WO2010061780A1 - ゲーム装置、ゲーム処理方法、情報記録媒体、ならびに、プログラム - Google Patents
ゲーム装置、ゲーム処理方法、情報記録媒体、ならびに、プログラム Download PDFInfo
- Publication number
- WO2010061780A1 WO2010061780A1 PCT/JP2009/069643 JP2009069643W WO2010061780A1 WO 2010061780 A1 WO2010061780 A1 WO 2010061780A1 JP 2009069643 W JP2009069643 W JP 2009069643W WO 2010061780 A1 WO2010061780 A1 WO 2010061780A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- game
- input
- command
- player
- unit
- Prior art date
Links
- 238000003672 processing method Methods 0.000 title claims description 9
- 230000008859 change Effects 0.000 claims abstract description 67
- 230000006870 function Effects 0.000 claims description 29
- 238000004590 computer program Methods 0.000 claims 1
- 238000012545 processing Methods 0.000 abstract description 20
- 230000009471 action Effects 0.000 description 29
- 238000000034 method Methods 0.000 description 17
- 230000010365 information processing Effects 0.000 description 11
- 238000011156 evaluation Methods 0.000 description 10
- 230000008569 process Effects 0.000 description 10
- 230000000875 corresponding effect Effects 0.000 description 9
- 238000010586 diagram Methods 0.000 description 9
- 230000008901 benefit Effects 0.000 description 8
- 238000004891 communication Methods 0.000 description 4
- 230000003111 delayed effect Effects 0.000 description 4
- 230000000694 effects Effects 0.000 description 4
- 238000003825 pressing Methods 0.000 description 4
- 241000876833 Emberizinae Species 0.000 description 3
- 230000002411 adverse Effects 0.000 description 2
- 238000003491 array Methods 0.000 description 2
- 230000006399 behavior Effects 0.000 description 2
- 230000007423 decrease Effects 0.000 description 2
- 230000007123 defense Effects 0.000 description 2
- 230000007103 stamina Effects 0.000 description 2
- LQIAZOCLNBBZQK-UHFFFAOYSA-N 1-(1,2-Diphosphanylethyl)pyrrolidin-2-one Chemical compound PCC(P)N1CCCC1=O LQIAZOCLNBBZQK-UHFFFAOYSA-N 0.000 description 1
- 235000005078 Chaenomeles speciosa Nutrition 0.000 description 1
- 240000000425 Chaenomeles speciosa Species 0.000 description 1
- 241000221484 Tilletiaceae Species 0.000 description 1
- 238000006243 chemical reaction Methods 0.000 description 1
- 230000002860 competitive effect Effects 0.000 description 1
- 239000000470 constituent Substances 0.000 description 1
- 230000001276 controlling effect Effects 0.000 description 1
- 230000001934 delay Effects 0.000 description 1
- 230000001627 detrimental effect Effects 0.000 description 1
- 238000011161 development Methods 0.000 description 1
- 230000001815 facial effect Effects 0.000 description 1
- 230000008921 facial expression Effects 0.000 description 1
- 238000010191 image analysis Methods 0.000 description 1
- 230000002452 interceptive effect Effects 0.000 description 1
- 238000002156 mixing Methods 0.000 description 1
- 238000012986 modification Methods 0.000 description 1
- 230000004048 modification Effects 0.000 description 1
- 238000005070 sampling Methods 0.000 description 1
- 239000004065 semiconductor Substances 0.000 description 1
- 230000005236 sound signal Effects 0.000 description 1
Images
Classifications
-
- 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
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/67—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
-
- 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
-
- 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
- A63F2300/6027—Methods for processing data by generating or executing the game program using adaptive systems learning from user actions, e.g. for skill level adjustment
Definitions
- the present invention relates to a game device, a game processing method, an information recording medium, and a program suitable for guiding a player so as not to perform an undesirable action in proceeding with a game.
- Patent Document 1 an effect corresponding to the action currently being performed by the player is performed. For example, when the player is taking a rough action or an annoying action, such action is suppressed.
- a game machine is disclosed in which a presentation is executed to prevent it. According to this, the game machine, for example, captures a player's action with a camera, analyzes the image to determine the action of the player, and performs a corresponding effect to attract or soothe interest.
- the present invention solves such a problem, and provides a game device, a game processing method, an information recording medium, and a program suitable for guiding a player so as not to perform an undesirable action in proceeding with the game. For the purpose.
- a game device includes an input unit, a determination unit, a change unit, and a presentation unit.
- the input unit causes the player to select and input one of a plurality of commands.
- the determination unit determines whether to change the game state so as to be disadvantageous to the player based on the input command history.
- a change part changes the state of the said game based on the determination result by the determination part.
- the presenting unit presents the changed game state to the player.
- a sports game such as a baseball game or a soccer game, a racing game, a fighting game, etc.
- a player inputs a command to advance the game, winning / losing, ranking, scoring,
- One example is a game that competes for speed.
- the game may be a game in which a plurality of players can participate, such as a battle game or an interactive game in which chatting is possible, or a game that one player plays against a computer opponent.
- the player advances the game by selecting a desired command from various commands according to the game situation.
- a baseball game there are many commands such as a command that the pitcher throws, a command that the pitcher throws a check ball, a command that the batter swings, and a command that the batter bunts.
- the game device advances the game according to the input command. That is, the game state is changed in accordance with the input command, and the game screen is output to the monitor or the playback sound is played from the speaker.
- the game played in the game device of the present invention has a plurality of commands that can be input by the player.
- commands for pitchers to throw commands for specifying the speed and course of the pitch, commands for throwing a check ball, and the like.
- Any command that the player can enter can lead to annoying play.
- you continue to input only such commands there is a possibility that it will be annoying as an unwilling play.
- the game state is changed according to the history of commands input by the player. That is, if the input command is too biased to a specific command, the game device changes the game state so that the player who inputs the command is disadvantaged. In other words, a game penalty is imposed on a player who continues to input commands with bias.
- a disadvantageous event such as “becoming a fly” is generated.
- the player who entered the command is at a disadvantage in the game. Therefore, it becomes a deterrent that prevents the player from playing annoying.
- a game device includes an input unit, a change unit, and a presentation unit.
- the input unit causes the player to select and input one of a plurality of commands.
- the changing unit changes the game state according to the input command.
- the presenting unit presents the changed game state to the player. Further, when a predetermined command is input to the input unit a predetermined number of times or more, the changing unit changes the state of the game so as to be disadvantageous to the player.
- commands of the game executed in the game device of the present invention there are a command that delays the progress of the game and a command that is likely to cause trouble to others when used frequently.
- a command that delays the progress of the game a command that is likely to cause trouble to others when used frequently.
- the use of a command by which the pitcher throws a check ball may be strategically preferable to prevent theft, but on the other hand, the game flow is stopped and the game time is lengthened. Therefore, if it is used frequently, it may lead to annoying play.
- the game state is changed according to the number of times such a command that is not preferably used (hereinafter referred to as “restricted command”) is input. That is, when the restricted command is input a predetermined number of times or more, the game device changes the game state so that the player who has input the restricted command is disadvantaged. In other words, a game penalty is imposed on players who make heavy use of restricted commands. Taking a baseball game as an example, if the pitcher inputs a command to throw a check ball only once, an event “the pitcher throws a check ball” occurs.
