WO2010073761A1 - ゲーム装置、ゲーム装置の制御方法、プログラム及び情報記憶媒体 - Google Patents

ゲーム装置、ゲーム装置の制御方法、プログラム及び情報記憶媒体 Download PDF

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Publication number
WO2010073761A1
WO2010073761A1 PCT/JP2009/062009 JP2009062009W WO2010073761A1 WO 2010073761 A1 WO2010073761 A1 WO 2010073761A1 JP 2009062009 W JP2009062009 W JP 2009062009W WO 2010073761 A1 WO2010073761 A1 WO 2010073761A1
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WO
WIPO (PCT)
Prior art keywords
game
game character
switching
character
user
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PCT/JP2009/062009
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English (en)
French (fr)
Japanese (ja)
Inventor
一平 近藤
達也 田仲
Original Assignee
株式会社コナミデジタルエンタテインメント
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Priority to US13/142,206 priority Critical patent/US20110319159A1/en
Publication of WO2010073761A1 publication Critical patent/WO2010073761A1/ja

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Classifications

    • 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
    • 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • 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
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/306Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying a marker associated to an object or location in the game field
    • 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
    • A63F2300/65Methods 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 game device control method, a program, and an information storage medium.
  • a game in which a user operates an operation target to be switched among a plurality of game characters is known.
  • a sports game for example, a soccer game, a basketball game, an ice hockey game, an American football game, or a baseball game
  • the user's operation target is the first player character to the second player.
  • the user can quickly switch to the character, and the user can operate the second player character when receiving the pass and after receiving the pass.
  • the user can operate the first player character and the second player character by quickly switching the operation target of the user from the first player character to the second player character. I am doing so.
  • the present invention has been made in view of the above-described problems, and the purpose of the present invention is to facilitate or perform a cooperative operation between the game characters depending on the relationship between the game characters (for example, the degree of cooperation or compatibility). It is an object of the present invention to provide a game device, a game device control method, a program, and an information storage medium that allow a user to realize that there is nothing.
  • a game device includes a means for acquiring storage contents of parameter storage means for storing parameters in association with combinations of game characters, and a user among a plurality of game characters.
  • Switching means for switching the operation target, and switching the operation target of the user from the first game character of the plurality of game characters to the second game character of the plurality of game characters,
  • Switching restriction means for restricting based on the parameter corresponding to the combination of the game character and the second game character.
  • the game device control method includes a step of acquiring stored contents of parameter storage means configured to store parameters in association with combinations of game characters, and a user operation target among a plurality of game characters.
  • a switching step of switching the operation target of the user from a first game character of the plurality of game characters to a second game character of the plurality of game characters, and the first game character A switching restriction step of restricting based on the parameter corresponding to the combination with the second game character.
  • the program according to the present invention functions as a game device such as a home game machine (stationary game machine), a portable game machine, an arcade game machine, a mobile phone, a personal digital assistant (PDA), or a personal computer.
  • Restrict based on the parameter corresponding to the combination Is a program for causing the computer to function replacement limiting means, as.
  • the information storage medium according to the present invention is a computer-readable information storage medium recording the above program.
  • the present invention it is possible to make the user feel that the cooperative operation between the game characters is smoothly performed or not performed depending on the relationship (for example, the degree of cooperation or compatibility) between the game characters. become.
  • the switching restriction unit may change the switching from the first game character to the second game character with respect to a combination of the first game character and the second game character. You may make it wait based on.
  • the switching restriction unit corresponds to a combination of the first game character and the second game character with a length of the waiting time for the switching from the first game character to the second game character. You may make it include the waiting time control means controlled based on the said parameter.
  • the waiting time control means sets the length of the waiting time to the parameter corresponding to the combination of the first game character and the second game character, the first game character, and the second game. You may make it control based on the distance between characters.
  • the switching unit may be configured to perform the operation performed by the user when the moving object moves from the first game character in a state where the first game character is the operation target of the user.
  • the target may include means for switching from the first game character to the second game character selected based on the moving direction of the moving object from among the plurality of game characters.
  • the switching restriction means includes a waiting means for waiting for the switching from the first game character to the second game character, a movement start position of the moving object or the first game character, and the moving object.
  • Standby release means for canceling standby by the standby means when a distance condition between the moving object and the moving start position of the moving object or the distance between the first game character and the moving object is satisfied. You may make it include the distance condition control means which controls the said distance condition based on the said parameter corresponding to the combination of a said 1st game character and a said 2nd game character.
  • the switching unit may be configured to change the operation target of the user when the moving object moves in a state where the first game character is the operation target of the user.
  • the second game character selected based on the moving direction of the moving object from among the game characters may include means for switching from the first game character.
  • the switching restriction unit includes: a standby unit that waits for the switching from the first game character to the second game character; a destination position of the moving object; or the second game character; and the moving object.
  • Standby release means for canceling standby by the standby means when the distance between the moving object or the second game character and the moving object is satisfied as a distance condition regarding the distance between them;
  • a distance condition control means for controlling the distance condition based on the parameter corresponding to the combination of the first game character and the second game character may be included.
