Game system using network function, game machine, program to be used therefor and computer readable storage medium for recording program
Abstract
[Task] Use communication to enhance the interest of the game, which includes elements to enjoy communication with characters.
Solution.Including the server 34 and the game machine 2 capable of exchanging information between the server 34, the game machine 2 changes the relationship between the player and the character through virtual communication between the player and the character. In a game system 1 in which a game including elements can be executed according to a predetermined game program, the player is made to experience an introduction unit in which a player and a specific character can communicate without using a server 34. After the end of the introduction section, communication between the player and a specific character is permitted on condition that the game machine 2 and the server 34 are connected, and communication with the character that does not go through the connection with the server 34 is restricted.
Term
Term ended
Projected expiry passed 10 January 2021, 5.7 years ago.
- Priority and filed
- Published
- Projected expiry
- Today
14 claims: 6 independent, 8 dependent
- 1【特許請求の範囲】 【請求項1】 サーバと、そのサーバとの間で情報交換が可能なゲーム機とを含み、前記ゲーム機では、プレーヤとキャラクタとの間の仮想的なコミュニケーションを通じて当該プレーヤと前記キャラクタとの関係が変化する要素を含んだゲームを所定のゲーム用プログラムに従って実行可能なゲームシステムにおいて、 前記プログラムは、各ゲーム機のコンピュータを、 前記サーバを使用せずにプレーヤと特定のキャラクタとがコミュニケーションできる導入部をプレーヤに体験させる導入装置、及び前記導入部の終了後は、前記ゲーム機と前記サーバとの接続を条件としてプレーヤと前記特定のキャラクタとのコミュニケーションを許可し、前記サーバとの接続を介しない前記特定のキャラクタとのコミュニケーションを制限するコミュニケーション制御装置、としてそれぞれ機能させるように構成されていることを特徴とするゲームシステム。
- 2【請求項2】 前記プレーヤからのコミュニケーションに対する前記特定のキャラクタからの回答として出力させるべき複数の文書を記憶する記憶装置が前記ゲーム機に設けられ、 前記サーバを利用した前記プレーヤと前記特定のキャラクタとのコミュニケーションを成立させるため、前記ゲーム機のコンピュータが、 前記プレーヤからのコミュニケーションの内容をプレーヤの入力装置に対する操作に基づいて決定する決定装置、 前記決定されたコミュニケーションに対する回答として出力させるべき文書を前記記憶装置が記憶する前記複数の文書から選択する回答選択装置、 前記サーバに対して前記回答選択装置の選択結果を特定するための情報を送信する送信装置、 前記サーバから返される前記選択結果を特定するための情報を受信する受信装置、及び受信した前記選択結果を特定するための情報に基づいて、前記回答選択装置が選択した回答の文書をプレーヤに対して出力する回答出力装置、としてそれぞれ機能するように、前記プログラムが構成されている、ことを特徴とする請求項1に記載のゲームシステム。
- 3【請求項3】 前記回答選択装置は前記回答までの期間を指定可能であり、前記サーバとの間で前記送信装置及び前記受信装置を介して交換される情報に基づいて前記回答までの期間を特定可能であり、前記回答出力装置はその指定された回答までの期間がゲーム上で経過した後の適当なタイミングで前記回答を出力することを特徴とする請求項2に記載のゲームシステム。