- the changing unit may change the state of the game by selecting any one of a plurality of events associated in advance with the input command and generating the selected event in the game.
- the changing unit When the predetermined command is input to the input unit more than the predetermined number of times, the changing unit generates a predetermined disadvantage event among a plurality of events associated with the predetermined command, thereby The state may be changed so as to be disadvantageous to the player.
- the game device changes the game state so that the player who has input the restricted command is disadvantaged.
- a method for changing the game state there is a method of selecting and executing an event that adversely affects the player from among a plurality of events associated with a command in advance.
- there are multiple commands such as “an event where the runner is safe”, “an event where the runner is out”, and “a disadvantageous event where the pitcher is thrown into one baseball” Map events.
- the game device selects any event other than the disadvantageous event.
- any event including a disadvantageous event is selected.
- the game device selects and executes a disadvantageous event.
- a penalty is imposed within a predetermined range.
- the degree of change in the state of the game when the disadvantageous event occurs is the state of the game when an event other than the disadvantageous event occurs.
- the degree of change may be larger.
- the game state includes, for example, each strike / ball-out count, points, and runner arrangement.
- the change by each event that is associated with the command that the pitcher throws the check ball is “no change” if it is an event that makes the runner safe, and “cancel the runner if it is an event that the runner goes out” “Increase the outcount by 1” and “Increase the runner” if it is a “disadvantageous event that the pitcher throws at 1”.
- the one that changes in a disadvantageous direction for the player is a “disadvantageous event that the pitcher throws into the baseball first”. Accordingly, the game device selects “unfavorable event that the pitcher throws at first base” as the unfavorable event.
- the change caused by the adverse event includes a penalty for the player, so if the degree of change in the disadvantageous direction for the player caused by the adverse event is increased, the deterrence against annoying play is increased. It is considered to be.
- the changing unit may change the state of the game by selecting any one of a plurality of events associated in advance with the input command and generating the event in the game.
- the changing unit may change the occurrence probability of each event associated with the predetermined command so as to be disadvantageous to the player. Good.
- the game device uses a game parameter (for example, a parameter indicating the magnitude of pitcher stamina, ball control power, ball speed, etc.) at the time when the command is input, and the event is associated with the command. You can select any event from, or select at random.
- the game apparatus can also change the occurrence probability (or selection probability) of each event.
- the game apparatus increases the occurrence probability of a disadvantageous event when a restricted command is input a predetermined number of times or more. In this way, as the number of restricted commands is increased, a disadvantageous event is likely to occur, and the player can be guided so as not to perform an undesirable action in proceeding with the game.
- the changing unit replaces the input predetermined command with a predetermined disadvantage command so that the state of the game is disadvantageous for the player. It may be changed to.
- the game device can replace the command itself instead of controlling which of the events associated with the command in advance is selected.
- the “command to throw a dead ball intentionally” is set as a restricted command
- the game device will change the command to “strike”. Replace with the command to throw in the middle of the zone.
- the player who operates the pitcher is in a disadvantageous situation that it is easily hit by the opponent's batter. Since the player suffers a disadvantage when trying to play annoying, it becomes a deterrent against the annoying play, and can guide the player not to perform an undesirable action in proceeding with the game.
- the changing unit may change the state of the game so as to be disadvantageous to the player when the predetermined command is continuously input to the input unit for the predetermined number of times.
- the number of times that the restricted command is input may be the number of times that the restricted command is input “continuously”. Continuous input means that if "one pitcher throws / misses / misses after pitcher throws" is one cycle, a limited command is input continuously in multiple cycles. Meaning. For example, the case where the first batter is a dead ball, the second batter is a dead ball, the third batter is a dead ball, and the like is repeated. According to the present invention, it is possible to guide the player so as not to perform an undesirable action in proceeding with the game. It should be noted that instead of the number of times of continuous input, the number of times of input from the start of the game or the number of times of input that has been input within a predetermined period may be used.
- a game processing method includes an input step, a determination step, a change step, and a presentation step.
- the player selects one of a plurality of commands and inputs it.
- the determination step it is determined whether or not to change the game state so as to be disadvantageous to the player based on the input command history.
- the change step the state of the game is changed based on the determination result in the determination step.
- the presenting step the changed game state is presented to the player.
- a game processing method includes an input step, a change step, and a presentation step.
- the input step the player selects one of a plurality of commands and inputs it.
- the change step the game state is changed by the input command.
- the presenting step the changed game state is presented to the player.
- a predetermined command is input a predetermined number of times or more in the input step, the game state is changed so as to be disadvantageous to the player in the change step.
- a program stored in an information recording medium causes a computer to function as an input unit, a determination unit, a change unit, and a presentation unit.
- the input unit causes the player to select and input one of a plurality of commands.
- the determination unit determines whether to change the game state so as to be disadvantageous to the player based on the input command history.
- a change part changes the state of the said game based on the determination result by the determination part.
- the presenting unit presents the changed game state to the player.
- the computer it is possible to cause the computer to function as a game device that operates as described above, and to guide the player so as not to perform an undesirable action in proceeding with the game.
- a program stored in an information recording medium causes a computer to function as an input unit, a change unit, and a presentation unit.
- the input unit causes the player to select and input one of a plurality of commands.
- the changing unit changes the game state according to the input command.
- the presenting unit presents the changed game state to the player.
- a predetermined command is input to the input unit a predetermined number of times or more, the changing unit changes the game state so as to be disadvantageous to the player.
- the computer it is possible to cause the computer to function as a game device that operates as described above, and to guide the player so as not to perform an undesirable action in proceeding with the game.
- a program causes a computer to function as an input unit, a determination unit, a change unit, and a presentation unit.
- the input unit causes the player to select and input one of a plurality of commands.
- the determination unit determines whether to change the game state so as to be disadvantageous to the player based on the input command history.
- a change part changes the state of the said game based on the determination result by the determination part.
- the presenting unit presents the changed game state to the player.
- the computer it is possible to cause the computer to function as a game device that operates as described above, and to guide the player so as not to perform an undesirable action in proceeding with the game.
- a program causes a computer to function as an input unit, a change unit, and a presentation unit.
- the input unit causes the player to select and input one of a plurality of commands.
- the changing unit changes the game state according to the input command.
- the presenting unit presents the changed game state to the player.
- the program of the present invention can be recorded on a computer-readable information storage medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
- a computer-readable information storage medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
- the above program can be distributed and sold via a computer communication network independently of the computer on which the program is executed.
- the information storage medium can be distributed and sold independently from the computer.
- a game device it is possible to provide a game device, a game processing method, an information recording medium, and a program suitable for guiding a player so as not to perform an undesired action in proceeding with a game.
- Embodiment 3 it is a flowchart for demonstrating a game process.
- Embodiment 4 it is a figure for demonstrating the functional structure of a game device.
- Embodiment 4 it is a flowchart for demonstrating a game process.
- Embodiment 5 it is a figure which shows the structural example of the log
- FIG. 1 is a schematic diagram showing a schematic configuration of a typical information processing apparatus 100 that performs the function of the game apparatus of the present invention by executing a program.