  • the distance condition control unit may determine the distance condition by using the parameter corresponding to a combination of the first game character and the second game character, the first game character, and the second game character. You may make it control based on the distance between game characters.
  • the switching unit may be configured to change the operation target of the user when the moving object moves in a state where the first game character is the operation target of the user.
  • the second game character selected based on the moving direction of the moving object from among the game characters may include means for switching from the first game character.
  • the switching restriction unit includes a standby unit that waits for the switching from the first game character to the second game character, a destination position of the moving object or the second game character, and the moving object.
  • reference time control means for controlling the length of the reference time based on the parameter corresponding to the combination of the first game character and the second game character, , May be included.
  • the reference time control means sets the length of the reference time to the parameter corresponding to the combination of the first game character and the second game character, the first game character, You may make it control based on the distance between said 2nd game characters.
  • the switching restriction unit may change the switching from the first game character to the second game character with respect to a combination of the first game character and the second game character.
  • a means for deterring based on the above may be included.
  • the game device according to the embodiment of the present invention is realized by, for example, a consumer game machine (stationary game machine), a portable game machine, a mobile phone, a personal digital assistant (PDA), or a personal computer.
  • a consumer game machine stationary game machine
  • a portable game machine portable game machine
  • a mobile phone mobile phone
  • PDA personal digital assistant
  • a personal computer a personal computer
  • FIG. 1 is a diagram showing a hardware configuration of a game device according to an embodiment of the present invention.
  • a game apparatus 10 shown in FIG. 1 includes a consumer game machine 11, a monitor 32, a speaker 34, and an optical disk 36 (information storage medium).
  • the monitor 32 and the speaker 34 are connected to the consumer game machine 11.
  • the monitor 32 for example, a home television receiver is used
  • the speaker 34 for example, a speaker built in the home television receiver is used.
  • the home game machine 11 is a known computer game system.
  • the home game machine 11 includes a bus 12, a microprocessor 14, a main memory 16, an image processing unit 18, an input / output processing unit 20, an audio processing unit 22, an optical disk reading unit 24, a hard disk 26, a communication interface 28, and a controller 30. Including. Components other than the controller 30 are accommodated in the housing of the consumer game machine 11.
  • the microprocessor 14 controls each part of the consumer game machine 11 based on an operating system stored in a ROM (not shown), a program read from the optical disk 36 or the hard disk 26.
  • the main memory 16 includes a RAM, for example. Programs and data read from the optical disk 36 or the hard disk 26 are written in the main memory 16 as necessary.
  • the main memory 16 is also used as a working memory for the microprocessor 14.
  • the bus 12 is for exchanging addresses and data among the units of the consumer game machine 11.
  • the microprocessor 14, the main memory 16, the image processing unit 18, and the input / output processing unit 20 are connected by the bus 12 so that mutual data communication is possible.
  • the image processing unit 18 includes a VRAM, and draws a game screen on the VRAM based on image data sent from the microprocessor 14.
  • the image processing unit 18 converts the game screen drawn on the VRAM into a video signal and outputs the video signal to the monitor 32 at a predetermined timing.
  • the input / output processing unit 20 is an interface for the microprocessor 14 to access the audio processing unit 22, the optical disk reading unit 24, the hard disk 26, the communication interface 28, and the controller 30.
  • the sound processing unit 22 includes a sound buffer, and reproduces various sound data such as game music, game sound effects, and messages read out from the optical disk 36 or the hard disk 26 to the sound buffer and outputs them from the speaker 34.
  • 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 wireless.
  • the optical disk reading unit 24 reads programs and data recorded on the optical disk 36.
  • the optical disc 36 is used to supply the program and data to the consumer game machine 11, but other information storage media such as a memory card may be used. Further, for example, a program or data may be supplied to the consumer game machine 11 from a remote place via a communication network such as the Internet.
  • the hard disk 26 is a general hard disk device (auxiliary storage device). Note that programs and data described as being stored on the optical disk 36 may be stored on the hard disk 26.
  • the controller 30 is a general-purpose operation means for accepting various game operations of the user.
  • a plurality of controllers 30 can be wired or wirelessly connected to the home game machine 11.
  • the input / output processing unit 20 scans the state of the controller 30 at regular intervals (for example, every 1/60 seconds), and passes an operation signal representing the scan result to the microprocessor 14 via the bus 12.
  • the microprocessor 14 determines the player's game operation based on the operation signal.
  • a soccer game imitating a soccer game between the first team and the second team is executed.
  • This soccer game is realized by executing a program read from the optical disc 36.
  • the first team is operated by one user and the second team is operated by a computer.
  • the first team may be operated by a plurality of users in cooperation.
  • the second team may be operated by another user.
  • FIG. 2 shows an example of a game space (virtual three-dimensional space).
  • a field 42 that is an object representing a soccer field is arranged.
  • a goal 44 which is an object representing a soccer goal
  • a player character 46 which is an object representing a soccer player belonging to the first team
  • a player which is an object representing a soccer player belonging to the second team is arranged.
  • a character 48 and a ball 50 that is an object representing a soccer ball are arranged.