- 4【請求項4】 前記プレーヤと前記キャラクタとの関係が少なくとも一つのパラメータによって表現され、前記回答選択装置は前記パラメータを参照して前記回答を選択することを特徴とする請求項2又は3に記載のゲームシステム。
- 5【請求項5】 前記サーバを利用した前記プレーヤと前記特定のキャラクタとの間のコミュニケーションの結果に応じて、前記プレーヤと前記特定のキャラクタとの関係が変化することを特徴とする請求項1~4のいずれかに記載のゲームシステム。
- 6【請求項6】 前記サーバを利用した前記プレーヤと前記特定のキャラクタとのコミュニケーションが手紙のやり取りとして設定されていることを特徴とする請求項1~5のいずれかに記載のゲームシステム。
- 7【請求項7】 サーバとの間で情報交換が可能であり、プレーヤとキャラクタとの間の仮想的なコミュニケーションを通じて当該プレーヤと前記キャラクタとの関係が変化する要素を含んだゲームを所定のゲーム用プログラムに従って実行可能なゲーム機において、 前記プログラムは、前記ゲーム機に設けられたコンピュータを、 前記サーバを使用せずにプレーヤと特定のキャラクタとがコミュニケーションできる導入部をプレーヤに体験させる導入装置、及び前記導入部の終了後は、前記ゲーム機と前記サーバとの接続を条件としてプレーヤと前記特定のキャラクタとのコミュニケーションを許可し、前記サーバとの接続を介しない前記特定のキャラクタとのコミュニケーションを制限するコミュニケーション制御装置、としてそれぞれ機能させるように構成されていることを特徴とするゲーム機。
- 8【請求項8】 サーバとの間で情報交換が可能であり、プレーヤとキャラクタとの間の仮想的なコミュニケーションを通じて前記プレーヤと前記キャラクタとの関係が変化する要素を含んだゲームをゲーム機のコンピュータに実行させるためのプログラムであって、前記コンピュータを、 前記サーバを使用せずにプレーヤと特定のキャラクタとがコミュニケーションできる導入部をプレーヤに体験させる導入装置、及び前記導入部の終了後は、前記ゲーム機と前記サーバとの接続を条件としてプレーヤと前記特定のキャラクタとのコミュニケーションを許可し、前記サーバとの接続を介しない前記特定のキャラクタとのコミュニケーションを制限するコミュニケーション制御装置、としてそれぞれ機能させるように構成されていることを特徴とするプログラム。
- 9【請求項9】 前記サーバを利用した前記プレーヤと前記特定のキャラクタとのコミュニケーションを成立させるため、前記ゲーム機のコンピュータが、 前記プレーヤからのコミュニケーションの内容をプレーヤの入力装置に対する操作に基づいて決定する決定装置、 前記決定されたコミュニケーションに対する回答として出力させるべき文書をゲーム機上に予め用意された複数の文書から選択する回答選択装置、 前記サーバに対して前記回答選択装置の選択結果を特定するための情報を送信する送信装置、 前記サーバから返される前記選択結果を特定するための情報を受信する受信装置、及び受信した前記選択結果を特定するための情報に基づいて、前記回答選択装置が選択した回答の文書をプレーヤに対して出力する回答出力装置、としてそれぞれ機能するように構成されていることを特徴とする請求項8に記載のプログラム。
- 10【請求項10】 前記回答選択装置は前記回答までの期間を指定可能であり、前記サーバとの間で前記送信装置及び前記受信装置を介して交換される情報に基づいて前記回答までの期間を特定可能であり、前記回答出力装置はその指定された回答までの期間がゲーム上で経過した後の適当なタイミングで前記回答を出力するように構成されていることを特徴とする請求項9に記載のプログラム。
- 11【請求項11】 前記プレーヤと前記キャラクタとの関係が少なくとも一つのパラメータによって表現され、前記回答選択装置は前記パラメータを参照して前記回答を選択するように構成されていることを特徴とする請求項9又は10に記載のプログラム。
- 12【請求項12】 前記サーバを利用した前記プレーヤと前記特定のキャラクタとの間のコミュニケーションの結果に応じて、前記プレーヤと前記特定のキャラクタとの関係が変化するように構成されていることを特徴とする請求項8~11のいずれかに記載のプログラム。
- 13【請求項13】 前記サーバを利用した前記プレーヤと前記特定のキャラクタとのコミュニケーションが手紙のやり取りとして表現されるよう構成されていることを特徴とする請求項8~12のいずれかに記載のプログラム。
- 14【請求項14】 請求項8~13のいずれかに記載のプログラムが記録されたコンピュータ読取可能な記憶媒体。
Independent claims14
137 paragraphs in 1 section, as filed
Description: TECHNICAL FIELD [Detailed description of the invention]
【0001】
[Technical field to which the invention belongs]
The present invention relates to a game system or the like that establishes virtual communication between a player of a game machine and a character appearing in a game.
