated
user
computer
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Abandoned
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US12/700,842
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English (en)
Inventor
Ippei Kondo
Tatsuya Tanaka
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Konami Digital Entertainment Co Ltd
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Konami Digital Entertainment Co Ltd
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Assigned to KONAMI DIGITAL ENTERTAINMENT CO., LTD. reassignment KONAMI DIGITAL ENTERTAINMENT CO., LTD. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: KONDO, IPPEI, TANAKA, TATSUYA
Publication of US20100203937A1 publication Critical patent/US20100203937A1/en
Abandoned legal-status Critical Current

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    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
    • A63F2300/6054Methods 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features 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
    • A63F2300/8011Ball

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.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Processing Or Creating Images (AREA)
US12/700,842 2009-02-09 2010-02-05 Game device, method of controlling a game device, and information storage medium Abandoned US20100203937A1 (en)

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JP2009027710A JP2010179047A (ja) 2009-02-09 2009-02-09 ゲーム装置、ゲーム装置の制御方法及びプログラム
JP2009-027710 2009-02-09

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