  • eleven player characters 46 belonging to the first team and eleven player characters 48 belonging to the second team are arranged on the field 42.
  • One of the goals 44 is associated with the first team, and the other is associated with the second team.
  • a scoring event for the other team occurs.
  • Any one of the plurality of player characters 46 belonging to the first team is set as a user's operation target.
  • the user's operation target is switched among the player characters 46 belonging to the first team based on, for example, the position of the ball 50 or the user's switching instruction operation.
  • the user's operation target is switched based on the position of the ball 50 so that the player character 46 close to the ball 50 among the player characters 46 belonging to the first team becomes the user's operation target.
  • the user's operation target is switched to another player character 46.
  • the player character 46 set as the user's operation target operates according to the user's operation.
  • the player characters 46 that are not set as user operation targets and the player characters 48 that belong to the second team are operated by the computer.
  • the player character 46 (48) and the ball 50 approach each other, the player character 46 (48) and the ball 50 are associated with each other under a predetermined condition.
  • the ball 50 moves according to the movement of the player character 46 (48). That is, the movement action of the player character 46 (48) in this case is a dribbling action.
  • a state in which the ball 50 is associated with the player character 46 (48) is described as “the player character 46 (48) holds the ball 50”.
  • a virtual camera 52 (viewpoint) is set in the virtual three-dimensional space 40.
  • a game screen representing a state in which the virtual three-dimensional space 40 is viewed from the virtual camera 52 is displayed on the monitor 32.
  • the virtual camera 52 moves in the virtual three-dimensional space 40 based on the movement of the ball 50.
  • FIG. 3 shows an example of the game screen.
  • two player characters 46a and 46b belonging to the first team and two player characters 48a and 48b belonging to the second team are displayed.
  • a triangular cursor 62 is displayed above the player character 46a.
  • the cursor 62 plays a role of guiding the player character 46 that is the current operation target of the user. That is, in the state shown in FIG. 3, the player character 46a is the user's operation target. In the state shown in FIG. 3, the player character 46 a holds the ball 50.
  • a predetermined button hereinafter referred to as “pass button” of the controller 30.
  • a pass button When pressed, a pass from the player character 46a to the player character 46b is executed.
  • the user's operation target is switched from the player character 46a to the player character 46b. It is done.
  • a cursor 62 is displayed above the player character 46b as shown in FIG.
  • FIG. 5 is a diagram for explaining the outline of the above technique.
  • player character X belonging to the first team
  • player character Y another player character 46
  • the user may or may not smoothly perform the cooperative operation (cooperative play) of the player characters X and Y depending on the relationship between the player characters X and Y (for example, the degree of cooperation or compatibility).
  • the T axis indicates the time axis.
  • the timing at which the player character X executes the pass (for example, the timing at which the player character X kicks the ball 50, or the ball 50 leaves the foot of the player character X).
  • the standby time (wt) elapses from (timing)
  • the switching of the user's operation target from the player character X to the player character Y is on standby.
  • the waiting time (wt) is determined by the relationship between the player characters X and Y (for example, the degree of cooperation or compatibility). For example, when the degree of cooperation between the player characters X and Y is relatively low, the standby time (wt) is set to be relatively long.
  • the operation target switching timing is delayed.
  • the operation target is not switched to the player character Y until immediately before receiving the pass, and as a result, the cooperative operation between the player character X and the player character Y is smooth. This makes it possible for the user to realize that this is not done.
  • the standby time (wt) is set to a very short time (for example, 0).
  • the user's operation target is quickly switched, and as a result, the time from when the user's operation target is switched until the player character Y receives the pass becomes longer. For this reason, the user can perform the operation of the player character Y with a margin when receiving the pass and after receiving the pass. As a result, it becomes possible for the user to realize that the cooperative operation of the player characters X and Y is performed smoothly.
  • FIG. 6 is a functional block diagram mainly showing functions related to the present invention among the functions realized by the game apparatus 10.
  • the game apparatus 10 includes a game data storage unit 70, a switching unit 76, and a switching restriction unit 78.
  • the game data storage unit 70 is realized by the main memory 16 and the optical disk 36
  • the switching unit 76 and the switching restriction unit 78 are realized mainly by the microprocessor 14.
  • the game data storage unit 70 stores game data necessary for realizing a soccer game.
  • the game data storage unit 70 includes a game situation data storage unit 72 and a parameter storage unit 74.
  • the game situation data storage unit 72 stores game situation data indicating the current situation of the soccer game. For example, the following data is included in the game situation data. (1) Data indicating the current state of each player character 46, 48 (2) Data indicating the current state (position, moving direction, moving speed, etc.) of the ball 50 (3) Current state (position) of the virtual camera 52 (4) Data indicating the scores of both teams (5) Data indicating the elapsed time
  • FIG. 7 shows an example of player state data indicating the current state of the player characters 46 and 48.
  • the player state data shown in FIG. 7 includes “player ID”, “position”, “posture”, “operation target flag”, “ball holding flag” fields, and the like.
  • the “player ID” field indicates information for uniquely identifying the player characters 46 and 48.