- a description will be given with reference to FIG. 1
- the information processing apparatus 100 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 103, an interface 104, a controller 105, an external memory 106, and a DVD-ROM ( A Digital Versatile Disk-Read Only Memory is provided, an image processing unit 108, an audio processing unit 109, and a NIC (Network Interface Card) 110.
- a CPU Central Processing Unit
- ROM Read Only Memory
- RAM Random Access Memory
- controller 105 an external memory
- DVD-ROM A Digital Versatile Disk-Read Only Memory is provided
- an image processing unit 108 an audio processing unit 109
- NIC Network Interface Card
- a DVD-ROM storing a game program and data is loaded into the DVD-ROM drive 107 and the information processing apparatus 100 is turned on to execute the program, thereby realizing the game apparatus of the present embodiment.
- the CPU 101 controls the overall operation of the information processing apparatus 100 and is connected to each component to exchange control signals and data.
- the CPU 101 uses arithmetic operations such as addition / subtraction / multiplication / division, logical sum, logical product using ALU (Arithmetic Logic Unit) (not shown) for a storage area called a register (not shown) that can be accessed at high speed.
- Logic operations such as logical negation, bit operations such as bit sum, bit product, bit inversion, bit shift, and bit rotation can be performed.
- the CPU 101 itself is configured and can be implemented with a coprocessor so that saturation operations such as addition, subtraction, multiplication, division, etc. for multimedia processing, and trigonometric functions, etc., can be performed at high speed. There is.
- the ROM 102 records an IPL (Initial Program Loader) that is executed immediately after the power is turned on, and when this is executed, the program recorded on the DVD-ROM is read into the RAM 103 and the execution by the CPU 101 is started.
- the ROM 102 stores an operating system program and various data necessary for operation control of the entire information processing apparatus 100.
- the RAM 103 is for temporarily storing data and programs, and holds programs and data read from the DVD-ROM and other data necessary for game progress and chat communication.
- the CPU 101 provides a variable area in the RAM 103, performs an operation by directly operating the ALU on the value stored in the variable, or temporarily stores the value stored in the RAM 103 in a register. Perform operations such as performing operations on registers and writing back the operation results to memory.
- the controller 105 connected via the interface 104 receives an operation input performed by the player when executing a game such as a dance game or a soccer game.
- a plurality of controllers 105 may be connected to the interface 104.
- the external memory 106 detachably connected via the interface 104 stores data indicating game play status (past results, etc.), data indicating game progress, and log of game chat communication using the network ( Data) is stored in a rewritable manner. The player can appropriately record these data in the external memory 106 by performing an operation input via the controller 105.
- a DVD-ROM mounted on the DVD-ROM drive 107 stores a program for realizing the game and image data and sound data associated with the game. Under the control of the CPU 101, the DVD-ROM drive 107 performs a reading process on the DVD-ROM loaded therein, reads out necessary programs and data, and these are temporarily stored in the RAM 103 or the like.
- the image processing unit 108 processes the data read from the DVD-ROM by the CPU 101 or an image arithmetic processor (not shown) included in the image processing unit 108, and then processes the processed data in a frame memory ( (Not shown).
- the image information recorded in the frame memory is converted into a video signal at a predetermined synchronization timing and output to a monitor (not shown) connected to the image processing unit 108. Thereby, various image displays are possible.
- the image calculation processor can execute a two-dimensional image overlay calculation, a transparency calculation such as ⁇ blending, and various saturation calculations at high speed.
- polygon information arranged in the virtual three-dimensional space and added with various texture information is rendered by the Z buffer method, and the polygon arranged in the virtual three-dimensional space from the predetermined viewpoint position is determined in the direction of the predetermined line of sight It is also possible to perform high-speed execution of operations for obtaining rendered images.
- the CPU 101 and the image arithmetic processor work together to draw a character string as a two-dimensional image in the frame memory or on each polygon surface according to the font information that defines the character shape. is there.
- the state of the game can be displayed on the screen.
- the audio processing unit 109 converts audio data read from the DVD-ROM into an analog audio signal, and outputs it from a speaker (not shown) connected thereto. Further, under the control of the CPU 101, sound effects and music data to be generated during the progress of the game are generated, and the corresponding sound is output from the speaker.
- the audio processing unit 109 refers to the sound source data included in the audio data and converts the MIDI data into PCM data. If the compressed audio data is in ADPCM (AdaptiveaptDifferential Pulse Code Modulation) format or Ogg Vorbis format, it is expanded and converted to PCM data.
- the PCM data can be output by performing D / A (Digital / Analog) conversion at a timing corresponding to the sampling frequency and outputting it to a speaker.
- the NIC 110 is used to connect the information processing apparatus 100 to a computer communication network (not shown) such as the Internet, and is used in configuring a LAN (Local Area Network). 10BASE-T / 100BASE-T standard And analog modems for connecting to the Internet using telephone lines, ISDN (Integrated Services Digital Network) modems, ADSL (Asymmetric Digital Subscriber Line) modems, and cable television lines for connecting to the Internet It is composed of a cable modem and the like and an interface (not shown) that mediates between these and the CPU 101.
- a computer communication network such as the Internet
- LAN Local Area Network
- 10BASE-T / 100BASE-T standard And analog modems for connecting to the Internet using telephone lines
- ISDN Integrated Services Digital Network
- ADSL Asymmetric Digital Subscriber Line
- cable television lines for connecting to the Internet It is composed of a cable modem and the like and an interface (not shown) that mediates between these and the CPU 101.
- the information processing apparatus 100 uses a large-capacity external storage device such as a hard disk to perform the same function as the ROM 102, the RAM 103, the external memory 106, the DVD-ROM attached to the DVD-ROM drive 107, and the like. You may comprise.
- a large-capacity external storage device such as a hard disk to perform the same function as the ROM 102, the RAM 103, the external memory 106, the DVD-ROM attached to the DVD-ROM drive 107, and the like. You may comprise.
- One of the typical games executed on the game device 200 of the present invention is a baseball game.
- a player of the game device 200 inputs a command and operates game characters such as a pitcher, batter, and runner in the virtual space.
- this embodiment will be described by taking a baseball game as an example.
- the present invention can be applied to any game in which a player inputs a command and proceeds.
- FIG. 2 is a diagram for explaining a functional configuration of the game apparatus 200.
- the game device 200 includes an input unit 201, a change unit 202, and a presentation unit 203.
- the input unit 201 causes the player to select one of a plurality of commands, and causes the player to input a command.
- the CPU 101 and the controller 105 cooperate to function as the input unit 201.
- the player can input a desired command by pressing a button or the like associated with the command. For example, in a scene where the player is operating a pitcher in the virtual space, if the “X button” previously associated with the “throw command” is pressed, the CPU 101 determines that the “throw command” has been input by the player. The game progresses as the pitcher throws. For example, when the player presses a “ ⁇ button” previously associated with a “command to throw a check ball to 1 ⁇ ”, the CPU 101 determines that the“ 1 ⁇ check ball command ”has been input by the player, and the pitcher is 1 ⁇ . Advance the game to throw a check ball.
- the command input method is not limited to the above, but may be input by a key pressing operation, a switch switching operation, a mouse clicking operation, a voice input operation, or the like, in addition to a button pressing operation by a player.
- the changing unit 202 changes the game state based on the input command. For example, the CPU 101 changes any game state by selecting one of a plurality of events associated in advance with the input command and generating the selected event in the game.