【0002】
[Conventional technology]
A so-called romance simulation game is well known as a typical example of a game for enjoying communication with a character. In this type of game, the game progresses as the player engages in virtual conversations with various characters in each scene of the game. Depending on the conversation result, each character's attitude toward the player or a specific character on behalf of the player (hereinafter, this may be referred to as a player character) changes, and if the conversation is successful, the character's liking Rise, and a pseudo-romance relationship is established. In addition to these romance simulation games, there are also well-known breeding simulation games in which animals, plants, etc. appear as characters and are trained while establishing virtual communication with them.
【0003】
[Problems to be Solved by the Invention]
Simulation games belonging to the above categories are generally played in a so-called stand-alone environment that does not use communication, and how to play using communication has not been sufficiently studied so far. On the other hand, it is becoming common sense that home-use game machines and personal computers are provided with a communication function, and in fields such as competitive games, various ways of playing are provided by using such a communication function.
【0004】
Therefore, the present invention is used for game systems, game machines, and games that can increase the value of this type of game by adding a new way of playing using communication to a game that includes elements that enjoy communication with characters. It is an object of the present invention to provide a program and a computer-readable storage medium in which the program is recorded.
【0005】
[Means for solving problems]
Hereinafter, the present invention will be described. In addition, in order to facilitate understanding of the present invention, reference numerals of the accompanying drawings are added in parentheses in some explanations, but the present invention is not limited to the illustrated form.
【0006】
The game system of the present invention includes a server (34) and a game machine (2) capable of exchanging information between the servers, and the game machine includes virtual communication between a player and a character. In a game system capable of executing a game including an element that changes the relationship between the player and the character according to a predetermined game program, the program does not use the computer (10) of each game machine and the server. An introduction device that allows the player to experience an introduction unit that allows the player and a specific character to communicate with each other, and communication between the player and the specific character on condition that the game machine and the server are connected after the introduction unit is completed. Is configured to function as a communication control device that restricts communication with the specific character without connecting to the server, thereby solving the above-mentioned problems.
【0007】
According to the present invention, in the introduction section, the player and a specific character can communicate with each other and form a friendship without using a server, but after the introduction section, the player does not connect to the server. You will not be able to communicate with the character. Therefore, the player who intends to advance the game inevitably comes to communicate by using the connection function to the server, whereby the communication function of the game machine is effectively utilized. In addition, the player can also experience the feeling of communicating with the specific character by using the communication function, and can experience a novel play feeling that cannot be obtained as long as the game is played in a so-called stand-alone environment. This will increase the fun of the game.
【0008】
In the above game system, the character may be a human being, an animal or plant, or an anthropomorphic character thereof. Communication may be verbal or gesture. Verbal communication may be through the screen or by voice. Communication through the screen may be one that displays a dialogue scene together with dialogue, or one that expresses the exchange of words using letters, e-mails, or other communication means on the screen. The change in the relationship between the player and the character according to the result of communication may be temporary or may affect the progress of the game thereafter. For example, it may be such that an image showing how the mood has changed is temporarily displayed, or a parameter showing the relationship between the player and the character (for example, a parameter showing the character's liking for the player) is changed, and thereafter, the parameter is changed. The game may proceed based on the changed parameters.
【0009】
In the game system of the present invention, the following configuration may be adopted as a more preferable embodiment.
【0010】
A storage device (17) for storing a plurality of documents to be output as a response from the specific character to the communication from the player is provided in the game machine, and communication between the player and the specific character using the server. The computer of the game machine determines the content of communication from the player based on the operation of the player's input device, and the storage device outputs a document to be output as a response to the determined communication. To identify the answer selection device that selects from the plurality of documents stored in the computer, the transmission device that transmits information for specifying the selection result of the answer selection device to the server, and the selection result returned from the server. To function as a receiving device that receives the information of the above and an answer output device that outputs the document of the answer selected by the answer selection device to the player based on the received information for identifying the selection result. The program may be configured.