  • “P101” to “P111” are player IDs of player characters 46 belonging to the first team
  • “P201” to “P211” are player IDs of player characters 48 belonging to the second team.
  • the “position” field indicates the current position of the player characters 46 and 48
  • the “posture” field indicates the current position of the player characters 46 and 48.
  • the “operation target flag” field indicates whether or not the player character 46 is an operation target of the user, and takes a value of 0 or 1.
  • the value “0” indicates that the player character 46 is not currently the user's operation target, and the value “1” indicates that the player character 46 is currently the user's operation target.
  • the “ball holding flag” field indicates whether or not the player characters 46 and 48 hold the ball 50 and takes a value of 0 or 1.
  • a value “0” indicates that the player characters 46 and 48 currently do not hold the ball 50, and a value “1” indicates that the player characters 46 and 48 currently hold the ball 50.
  • the parameter storage unit 74 stores various parameters related to the player characters 46 and 48.
  • the parameter storage unit 74 stores parameters relating to the relationship between the player characters 46 (for example, the degree of cooperation or compatibility) in association with a combination of two player characters 46 belonging to the first team.
  • FIG. 8 shows an example of cooperation degree parameter data stored in the parameter storage unit 74.
  • the cooperation degree parameter data shown in FIG. 8 includes a “player character combination” field and a “cooperation degree parameter” field.
  • the “player character combination” field indicates a combination of player IDs of two player characters 46 belonging to the first team.
  • the “degree of cooperation parameter” field stores the degree of cooperation parameter.
  • the cooperation level parameter indicates the level of cooperation between the two player characters 46. Specifically, the cooperation degree parameter takes a numerical value of 0 to 100, and the higher the cooperation degree parameter value, the higher the cooperation degree of the two player characters 46 is.
  • the switching unit 76 switches the operation target of the user among the 11 player characters 46 belonging to the first team.
  • the switching unit 76 uses any one of the player characters 46 (hereinafter referred to as “ally player characters”) that are not set as the user's operation target as the user's operation target switching destination candidates.
  • ally player characters are selected based on their positions in three-dimensional coordinates (Xw, Yw, Zw axis coordinates: see FIG. 2). For example, when the ball 50 is kicked so as to roll on the field 42, a teammate player character positioned in the moving direction of the ball 50 is selected as a switching destination candidate.
  • the landing point of the ball 50 is predicted based on the moving direction of the ball 50, and the teammate player character closest to the landing point is selected as a switching destination candidate.
  • the Since the switching destination candidate is selected as described above, for example, when the player character 46 set as the operation target of the user executes a pass to the teammate player character, the teammate player character who is the pass partner is selected. It will be selected as a switching destination candidate.
  • the switching unit 76 sets the teammate player character selected as the switching destination candidate as a new user operation target.
  • the switching unit 76 may switch the operation target of the user based on the user's switching instruction operation. For example, when the user performs a switching instruction operation, the switching unit 76 may select a teammate player character closest to the ball 50 as a switching destination candidate.
  • the switching unit 76 may switch the operation target of the user among the 10 player characters 46 excluding the goalkeeper among the 11 player characters 46 belonging to the first team. Alternatively, the switching unit 76 switches the user's operation target among a plurality of player characters 46 (operation target candidates) selected in advance by the user from among the 11 player characters 46 belonging to the first team. May be.
  • the switching restriction unit 78 is a player character Y (second player) that is a teammate player character selected as a switching destination candidate from the player character X (first player character) that is the player character 46 set as the operation target of the user.
  • the switching of the user's operation target to the character) is limited based on the parameter stored in the parameter storage unit 74 in association with the combination of the player characters X and Y.
  • the switching restriction unit 78 suppresses switching of the operation target of the user from the player character X to the player character Y based on the value of the cooperation degree parameter corresponding to the combination of the player characters X and Y. That is, “restricting switching” includes “suppressing switching”. For example, the switching restriction unit 78 performs a user operation from the player character X to the player character Y based on a comparison result between the value of the cooperation degree parameter corresponding to the combination of the player characters X and Y and a predetermined reference value. Suppresses target switching.
  • a predetermined reference value for example, 30
  • the switching restriction unit 78 causes the switching of the user's operation target from the player character X to the player character Y to wait based on the value of the cooperation degree parameter corresponding to the combination of the player characters X and Y. That is, “restricting switching” includes “waiting without immediately switching”.
  • the switching restriction unit 78 changes the player character X to the player character Y based on the comparison result between the value of the cooperation degree parameter corresponding to the combination of the player characters X and Y and a predetermined reference value. Wait for the user to switch the operation target. For example, when the value of the cooperation degree parameter corresponding to the combination of the player characters X and Y is less than a predetermined reference value (for example, 80), switching of the operation target of the user from the player character X to the player character Y is awaited.
  • a predetermined reference value for example, 80
  • the switching restriction unit 78 waits for the switching of the user's operation target from the player character X to the player character Y until the waiting time (wt) elapses from the reference timing. Release the standby.
  • “Reference timing” means, for example, the timing when the player character X makes a pass (the timing when the player character X kicks the ball 50 or the timing when the ball 50 leaves the foot of the player character X), or the pass button is pressed Timing.