- the CPU 101 functions as the changing unit 202.
- the game state is expressed using one or more various parameters determined by the CPU 101 when a game played on the game device 200 is performed. For example, in the case of a baseball game, a parameter indicating the number of counts of the ball, strike, and out, a parameter indicating the arrangement of the output runner, a parameter indicating the fielder's defensive position, a pitcher physical strength parameter value (so-called stamina), and a pitcher's ball control parameter
- the value (so-called control), the pitcher ball speed parameter value (so-called speed), the fielder's running force, shoulder strength, defense, power, etc., the parameter value representing the batting order, etc. can be the parameter value representing the game state. .
- the game state is changed by the CPU 101 according to the progress of the game and stored in the RAM 103 or the external memory 106.
- FIG. 3A is a diagram showing a configuration example of a command / event correspondence table 300 that associates a command that can be selected by the player with an event generated by the command.
- One command is associated with one or more events.
- the CPU 101 causes an event (for example, check safe, check out, first error, overthrow, bokeh) associated with the input command. Etc.), and one of the selected events is generated in the game.
- an event for example, check safe, check out, first error, overthrow, bokeh
- the CPU 101 selects one of the events based on the above-described parameter value representing the game state.
- an evaluation function f (p, q, r) is defined in advance with three parameters, ie, a pitcher's physical strength parameter value p, a ball control parameter value q, and a ball speed parameter value r.
- the CPU 101 substitutes each parameter value p, q, r at the time when the command is input into the evaluation function f (p, q, r), The event is determined according to the magnitude of the obtained value, such as “checking safe” if the obtained value is in the first numerical range, and “checking out” if it is the second numerical range.
- the evaluation function can be arbitrarily defined.
- the evaluation function can be defined using other arbitrary parameters instead of the parameter values p, q, r or in addition to the parameter values p, q, r. Also good. Further, the CPU 101 may randomly select an event without providing an evaluation function. Furthermore, a different evaluation function may be defined for each command.
- the input command is a predetermined command (hereinafter referred to as “restricted command”) and the number of times the limited command is continuously input is equal to or greater than a predetermined threshold, Changes the state of the game to be detrimental to the player who entered the restricted command.
- the command “throwing a check ball to one baseball” can be a restricted command.
- the CPU 101 increments a counter (hereinafter referred to as “input count counter”) that counts the number of times this command has been continuously input. Depending on whether or not the number of times has been reached, the selected event is changed and the game state is changed.
- the CPU 101 increments the value of the input number counter.
- the CPU 101 initializes the value of the input count counter. If the value of the input number counter reaches a predetermined threshold value, the CPU 101 inputs a “throw check ball to 1 ⁇ ”command from among events associated with the“ throw check ball to 1 ⁇ ” command. Select an event that is disadvantageous to the player (hereinafter referred to as "disadvantage event"). Then, the CPU 101 generates the selected disadvantageous event and advances the game.
- FIG. 3B is a diagram illustrating the relationship between events with respect to the advantage for the player.
- the advantage mentioned here is a scale indicating how easy it is to clear a game task to be achieved by the player.
- the game task that the player should achieve throughout the game is “the score of his team (first team) exceeds (wins) the score of the opponent team (second team)”.
- the game task to be achieved by the player within one inning is “scoring more points even at one point” or “suppressing fewer points even at one point”.
- the game task to be achieved by the player is “to advance as much as possible” or “suppress as much as possible”.
- the CPU 101 assumes that the event that makes it more difficult for the player to clear the game task to be achieved is disadvantageous for the player. For example, when the game task is “the score of the first team exceeds the score of the second team”, it is disadvantageous for the first team that the second team scores. It is disadvantageous for the first team that the second team scores when the game task is “to limit the first team to one goal with few points”. Further, when the game task is “to suppress the progress of even one first team”, it is disadvantageous for the first team to advance the second team.
- the CPU 101 selects an event based on the evaluation function when the number of times the restricted command is continuously input is less than the predetermined number, and inputs the restricted command when the number is equal to or more than the predetermined number. Select a disadvantage event for the player.
- the events 301 to 305 shown in FIG. 3A and the X, Y, Z-event shown in FIG. 3B are associated in advance as follows.
- the CPU 101 can use any one of the events 301 to 305 to advance the game. However, if the number of times the restricted command is continuously input is equal to or greater than the predetermined number, the CPU 101 is one of the Z-events (events 303 to 305) that are the most disadvantageous for the player who has input the restricted command. Select.
- the CPU 101 selects a disadvantageous event, the CPU 101 changes the parameter value representing the game state so that it is disadvantageous for the player who has input the restricted command. For example, if a player who operates the pitcher continuously inputs a limited command more than a predetermined number of times, the CPU 101 generates an event such as a fielder error, a pitcher's overthrow, a boke, etc., and it becomes a “safe” determination. The game state is changed, and the parameter representing the arrangement of the output runner is changed so as to advance the runner.
- an event such as a fielder error, a pitcher's overthrow, a boke, etc.
- the presentation unit 203 presents the changed game state to the player.
- the CPU 101 functions as the presentation unit 203.
- the CPU 101 presents the game state to the player by displaying on the monitor a game screen reflecting the result of changing the parameter value representing the game state.
- Presentation of the game state may be performed by sound output from a speaker instead of being displayed on the monitor, or in addition to displaying on the monitor.
- the CPU 101 initializes an input number counter that stores the number of times the restricted command is input (step S401).
- the CPU 101 receives a command input from the player (step S402). For example, when the first player is the defensive side and the second player is the attacking side, the CPU 101 inputs a command specifying the operation of the pitcher from the first player by the controller 105, and from the second player by the controller 105. Accepts command input that specifies the batter's behavior.
- the commands that can be input by the first player include, for example, a command for specifying a ball type, a ball speed, and a course of a ball, a command for throwing, and a command for throwing a check ball to 1 km when there is a 1 km runner.
- the commands that can be input by the second player include, for example, a command for swinging a bat (hitting), a command for bunting, and a command for stealing if there is a one-runner.
- the CPU 101 determines whether or not the input command is a restricted command (step S403). For example, it is determined whether or not the input command is a “throw check ball to 1 ⁇ ”command.
- step S404 If it is determined that the command is restricted (step S403; YES), the CPU 101 increments the input number counter (step S404).
- step S403 If it is determined that the command is not a restricted command (step S403; NO), the CPU 101 initializes an input number counter (step S405).
- step S404 the CPU 101 determines whether or not the value of the input number counter is greater than or equal to a predetermined value (step S406).
- step S406 determines a disadvantage event for the player who has input the command from the commands associated with the input command.
- Select For example, among the events associated with the “throw check ball to 1” command, which is a restricted command, the “first error”, “throwing”, “voking” events that are disadvantageous for the first player on the defensive side Select one of them.
- the value of the input number counter is equal to or greater than the predetermined value, it means that the restricted command is continuously input for the number of times indicated by the predetermined value. That is, if the player continuously inputs a restricted command for a predetermined number of times, an event that is disadvantageous to the side that has entered the restricted command occurs.