【0011】
In this case, the game machine itself selects the answer document, and the server only needs to receive and return the information for specifying the answer selection result from the game machine. Therefore, while formally using the server, most of the substantial processing for establishing communication is executed by the game machine. Therefore, the load on the server is reduced and the amount of communication information is also reduced. As a result, the communication is completed in a short time, the cost related to the communication of the player is reduced, and the communication function can be easily used.
【0012】
The answer selection device can specify the period until the answer, and can specify the period until the answer based on the information exchanged with the server via the transmitting device and the receiving device. The answer output device may output the answer at an appropriate timing after the period until the designated answer has elapsed in the game.
【0013】
In this way, it is possible to make various changes in the game by utilizing the length of the period until the answer. For example, when the relationship between the character and the player is good, the answer can be output immediately, and when the relationship is bad, the game can be set to change so that it takes a long time to output the answer. This makes it possible to bring communication using a server closer to communication in the real world.
【0014】
The relationship between the player and the character is expressed by at least one parameter, and the answer selection device may select the answer with reference to the parameter. In this case, it is possible to output an appropriate answer according to the relationship between the player and the character.
【0015】
The relationship between the player and the specific character may be changed according to the result of communication between the player and the specific character using the server. In this case, it is possible to set the relationship to deteriorate unless the server is used to properly communicate with a specific character, and to encourage the player to use the server.
【0016】
Communication between the player and the specific character using the server may be set as a letter exchange. In this way, the player can easily experience the feeling of exchanging letters using the server, and the player can be impressed with the play using communication as being more familiar to the real world.
【0017】
The game machine of the present invention can exchange information with the server (34), and includes an element that changes the relationship between the player and the character through virtual communication between the player and the character. In a game machine (2) capable of executing the above according to a predetermined game program, the program allows a player and a specific character to communicate with a computer (10) provided in the game machine without using the server. After the introduction device that allows the player to experience the introduction unit and the end of the introduction unit, communication between the player and the specific character is permitted on condition that the connection between the game machine and the server is performed, and the connection with the server is established. It is characterized in that it is configured to function as a communication control device that restricts communication with the specific character without intervention.
【0018】
If this game machine is connected to a server and can communicate with each other, the game system of the present invention can be configured. The game machine of the present invention can be configured to include matters specified as a preferred embodiment of the game system in the above description of the game system.
【0019】
The program of the present invention can exchange information with the server (34), and a game including an element in which the relationship between the player and the character changes through virtual communication between the player and the character. An introduction device that allows the player to experience an introduction unit that allows the computer (10) of the game machine (2) to execute the computer so that the player and a specific character can communicate with each other without using the server. After the end of the introduction unit, communication between the player and the specific character is permitted on condition that the game machine and the server are connected, and communication with the specific character is performed without the connection with the server. It is characterized in that it is configured to function as a limiting communication control device.
【0020】
The game machine of the present invention can be configured by reading and executing this program on the computer of the game machine.
【0021】
In order to realize the preferred embodiment of the game system described above, the program of the present invention can further include the following configurations.
【0022】
A determination device, wherein the computer of the game machine determines the content of communication from the player based on an operation on a player's input device in order to establish communication between the player and the specific character using the server. An answer selection device that selects a document to be output as an answer to the determined communication from a plurality of documents prepared in advance on the game machine, and transmits information for specifying the selection result of the answer selection device to the server. A document of the answer selected by the answer selection device based on the transmitting device, the receiving device that receives the information returned from the server to identify the selection result, and the received information for identifying the selection result. The program of the present invention may be configured to function as an answer output device that outputs the information to the player.
【0023】
The answer selection device can specify the period until the answer, and can specify the period until the answer based on the information exchanged with the server via the transmitting device and the receiving device. The program of the present invention may be configured such that the answer output device outputs the answer at an appropriate timing after the period until the designated answer has elapsed in the game.
【0024】
The program of the present invention may be configured such that the relationship between the player and the character is expressed by at least one parameter, and the answer selection device selects the answer with reference to the parameter.
【0025】
The program of the present invention may be configured so that the relationship between the player and the specific character changes according to the result of communication between the player and the specific character using the server.