  • the switching restriction unit 78 (standby time control means) may control the length of the standby time (wt) based on the value of the cooperation degree parameter corresponding to the combination of the player characters X and Y. For example, when the value of the cooperation degree parameter corresponding to the combination of the player characters X and Y is relatively low, the standby time (wt) may be controlled to be relatively long.
  • FIG. 9 is a flowchart showing this processing.
  • the microprocessor 14 executes the processing shown in FIG. 9 according to the program read from the optical disk 36.
  • the process of updating the state (position, etc.) of each player character 46, 48, ball 50, and virtual camera 52 and updating the game screen 60 is performed for a predetermined time ( For example, every 1/60 seconds.
  • the microprocessor 14 sets the pass direction (in other words, the direction in which the ball 50 is kicked out). Based on this, the teammate player character of the pass partner is specified, and the teammate player character is selected as a switching destination candidate (S101). Thereafter, the microprocessor 14 (the switching restriction unit 78) acquires the cooperation degree parameter (p) corresponding to the combination of the player character X and the teammate player character (player character Y) selected as the switching destination candidate (S102). ). That is, the cooperation degree parameter (p) corresponding to the combination of the player characters X and Y is read from the cooperation degree parameter data (see FIG. 8).
  • the microprocessor 14 determines whether or not the value of the cooperation degree parameter (p) acquired in S102 is less than a predetermined value (30) (S103).
  • a predetermined value (30) (S103).
  • this process ends. In this case, switching of the operation target of the user from the player character X to the player character Y is not executed.
  • the value of the cooperation degree parameter (p) corresponding to the combination of the player characters X and Y is very low, switching of the operation target of the user from the player character X to the player character Y is suppressed. In this case, the player character Y is kept operated by the computer, and the user cannot operate the player character Y when receiving the pass and after receiving the pass.
  • the microprocessor 14 acquires the standby time (wt) corresponding to the value of the cooperation degree parameter (p) (S104). .
  • FIG. 10 shows an example of the waiting time data.
  • the waiting time data shown in FIG. 10 is tabular data.
  • “T1” is set as the waiting time (wt) corresponding to the value range “30 ⁇ p ⁇ 60” of the cooperation degree parameter (p). ”Is set, and“ T2 ”is set as the standby time (wt) corresponding to the value range“ 60 ⁇ p ⁇ 80 ”.
  • “T1” and “T2” have a relationship of “T1> T2”. That is, in the standby time data shown in FIG.
  • the standby time (wt) when the value of the cooperation degree parameter (p) is relatively low is the standby time (wt) when the value of the cooperation degree parameter (p) is relatively high. It is set to be longer than. Furthermore, in the standby time data shown in FIG. 10, “0” is associated with the standby time (wt) corresponding to the value range “80 ⁇ p”. That is, in the standby time data shown in FIG. 10, the standby time (wt) when the value of the cooperation degree parameter (p) is very high is set to zero.
  • the waiting time data may be data in a mathematical formula format. That is, the waiting time data may be data in a mathematical formula format in which the waiting time (wt) is calculated by substituting the value of the cooperation degree parameter (p).
  • the waiting time data may be held as a part of the program.
  • the microprocessor 14 (switching restriction unit 78) monitors whether or not the standby time (wt) has elapsed from the reference timing (S105). When the standby time (wt) has elapsed, the microprocessor 14 (switching unit 76) switches the user's operation target from the player character X to the player character Y (S106). In this case, the value of the “operation object flag” field of the player character X is updated from 1 to 0, and the value of the “operation object flag” field of the player character Y is updated from 0 to 1. Thereafter, the user can operate the player character Y.
  • the waiting time (Wt) is set to 0. For this reason, switching of the user's operation target from the player character X to the player character Y is not waited, and switching of the user's operation target is executed promptly. In this case, the user can perform the operation of the player character Y with a margin when receiving the pass and after receiving the pass. As a result, it becomes possible for the user to realize that the cooperative operation of the player characters X and Y is performed smoothly.
  • the operation target of the user from the player character X to the teammate player character (player character Y) of the pass partner is displayed. Switching is restricted based on the value of the cooperation degree parameter (p) corresponding to the combination of the player characters X and Y.
  • the player characters X and Y are linked according to the relationship between the player characters X and Y (for example, the degree of cooperation or compatibility). It becomes possible for the user to realize that the operation is performed smoothly or not.
  • the present invention is not limited to the switching of the operation target when a pass between the player characters 46 is executed, and may be applied to the switching of the operation target when a switching instruction operation is executed by the user, for example. it can.
  • the present invention is not limited to switching the operation target when the first team (the team operated by the user) is attacking (when the player character 46 of the first team holds the ball 50), The present invention can also be applied to switching the operation target when the first team is defending (when the player character 48 of the second team holds the ball 50).
  • the first modification is characterized in that the length of the waiting time (wt) for switching the operation target of the user from the player character X to the player character Y is further controlled based on the distance between the player characters X and Y.