- step S406 when it is determined that the value of the input number counter is less than the predetermined value (step S406; NO), or after step S405, the CPU 101 determines which event is associated with the input command. That event is selected (step S408). For example, the CPU 101 substitutes the physical strength parameter value p, the control force parameter value q, and the ball speed parameter value r of the pitcher when the command is input into a predefined evaluation function f (p, q, r). Select an event based on the resulting value.
- the event that may be selected in step S408 may include a disadvantageous event or may not include a disadvantageous event.
- the CPU 101 executes the event selected in step S407 or step S408, changes the game state (step S409), and presents the changed game state to the player (step S410). For example, the CPU 101 outputs a game screen reflecting a result of changing a parameter representing a game state to the monitor. Players can see how various events occur by looking at the monitor screen.
- the CPU 101 when the CPU 101 selects the “unexpected event” which is a disadvantageous event, the CPU 101 outputs a screen showing that the check ball has deviated, and sets the parameter value indicating the arrangement of the output runner to “1”. The displayed value is changed to a value indicating that “2nd base has been reached”, and further, an image representing a state where the first basement runner has advanced to 2nd base is generated and output to the image processing unit 108. Further, for example, if the CPU 101 selects “check safe” that is not a disadvantageous event, the pitcher throws a check ball and the first player catches the ball, and generates an image representing a safe state. Output.
- the command “throw a check ball to 1 ⁇ ” is a restricted command, but any command can be a restricted command.
- the restricted command it is desirable to specify a command that corresponds to an action that is not preferable for advancing the game, for example, a simple “time earning action” or “an harassment action to an opponent player”.
- the game device 200 can guide the player so as not to perform an undesirable action in proceeding with the game.
- the degree of change in game state when an adverse event occurs among a plurality of events associated in advance with restricted commands is based on the degree of change in game state when an event other than an adverse event occurs It is desirable to be large.
- the content of the adverse event is an event caused by the input command. This is because the flow of the game looks more natural if the input player appears to have made an input error rather than generating an event unrelated to the input restricted command.
- the CPU 101 it is desirable for the CPU 101 to change the game state so that the player can easily understand that the adverse event has occurred. In other words, it is better for the player to recognize that he / she has entered an undesirable command than to generate an event that allows the player to quickly understand what happened rather than to generate an event where the player cannot immediately understand what happened. This is because it is considered that the effect of causing the player to stop an undesired command is great.
- the CPU 101 when the player continuously inputs a limited command for a predetermined number of times, the CPU 101 generates an event that is not directly output from the monitor or the speaker, for example, an event that only decreases the physical strength parameter value p of the pitcher. You can also
- the input number counter is initialized in step S405, but step S405 is deleted so that the input number counter is not initialized when the input command is not a restricted command (step S403; NO). It may be configured. In other words, the CPU 101 may select a disadvantageous event even if it is not continuously input as long as the total number of times that the restricted command has been input is a predetermined number or more. The total number of times may be the number of times entered from the start of the game to the present, or the total number of times entered within an arbitrary period in the game.
- only one command is a restricted command, but a plurality of commands may be a restricted command.
- the CPU 101 prepares a counter for each restricted command, counts the number of times of continuous input for each of the plurality of restricted commands, and selects a disadvantageous event for each of the plurality of restricted commands.
- both the “throw check ball to 1 ⁇ ”command and the“ throw check ball to 2 ⁇ ” command are limited commands, and the number of times each command is continuously input is counted separately. If only the “throw check ball to 1 ⁇ ”command among the two commands exceeds a predetermined number of times, the CPU 101 selects a disadvantage event associated with the“ throw check ball to 1 ⁇ ”command. Do not select the adverse event associated with the “throw ball to the spear” command.
- the CPU 101 may prepare one common counter, count the number of times any one of a plurality of restricted commands is continuously input, and select a disadvantageous event. For example, if both the “throw check ball to 1 ⁇ ” command and the “throw check ball to 2 ⁇ ”command are restricted commands, and one of these commands is input after either command Increment the common counter. If only the “throw check ball to 1 ⁇ ”command among the two commands exceeds a predetermined number of times, the CPU 101 may select a disadvantage event associated with the“ throw check ball to 1 ⁇ ” command. The disadvantageous event associated with the “throw check ball to 2 cm” command may be selected.
- the game device 200 varies the probability of the event to be generated according to the number of times the restricted command is input. This will be described in detail below.
- FIG. 5 is a configuration example of the command / event correspondence table 500 in the present embodiment.
- Each command is associated with a plurality of events, and each event is associated with an event occurrence probability.
- the CPU 101 can update the command / event correspondence table 500 by changing the occurrence probability according to the input command.
- i is an integer of 1 to N, and 0 ⁇ P (i) ⁇ 1.
- the CPU 101 can change the occurrence probability of each event on condition that [Equation 1] is satisfied.
- the CPU 101 initializes an input number counter that stores the number of times the restricted command is input (step S601).
- the CPU 101 receives an input of a command from the player (step S602). For example, when the player is on the defensive side, the CPU 101 receives an input of a command for designating the operation of the pitcher from the player by the controller 105.
- the CPU 101 determines whether or not the input command is a restricted command (step S603). For example, it is determined whether or not the input command is a “throw check ball to 1 ⁇ ”command.
- step S603 If it is determined that the command is restricted (step S603; YES), the CPU 101 increments the input number counter (step S604).
- step S603 If it is determined that the command is not a restricted command (step S603; NO), the CPU 101 initializes an input number counter (step S605).
- step S604 the CPU 101 determines whether or not the value of the input number counter is greater than or equal to a predetermined value (step S606).
- the CPU 101 increases the probability of occurrence of a disadvantageous event among the events associated with the input restricted command (Ste S607).
- the CPU 101 reduces the occurrence probability of other events so as to satisfy [Equation 1]. For example, the probability of occurrence of at least one of the disadvantageous events “first error”, “throwing”, and “bork” associated with the “throw check ball to one base” command that is a restricted command is increased.
- step S606 When it is determined that the value of the input number counter is less than the predetermined value (step S606; NO), or after step S605, the CPU 101 determines any event from the events associated with the input command. Are randomly selected using the occurrence probability (step S608). For example, the CPU 101 uses the evaluation function g (p, q, r) defined by considering the probability of occurrence of the physical strength parameter value p, the ball control force parameter value q, and the ball speed parameter value r of the pitcher when the command is input. An event may be selected according to the value obtained by substituting for.
- the CPU 101 executes the event selected in step S608, changes the game state (step S609), and presents the changed game state to the player (step S610). For example, the CPU 101 outputs a game screen reflecting a result of changing a parameter representing a game state to the monitor.
- the game device 200 can guide the player so as not to perform an undesirable action in proceeding with the game.
- step S605 may be deleted and the input number counter may not be initialized when the input command is not a restricted command (step S603; NO).
- a plurality of commands can be limited commands.
- the CPU 101 may count the number of times of continuous input for each of the plurality of restricted commands, and may select a disadvantage event for each of the plurality of restricted commands, or any one of the plurality of restricted commands. May be counted, and a disadvantageous event may be selected when the total number of times is a predetermined number or more.
- FIG. 7A is a configuration example of the command table 700 used in the present embodiment.
- a command table 700 is used instead of the command / event correspondence tables 300 and 500 described above.
- the command table 700 in this figure shows a part of commands for designating the operation of the pitcher when the player is the defensive side.
- the commands are classified into predetermined groups such as throwing balls and checking balls.
- FIG. 7B is a diagram exemplifying a relationship between commands that are advantageous to the player side.
- the advantage mentioned here is a scale indicating how much the instruction content intended by the player is reflected when the CPU 101 advances the game.
- the CPU 101 can use any of the following options to advance the game.
- CPU 101 determines that case 1 is the most advantageous for the player and case 4 is the most disadvantageous for the player. The CPU 101 determines that cases 2 and 3 are more disadvantageous than case 1 but more advantageous than case 4.
- the player who operates the pitcher in the virtual space includes a ball type (straight, curve, etc.) of a ball thrown by the pitcher, a ball speed (fast, slow, etc.), a course (in course, out course, After inputting commands 701 to 703 for designating high, low, etc.), an instruction to start a pitching operation is issued.
- the CPU 101 determines that a restricted command has been input. That is, the command for specifying the course toward the batter's position and the command for specifying the course toward the position where the catcher is not caught are the restricted commands in the present embodiment.
- the CPU 101 changes the command to a command that is disadvantageous for the player who has input the restricted command (hereinafter referred to as “unfavorable command”) when the restricted command is continuously input a predetermined number of times.
- a disadvantageous command is another command associated with an advantage that is relatively lower than the advantage corresponding to the command input by the player.
- commands 705 to 707 shown in FIG. 7A and the X, Y, Z-commands shown in FIG. 7B are associated as follows. ⁇ Command 705 in FIG. 7A X command in FIG. 7B ⁇ Command 706 in FIG. 7A Y command in FIG. 7B ⁇ Command 707 in FIG. 7A Z command in FIG. , “Command 707 ⁇ command 706 ⁇ command 705” is satisfied.
- the CPU 101 changes the command 705 to be pitched to the pitcher using all the parameter values set in the commands 701 to 703 to the more disadvantageous command 706 or 707. Replace.
- the commands 703 and 704 shown in FIG. 7A and the W, Z-command shown in FIG. 7B are associated as follows.
- the command 703 in FIG. 7A ... W-command in FIG. 7B
- the command 704 in FIG. 7A The Z-command in FIG. 7B
- the advantage satisfies the relationship of “command 704 ⁇ command 703”.
- the CPU 101 When the restricted command is continuously input a predetermined number of times or more, the CPU 101 replaces the “set input value to course parameter” command 703 with the “set middle parameter” command 704 to “course parameter”.
- the disadvantage command is desirably a command related to the input command, that is, a command classified into the same group. This is because the flow of the game looks more natural if the player appears to have made an input error, rather than generating a command that is completely unrelated to the input restricted command.
- the CPU 101 initializes an input number counter that stores the number of times the restricted command is input (step S801).
- the CPU 101 receives a command input from the player (step S802). For example, when the first player is the defensive side and the second player is the attacking side, the CPU 101 inputs a command specifying the operation of the pitcher from the first player by the controller 105, and from the second player by the controller 105. Accepts command input that specifies the batter's behavior. However, the first player on the defensive side can input the command “pitch using the set ball type parameter, set ball speed parameter, and set course parameter” only once for each pitching motion. The second player on the side can input a hitting command at an arbitrary timing of in play (a state in which play continues).
- the CPU 101 determines whether or not the input command is a restricted command (step S803). For example, it is determined whether or not the input command is a command indicating that “the course toward the batter is set in the course parameter of the sphere”.
- step S803 If it is determined that the command is a restricted command (step S803; YES), the CPU 101 increments the input number counter (step S804).
- step S803 If it is determined that the command is not a restricted command (step S803; NO), the CPU 101 initializes an input number counter (step S805).
- step S804 the CPU 101 determines whether or not the value of the input number counter is greater than or equal to a predetermined value (step S806).
- step S806 If it is determined that the value of the input number counter is equal to or greater than the predetermined value (step S806; YES), the CPU 101 replaces the input command with a disadvantaged command (step S807). For example, the CPU 101 replaces the command “set the input value by the player with the course parameter” command 703 with the command “set“ middle ”as the course parameter” 704.
- the value of the input number counter is equal to or greater than the predetermined value, it means that the restricted command is continuously input for the number of times indicated by the predetermined value.
- the command is replaced with a command that is disadvantageous to the side that has entered the restricted command.
- the CPU 101 executes the command replaced in step S807 instead of the restricted command input by the player, and changes the game state (step S808).
- the CPU 101 indicates that it is throwing “in the middle” of the strike zone. Replace it with a disadvantaged command and execute it.
- the batter operated by the second player can easily hit, and the pitcher operated by the first player can be easily hit by the batter operated by the second player. That is, the game proceeds so as to be disadvantageous for the first player.
- step S806 when it is determined that the value of the input number counter is less than the predetermined value (step S806; NO), or after step S805, the CPU 101 executes the input command to change the game state ( Step S809).
- the CPU 101 presents the game state to the player (step S810).
- the CPU 101 outputs a game screen reflecting a result of changing a parameter representing a game state to the monitor.
- the game device 200 can guide the player so as not to perform an undesirable action in proceeding with the game.
- step S805 may be deleted and the input number counter may not be initialized when the input command is not a restricted command (step S803; NO).
- a plurality of commands can be limited commands.
- the CPU 101 may count the number of times of continuous input for each of the plurality of restricted commands, and may select a disadvantage event for each of the plurality of restricted commands, or any one of the plurality of restricted commands. May be counted, and a disadvantageous event may be selected when the total number of times is a predetermined number or more.
- any one or more of the plurality of commands are designated as restricted commands.
- all commands that can be entered by the player may lead to annoying play. That is, there is a possibility that an act of continuously pressing a specific button of the controller 105 or an action of repeatedly repeating the same command may become annoying play.
- the act of inputting a command that the pitcher throws in the middle only once is disadvantageous for the player who entered it, the game progresses favorably for other players. It will not be annoying play.
- the act of continuing the command that the pitcher throws in the middle can be an unwilling play (nuisance play). Therefore, in the present embodiment, it is considered that all commands can be annoying play. This will be described in detail below.
- FIG. 9 is a diagram for explaining a functional configuration of the game apparatus 200 in the present embodiment.
- the game device 200 further includes a determination unit 901.
- the determination unit 901 determines whether or not to change the game state so as to be disadvantageous to the player based on the history of commands input from the player.
- the CPU 101 and the controller 105 cooperate to function as the determination unit 901.
- FIG. 10A, FIG. 10B, and FIG. 10C are diagrams showing examples of history information 1000 representing the history of input commands.
- the CPU 101 temporarily stores in the RAM 103 history information 1000 indicating the past M times of commands (M is an integer of 1 or more).
- the history information 1000 is represented by using an array variable R (the number of elements is M and M is an integer of 1 or more) that stores the history of M times.
- the CPU 101 updates the array variable R so that information indicating the most recently inputted M commands is stored.
- the CPU 101 may store, in the history information 1000, information for identifying a button or the like corresponding to the input command instead of the information for identifying the command.
- the CPU 101 stores the history information 1000 separately for each player.
- the CPU 101 determines whether or not to change the game state so as to be disadvantageous to the player who has input the command. Then, the CPU 101 changes the game state according to the determination result based on the history information 1000. For example, the CPU 101 selects a disadvantageous event for the player who has input the command from events associated with the input command, and causes the selected disadvantageous event to occur in the game so as to advance the game.