  • the switching restriction unit 78 corresponds to the combination of the player characters X and Y with the length of the waiting time (wt) for switching the operation target of the user from the player character X to the player character Y. It is characterized in that it is controlled based on the cooperation degree parameter (p) and the distance between the player characters X and Y.
  • the process shown in FIG. 11 is executed instead of the process of S104 of FIG. That is, when the value of the cooperation degree parameter (p) corresponding to the combination of the player characters X and Y is equal to or greater than the predetermined value (30) (S103: N), the microprocessor 14 (the switching restriction unit 78) The distance (dxy) between Y is acquired (S201). Then, the microprocessor 14 acquires the standby time (wt) corresponding to the combination of the value of the cooperation degree parameter (p) and the distance (dxy) (S202).
  • standby time data in which the standby time (wt) is associated with the combination of the cooperation degree parameter (p) and the distance (dxy) is read from the optical disc 36.
  • An example of the standby time data in the first modification is shown in FIG. In the standby time data shown in FIG. 12, the standby time (wt) when the distance (dxy) is relatively long is set to be longer than the standby time (wt) when the distance (dxy) is relatively low. Yes.
  • the standby time (wt) After the standby time (wt) is acquired, it is monitored whether or not the standby time (wt) has elapsed from the reference timing (S105). When the standby time (wt) has elapsed, the user's operation target is the player character X To the player character Y (S106).
  • the standby time (wt) can be set in consideration of the distance (dxy) between the player characters X and Y. If the distance (dxy) between the player characters X and Y and the waiting time (wt) are not balanced, the player characters X and Y are related to each other (for example, the degree of cooperation or compatibility) between the player characters X and Y. The user may not be able to realize that the cooperative operation of Y is performed smoothly or not.
  • the value of the cooperation degree parameter corresponding to the combination of the player characters X and Y is relatively low, that is, the user wants to realize that the cooperative operation of the player characters X and Y is not performed smoothly. To do.
  • the time required for the ball 50 to reach the player character Y (pass partner) also becomes longer. If this time is considerably longer than the waiting time (wt), the time from when the waiting time (wt) elapses until the ball 50 reaches the player character Y (passing partner) also becomes longer.
  • the player character Y can be operated with a margin when receiving the pass and after receiving the pass. As a result, it becomes impossible for the user to realize that the cooperative operation of the player characters X and Y is not performed smoothly.
  • the waiting time (wt) can also be relatively long.
  • the timing for switching the operation target to (pass partner) can be set immediately before the player character Y receives the pass.
  • FIG. 13 is a diagram for explaining the outline of the second modification.
  • the player character X that is the operation target of the user executes a pass to the teammate player character.
  • the player character 46 player character Y as a pass partner is selected as a switching destination candidate.
  • the player character until the distance (dxb) between the ball 50 moving from the player character X and the player character X (or the movement start position of the ball 50) is equal to or greater than the reference distance (rxb).
  • the reference distance (rxb) is determined based on the value of the cooperation degree parameter (p) corresponding to the combination of the player characters X and Y. For example, when the value of the cooperation degree parameter (p) corresponding to the combination of the player characters X and Y is relatively low, the reference distance (rxb) is set to be relatively long.
  • the time required for the distance (dxb) between the ball 50 and the player character X (or the movement start position of the ball 50) to be equal to or greater than the reference distance (rxb) is also increased.
  • the operation target switching timing is delayed.
  • the operation target switching timing is delayed, for example, the operation target is not switched to the player character Y until immediately before receiving the pass, and as a result, the cooperative operation between the player character X and the player character Y is smooth. It is possible to make the user realize that this is not done.
  • the switching restriction unit 78 in the second modified example changes from the player character X to the player character Y until the distance between the player character X (or the movement start position of the ball 50) and the ball 50 satisfies the distance condition.
  • the switching restriction unit 78 (standby release means) Release standby.
  • the switching restriction unit 78 (distance condition control means) controls the distance condition based on the value of the cooperation degree parameter (p) corresponding to the combination of the player characters X and Y.
  • the condition whether or not the distance (dxb) between the player character X (or the movement start position of the ball 50) and the ball 50 is equal to or greater than the reference distance (rxb) corresponds to the “distance condition”.
  • the process shown in FIG. 14 is executed instead of the processes of S104 and S105 of FIG. That is, when the value of the cooperation degree parameter (p) corresponding to the combination of the player characters X and Y is equal to or greater than the predetermined value (30) (S103: N), the microprocessor 14 (the switching restriction unit 78) uses the cooperation degree parameter ( A reference distance (rxb) corresponding to the value of p) is acquired (S301).
  • FIG. 15 shows an example of the reference distance data.
  • the reference distance data shown in FIG. 15 is tabular data.
  • the reference distance (rxb) when the value of the cooperation degree parameter (p) is relatively low is the cooperation degree parameter (p). It is set to be longer than the reference distance (rxb) when the value is relatively high.
  • the reference distance data may be mathematical formula data or may be held as part of the program.
  • the microprocessor 14 monitors whether or not the distance (dxb) between the player character X and the ball 50 is equal to or greater than the reference distance (rxb). (S302).