- the CPU 101 determines that the game state is changed so as to be disadvantageous to the player who inputs the command. For example, in FIG. 10A, information representing the same command (X-command) is stored in all elements of the array variable R. At this time, the CPU 101 determines to change the game state so as to be disadvantageous to the player who inputs these commands.
- the CPU 101 changes the game state so as to be disadvantageous to the player who inputs those command patterns. May be determined. For example, in FIG. 10B, a command pattern in which an array variable R has a Y-command next to an X-command exists repeatedly. At this time, the CPU 101 determines to change the game state so as to be disadvantageous to the player who has input these command patterns. Further, for example, in FIG. 10C, there is a repeated button pattern in the array variable R that “x” button is next to “ ⁇ ” button. At this time, the CPU 101 determines to change the game state so as to be disadvantageous to the player who has input a command pattern corresponding to these button patterns.
- FIG. 11 is a diagram showing the input frequency distribution of commands in a histogram format. In this figure, the number of V-command inputs is outstanding. At this time, the CPU 101 determines to change the game state so as to be disadvantageous to the player who has input the V-command.
- the allowable range is typically defined using variance, standard deviation, average, and the like that are statistically obtained from the array variable R.
- the CPU 101 changes the game state so as to be disadvantageous to the player.
- the reason why the calculated variance, standard deviation, average, etc. do not fall within the allowable range is that it is estimated that monotonous command input (or monotonous button press) continues.
- the CPU 101 initializes an array variable R that stores the history of the input command (step S1201).
- the CPU 101 receives a command input from the player (step S1202).
- the CPU 101 updates the array variable R (step S1203). For example, the CPU 101 stores the newest command in the 0 (zero) th array R (0) and stores the oldest command in the Mth array R (M ⁇ 1). Upon receiving a command input from the player, the CPU 101 updates each value of the array R (0) to the array R (M-2) by shifting from the array R (1) to the array R (M-1). To do. At this time, the oldest command history before the update is overwritten and deleted. CPU 101 newly stores a history representing the command input in step S1202 in R (0). As a result, the latest M histories are stored in the array variable R.
- the CPU 101 calculates at least one of variance, standard deviation, and average statistics, and determines whether or not the calculated statistics are within a predetermined tolerance range (Ste S1204).
- step S1204 the CPU 101 selects one of the events associated with the command input in step S1202 (step S1205). For example, the CPU 101 substitutes the physical strength parameter value p, the control force parameter value q, and the ball speed parameter value r of the pitcher when the command is input into a predefined evaluation function f (p, q, r). Select an event based on the resulting value.
- step S1204 the CPU 101 selects a disadvantage event for the player from the events associated with the command input in step S1202 (step S1206). ).
- the CPU 101 executes the event selected in step S1205 or step S1206, changes the game state (step S1207), and presents the changed game state to the player (step S1208). For example, the CPU 101 outputs a game screen reflecting a result of changing a parameter representing a game state to the monitor. Players can see how various events occur by looking at the monitor screen.
- the game device 200 can guide the player so as not to perform an undesirable action in proceeding with the game.
- a command that the player has to input continuously in the progress of the game such as a command for hitting a batter in a baseball game (hitting command), in consideration of statistical bias.
- FIG. 13 is a diagram illustrating a configuration example of history information 1300 in the present embodiment.
- the history information 1300 stores information indicating the input command and the time when the command is input in association with each other.
- the CPU 101 determines that the game state is changed so as to be disadvantageous to the player who inputs the command when the statistical variation in the time interval when the command is input is within a predetermined range.
- the fact that there is no variation in the command input time interval is because it is presumed that there is a high possibility that the player is not motivated or mechanically input.
- step S1204 the CPU 101 obtains a time interval between two adjacent arrays among the arrays constituting the array variable R, and obtains a statistical distribution (variance, standard deviation, average) of the obtained time intervals. Etc.).
- the CPU 101 determines whether or not the calculated statistical value of the time interval is within a predetermined range. When the calculated statistical value is within the predetermined range, in other words, when there is no appropriate variation in the time interval, the CPU 101 determines that the statistical value is outside the allowable range (step S1204; NO), and determines the disadvantageous event. Select (step S1206).
- the CPU 101 determines that the statistical value is within the allowable range (step S1204; YES) and inputs Any event associated with the command is selected (step S1205).
- a monotonous command input button input
- a penalty is imposed on the side that issued the command. Therefore, it is possible to guide the player not to input a command that is too monotonous (button input).
- the game device 200 can guide the player so as not to perform an undesirable action in proceeding with the game.
- a command is input by a program that automatically inputs a command, such as a so-called “bot”, the command is often input at regular intervals.
- a program that automatically inputs a command such as a so-called “bot”
- the command is often input at regular intervals.
- the present invention is not limited to the above-described embodiment, and various modifications and applications are possible. Moreover, it is also possible to freely combine the constituent elements of the above-described embodiments.
- a program for operating a computer as all or part of the game apparatus 200 is stored in a computer-readable recording medium such as a memory card, CD-ROM, DVD, or MO (MagnetoeOptical disk) and distributed. It may be installed in another computer and operated as the above-described means, or the above-described steps may be executed.
- a computer-readable recording medium such as a memory card, CD-ROM, DVD, or MO (MagnetoeOptical disk) and distributed. It may be installed in another computer and operated as the above-described means, or the above-described steps may be executed.
- the program may be stored in a disk device or the like of a server device on the Internet, and may be downloaded onto a computer by being superimposed on a carrier wave, for example.
- a game device As described above, according to the present invention, it is possible to provide a game device, a game processing method, an information recording medium, and a program suitable for guiding a player so as not to perform an undesirable action in proceeding with the game. it can.
- Information processing apparatus 101
- CPU 102
- ROM 103
- RAM 104
- Interface 105
- Controller 106
- External Memory 107
- DVD-ROM Drive 108
- Image Processing Unit 109
- Audio Processing Unit 110
- game device 201
- changing unit 203 presenting unit 300,500 command / event correspondence table 700 command table 701 to 707 command 901 determining unit 1000, 1300 history information
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Processing Or Creating Images (AREA)
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2008-303066 | 2008-11-27 | ||
JP2008303066A JP4856159B2 (ja) | 2008-11-27 | 2008-11-27 | ゲーム装置、ゲーム処理方法、ならびに、プログラム |
Publications (1)
Publication Number | Publication Date |
---|---|
WO2010061780A1 true WO2010061780A1 (ja) | 2010-06-03 |
Family
ID=42225656
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/JP2009/069643 WO2010061780A1 (ja) | 2008-11-27 | 2009-11-19 | ゲーム装置、ゲーム処理方法、情報記録媒体、ならびに、プログラム |
Country Status (3)
Country | Link |
---|---|
JP (1) | JP4856159B2 (enrdf_load_stackoverflow) |
TW (1) | TW201031451A (enrdf_load_stackoverflow) |
WO (1) | WO2010061780A1 (enrdf_load_stackoverflow) |
Families Citing this family (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP5350425B2 (ja) * | 2011-03-28 | 2013-11-27 | 株式会社コナミデジタルエンタテインメント | ゲームシステム、ゲームシステムの制御方法、及びプログラム |
JP5996138B1 (ja) * | 2016-03-18 | 2016-09-21 | 株式会社コロプラ | ゲームプログラム、方法およびゲームシステム |
CN108525296B (zh) * | 2018-04-24 | 2019-12-06 | 网易(杭州)网络有限公司 | 虚拟现实游戏中的信息处理方法、装置及处理器 |
JP6851630B2 (ja) * | 2018-07-18 | 2021-03-31 | 株式会社コナミデジタルエンタテインメント | ゲームシステム、ゲーム制御装置、及びプログラム |
Citations (6)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2001104639A (ja) * | 1999-10-12 | 2001-04-17 | Namco Ltd | ゲーム装置、ゲーム方法、およびゲーム用プログラムを記録した記録媒体 |
JP2001310083A (ja) * | 2000-04-28 | 2001-11-06 | Michihiro Nabeta | ビデオゲーム対戦システムにおける個人評価制御方法 |
JP2002224442A (ja) * | 2001-02-02 | 2002-08-13 | Square Co Ltd | 野球ビデオゲームのプログラムを記録したコンピュータ読み取り可能な記録媒体および野球ビデオゲームプログラムおよびビデオゲーム処理方法およびビデオゲーム機 |
JP2002292133A (ja) * | 2001-03-29 | 2002-10-08 | Koei:Kk | 野球ゲームの制御方法、ゲームプログラム、記録媒体及びゲーム装置 |
JP2003251066A (ja) * | 2002-02-27 | 2003-09-09 | Konami Computer Entertainment Osaka:Kk | 操作抑制プログラム、操作抑制方法及びビデオゲーム装置 |
JP2009240565A (ja) * | 2008-03-31 | 2009-10-22 | Konami Digital Entertainment Co Ltd | ゲームプログラム、ゲーム装置、ゲーム制御方法及びゲームシステム |
Family Cites Families (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP3990074B2 (ja) * | 1999-06-29 | 2007-10-10 | 株式会社バンダイナムコゲームス | ゲームシステム及び情報記憶媒体 |
JP4186333B2 (ja) * | 1999-09-08 | 2008-11-26 | 株式会社セガ | ゲーム装置及び、ゲームプログラムを格納する記録媒体 |
-
2008
- 2008-11-27 JP JP2008303066A patent/JP4856159B2/ja active Active
-
2009
- 2009-11-19 WO PCT/JP2009/069643 patent/WO2010061780A1/ja active Application Filing
- 2009-11-23 TW TW098139816A patent/TW201031451A/zh unknown
Patent Citations (6)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2001104639A (ja) * | 1999-10-12 | 2001-04-17 | Namco Ltd | ゲーム装置、ゲーム方法、およびゲーム用プログラムを記録した記録媒体 |
JP2001310083A (ja) * | 2000-04-28 | 2001-11-06 | Michihiro Nabeta | ビデオゲーム対戦システムにおける個人評価制御方法 |
JP2002224442A (ja) * | 2001-02-02 | 2002-08-13 | Square Co Ltd | 野球ビデオゲームのプログラムを記録したコンピュータ読み取り可能な記録媒体および野球ビデオゲームプログラムおよびビデオゲーム処理方法およびビデオゲーム機 |
JP2002292133A (ja) * | 2001-03-29 | 2002-10-08 | Koei:Kk | 野球ゲームの制御方法、ゲームプログラム、記録媒体及びゲーム装置 |
JP2003251066A (ja) * | 2002-02-27 | 2003-09-09 | Konami Computer Entertainment Osaka:Kk | 操作抑制プログラム、操作抑制方法及びビデオゲーム装置 |
JP2009240565A (ja) * | 2008-03-31 | 2009-10-22 | Konami Digital Entertainment Co Ltd | ゲームプログラム、ゲーム装置、ゲーム制御方法及びゲームシステム |
Non-Patent Citations (1)
Title |
---|
PLAY STATION 2 NECCHU! PRO YAKYU 2004 KOSHIKI GUIDE BOOK, vol. 1ST ED., no. 1ST PR, 20 June 2004 (2004-06-20), pages 22 - 23,30-31,42-43 * |
Also Published As
Publication number | Publication date |
---|---|
JP4856159B2 (ja) | 2012-01-18 |
TW201031451A (en) | 2010-09-01 |
JP2010125069A (ja) | 2010-06-10 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
JP3829014B2 (ja) | ビデオゲーム装置 | |
JP3949702B1 (ja) | ゲーム装置、ゲーム処理方法、ならびに、プログラム | |
KR20050098021A (ko) | 게임의 화상 표시 방법 및 그 제어 방법 | |
JP2012217604A (ja) | ゲーム装置及びゲーム制御プログラム | |
JP4856159B2 (ja) | ゲーム装置、ゲーム処理方法、ならびに、プログラム | |
JP3227447B2 (ja) | ゲームシステム及び情報記憶媒体 | |
JP4956561B2 (ja) | ゲーム装置、ゲーム処理方法、ならびに、プログラム | |
EP1382371A2 (en) | Game control system and method | |
JP2003190636A (ja) | ビデオゲームプログラム、ビデオゲームプログラムを記録した可読記録媒体、方法、及びビデオゲーム装置 | |
JP3736589B2 (ja) | 対戦ゲーム機における行動決定装置、行動決定方法及び対戦ゲーム機並びに媒体 | |
JP2001353373A (ja) | ゲームシステム及び情報記憶媒体 | |
JP4191768B2 (ja) | ゲームプログラム、ゲーム装置及びゲーム制御方法 | |
JP2008237654A (ja) | ゲームプログラム、ゲーム装置及びゲーム制御方法 | |
JP7381898B2 (ja) | ゲームシステムおよびゲーム制御方法 | |
JP2008142219A (ja) | ゲームプログラム、ゲーム装置及びゲーム制御方法 | |
JP2007313017A (ja) | ゲームプログラム、ゲーム装置及びゲーム方法 | |
JP3207401B2 (ja) | ゲーム装置、ゲームの制御方法、およびゲーム用プログラムを記録した記録媒体 | |
JP4939513B2 (ja) | ゲーム装置、ゲーム処理方法、ならびに、プログラム | |
JP4775779B2 (ja) | スポーツゲーム装置 | |
JP5049259B2 (ja) | ゲーム装置、ゲーム制御方法、及び、プログラム | |
JP4775773B2 (ja) | スポーツゲーム装置 | |
JP2019051372A (ja) | ゲーム装置及びゲーム制御プログラム | |
JP5044610B2 (ja) | ゲームプログラム、ゲーム装置、ゲーム制御方法 | |
JP2002224442A (ja) | 野球ビデオゲームのプログラムを記録したコンピュータ読み取り可能な記録媒体および野球ビデオゲームプログラムおよびビデオゲーム処理方法およびビデオゲーム機 | |
JP2001149648A (ja) | スポーツゲーム装置 |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
121 | Ep: the epo has been informed by wipo that ep was designated in this application |
Ref document number: 09829028 Country of ref document: EP Kind code of ref document: A1 |
|
NENP | Non-entry into the national phase |
Ref country code: DE |
|
122 | Ep: pct application non-entry in european phase |
Ref document number: 09829028 Country of ref document: EP Kind code of ref document: A1 |