  • the distance (dxb) between the player character X and the ball 50 for example, the distance between the position of the player character X at the timing when the pass is executed and the current position of the ball 50 is acquired. It may be. Further, since the position of the ball 50 is updated every predetermined time (for example, 1/60 seconds), it is determined whether or not the distance (dxb) between the player character X and the ball 50 is equal to or greater than the reference distance (rxb).
  • the determination is also executed every predetermined time.
  • the distance (dxb) between the player character X and the ball 50 is equal to or greater than the reference distance (rxb)
  • the user's operation target is switched from the player character X to the player character Y (S106).
  • the player character X depends on the relationship between the player characters X and Y (for example, the degree of cooperation or compatibility). , Y can be realized smoothly or not by the user.
  • the switching restriction unit 78 determines the reference distance (rxb) based on the value of the cooperation parameter (p) corresponding to the combination of the player characters X and Y and the distance (dxy) between the player characters X and Y. You may make it control the length of.
  • An example of the reference distance data in this case is shown in FIG. In the reference distance data shown in FIG. 16, the reference distance (rxb) when the distance (dxy) is relatively long is set to be longer than the reference distance (rxb) when the distance (dxy) is relatively short. Yes. If the features of the first modification are combined with the second modification, the reference distance (rxb) can be set in consideration of the distance (dxy) between the player characters X and Y.
  • FIG. 17 is a diagram for explaining the outline of the third modification.
  • the player character X which is the operation target of the user executes a pass to the teammate player character
  • the player character 46 player character Y
  • the pass partner is selected as a switching destination candidate.
  • the user's character from the player character X to the player character Y is kept until the distance (dyb) between the ball 50 moving from the player character X and the player character Y is equal to or less than the reference distance (ryb).
  • the operation target is switched.
  • the reference distance (ryb) is determined based on the value of the cooperation degree parameter (p) corresponding to the combination of the player characters X and Y. For example, when the value of the cooperation degree parameter (p) corresponding to the combination of the player characters X and Y is relatively low, the reference distance (ryb) is set to be relatively short. In this case, when the reference distance (ryb) is shortened, the operation target switching timing is delayed.
  • the operation target switching timing is delayed, for example, the operation target is not switched to the player character Y until immediately before receiving the pass, and as a result, the cooperative operation between the player character X and the player character Y is smooth. This makes it possible for the user to realize that this is not done.
  • the pass from the player character X is a floating ball pass, that is, when the ball 50 moves in the air, the current position of the ball 50 and the predicted landing point (movement destination position) of the ball 50 You may make it wait for switching of the user's operation target from the player character X to the player character Y until the distance between them becomes below a reference distance.
  • the switching restriction unit 78 (standby means) in the third modification is a player character until the distance (dyb) between the ball 50 and the player character Y (or the destination position of the ball 50) satisfies the distance condition.
  • the switching restriction unit 78 (standby release means) releases the standby.
  • the switching restriction unit 78 (distance condition control means) controls the distance condition based on the value of the cooperation degree parameter (p) corresponding to the combination of the player characters X and Y. In addition, for example, the condition whether or not the distance (dyb) between the player character Y (or the destination position of the ball 50) and the ball 50 is equal to or less than the reference distance (ryb) corresponds to the “distance condition”.
  • the process shown in FIG. 18 is executed instead of the processes of S104 and S105 of FIG. That is, when the value of the cooperation degree parameter (p) corresponding to the combination of the player characters X and Y is equal to or greater than the predetermined value (30) (S103: N), the microprocessor 14 (the switching restriction unit 78) uses the cooperation degree parameter ( A reference distance (ryb) corresponding to the value of p) is acquired (S401).
  • FIG. 19 shows an example of reference distance data in the third modification.
  • the reference distance data shown in FIG. 19 is data in a table format.
  • the reference distance (ryb) when the value of the cooperation degree parameter (p) is relatively low is the cooperation degree parameter (p). It is set to be shorter than the reference distance (ryb) when the value is relatively high.
  • the reference distance data may be mathematical formula data or may be held as part of the program.
  • the microprocessor 14 (switching restriction unit 78) monitors whether or not the distance (dyb) between the player character Y and the ball 50 is equal to or less than the reference distance (ryb). (S402). Since the positions of the ball 50 and the player character Y are updated every predetermined time (for example, 1/60 seconds), the distance (dyb) between the player character Y and the ball 50 is equal to or less than the reference distance (ryb). The determination of whether or not has been performed is also executed at predetermined time intervals. When the distance (dyb) between the player character Y and the ball 50 is equal to or less than the reference distance (ryb), the user's operation target is switched from the player character X to the player character Y (S106).
  • the player character X depends on the relationship between the player characters X and Y (for example, the degree of cooperation or compatibility). , Y can be realized smoothly or not by the user.
  • the switching restriction unit 78 determines the reference distance (ryb) based on the value of the cooperation degree parameter (p) corresponding to the combination of the player characters X and Y and the distance (dxy) between the player characters X and Y. You may make it control the length of.
  • An example of the reference distance data in this case is shown in FIG. In the reference distance data shown in FIG. 20, the reference distance (ryb) when the distance (dxy) between the player characters X and Y is relatively short is the reference distance (ryb) when the distance (dxy) is relatively long. It is set to be shorter than that. If the features of the first modification are combined with the third modification, the reference distance (ryb) can be set in consideration of the distance (dxy) between the player characters X and Y.
  • FIG. 21 is a diagram for explaining the outline of the fourth modified example.
  • the player character X that is the operation target of the user executes a pass to the teammate player character.
  • the player character 46 player character Y as a pass partner is selected as a switching destination candidate.
  • the switching of the user's operation target from the player character X to the player character Y is waited until the remaining time until the player character Y receives the pass is equal to or less than the reference time (rt).
  • the reference time (rt) is determined based on the value of the cooperation degree parameter (p) corresponding to the combination of the player characters X and Y. For example, when the value of the cooperation degree parameter (p) corresponding to the combination of the player characters X and Y is relatively low, the reference time (rt) is set to be relatively short. In this case, since the reference time (rt) is shortened, the operation target switching timing is delayed.
  • the operation target switching timing is delayed, for example, the operation target is not switched to the player character Y until immediately before receiving the pass, and as a result, the cooperative operation between the player character X and the player character Y is smooth. This makes it possible for the user to realize that this is not done.
  • the pass from the player character X is a floating ball pass, that is, when the ball 50 moves in the air, the remaining time until the ball 50 reaches the predicted landing point (movement destination position) is the reference time. Until it becomes below, you may make it wait for switching of the user's operation target from the player character X to the player character Y.
  • the switching restriction unit 78 in the fourth modified example is configured so that the remaining time until the distance between the ball 50 and the player character Y (or the movement destination position of the ball 50) satisfies a predetermined distance condition is the reference time (rt). ) Wait until the switching of the user's operation target from the player character X to the player character Y is waited until the following, and the distance between the ball 50 and the player character Y (or the movement destination position of the ball 50) is a distance condition The switching restriction unit 78 (standby canceling means) cancels the standby when the remaining time until it satisfies the condition is equal to or less than the reference time (rt).
  • the switching restriction unit 78 controls the length of the reference time (rt) based on the value of the cooperation degree parameter (p) corresponding to the combination of the player characters X and Y. For example, the condition whether or not the distance between the player character Y (or the movement destination position of the ball 50) and the ball 50 is a reference distance (for example, 0) or less corresponds to the “distance condition”.
  • the process shown in FIG. 22 is executed instead of the processes of S104 and S105 of FIG. That is, when the value of the cooperation degree parameter (p) corresponding to the combination of the player characters X and Y is equal to or greater than the predetermined value (30) (S103: N), the microprocessor 14 (the switching restriction unit 78) determines the cooperation degree parameter ( A reference time (rt) corresponding to p) is acquired (S501).
  • FIG. 23 shows an example of the reference time data.
  • the reference time data shown in FIG. 23 is data in a table format.
  • the reference time (rt) when the value of the cooperation degree parameter (p) is relatively low is the cooperation degree parameter (p). It is set to be shorter than the reference time (rt) when the value is relatively high.
  • the reference time data may be mathematical formula data or may be held as part of the program.
  • the microprocessor 14 (switching restriction unit 78) monitors whether or not the remaining time until the ball 50 reaches the player character Y is equal to or less than the reference time (rt). (S502).
  • the remaining time is estimated based on the moving speed of the ball 50 and the current positions of the ball 50 and the player character Y. Further, since the positions of the ball 50 and the player character Y are updated every predetermined time (for example, 1/60 second), it is also determined whether the remaining time is equal to or less than the reference time (rt). Executed. When the remaining time is equal to or less than the reference time (rt), the user's operation target is switched from the player character X to the player character Y (S106).
  • the player character X depends on the relationship between the player characters X and Y (for example, the degree of cooperation or compatibility). , Y can be realized smoothly or not by the user.
  • the switching restriction unit 78 determines the reference time (rt) based on the value of the cooperation degree parameter (p) corresponding to the combination of the player characters X and Y and the distance (dxy) between the player characters X and Y. You may make it control the length of.
  • An example of the reference time data in this case is shown in FIG.
  • the reference time (rt) when the distance (dxy) between the player characters X and Y is relatively short is the reference time (rt) when the distance (dxy) is relatively long. It is set to be shorter than that. If the features of the first modification are combined with the fourth modification, the reference time (rt) can be set in consideration of the distance (dxy) between the player characters X and Y.
  • the game executed on the game apparatus 10 may be a game that displays a two-dimensional game space composed of two coordinate elements on a game screen.
  • the game executed on the game device 10 may be a sports game other than a soccer game.
  • the present invention can also be applied to basketball and American football games played using a ball (moving object) and ice hockey games played using a pack (moving object).
  • the present invention can also be applied to a baseball game.
  • the present invention can also be applied to games other than sports games (such as action games).
  • the present invention can be applied to a game in which a user's operation target is switched among a plurality of game characters.
  • the present invention can be applied to a game in which a moving object moves between a plurality of game characters and a user's operation target is switched according to the movement of the moving object.

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