【0026】
The program of the present invention may be configured so that the communication between the player and the specific character using the server is expressed as the exchange of letters.
【0027】
The program of the present invention may be recorded on a computer-readable storage medium (17).
【0028】
BEST MODE FOR CARRYING OUT THE INVENTION
FIG. 1 is a diagram showing an example of the game system of the present invention. In this game system 1, a portable game machine 2 ... 2 and a mobile communication terminal telephone (hereinafter, represented by a mobile phone) 30 such as a mobile phone or PHS are connected by a communication cable 31. By controlling the mobile phone 30 from the game machine 2 to make a call to the predetermined access point 32 and connecting the game machine 2 to the server 34 from the access point 32 via the predetermined network 33, each game machine 2 and the server It is connected to 34 and information can be exchanged in both directions. The network 33 is preferably the Internet, but may be a commercial network, LAN or WAN that is not open to the Internet. Various computer resources such as workstations and personal computers can be used for the server 34. A program for providing a predetermined service to the game machine 2 described above is installed in the storage device (for example, a hard disk) 35 of the server 34. Typically, the server 34 is constructed as an HTTP server, and provides various services using CGI according to a request from the game machine 2. Each game machine 2 is provided with a liquid crystal monitor 4 as a display device, a cross-shaped direction indicator switch 5 as an input device, and a plurality of push button switches 6. The direction indicator switch 5 is a well-known input device that outputs a signal according to the operation direction.
【0029】
FIG. 2 is a block diagram of the control system of the game machine 2. The game machine 2 includes a control device 10 configured as a computer. The control device 10 is mainly composed of a CPU 11 using a microprocessor. ROM 12 and RAM 13 as main storage devices, an image processing circuit 14, and a sound processing circuit 15 are connected to the CPU 11 via a bus 16, respectively. The ROM 12 stores programs required for basic control (for example, startup processing) of the game machine 2. A work area for CPU 11 is secured in RAM 13. The image processing circuit 14 controls the liquid crystal monitor 4 in response to a drawing instruction from the CPU 11 to display a predetermined image on the screen. The sound processing circuit 15 generates an analog audio signal according to a sounding instruction from the CPU 11 and outputs the analog audio signal to the speaker 7. The stored contents of RAM 13 will be described later.
【0030】
Switches 5 and 6 (see FIG. 2) are connected to the CPU 11 via the bus 16, whereby the CPU 11 can determine the operating state of the switches 5 and 6. Further, an external storage device 17 separate from the control device 10 is connected to the bus 16. The external storage device 17 is configured as a cassette type that can be attached to and detached from the control device 10, for example, and a ROM 18 and a user memory 19 are provided inside the external storage device 17. As the memory 19, a rewritable ROM such as a flash memory is used. The external storage device 17 is not limited to the semiconductor storage element, and various storage media such as a magnetic storage medium, an optical storage medium, and an optical magnetic storage medium may be used. An interface circuit is interposed between the bus 16 and each element as needed, but their illustrations are omitted. The configuration of the control device 10 is not limited to the above, and can be variously changed.
【0031】
In order to connect the game machine 2 to the server 34, the communication control circuit 20 is connected to the CPU 11 via the bus 16. The communication connector 22 is connected to the communication control circuit 20 via the communication interface 21. The communication connector 22 is connected to the mobile phone 30 via the communication cable 31. As the communication control circuit 20, for example, a circuit that functions as a modem or a network interface can be used by combining a DSP (digital signal processor) and software. The communication connector 22 and the interface 21 may be provided as peripheral devices externally connected to the game machine 2.
【0032】
The ROM 18 of the external storage device 17 records a program for a game and various data used for executing the program. The program recorded in the ROM 18 causes the game machine 2 to execute a so-called romance simulation game in which the player who operates the game machine 2 is set as the main character. The data recorded in ROM18 includes data of various scenarios (see FIG. 3) used in the romance simulation game, and various reply patterns from specific characters appearing in the game as data associated with the present invention in particular. Includes reply data that records. In addition, various data such as image data are recorded in ROM 18, but details are omitted.
【0033】
FIG. 3 outlines the game progress procedure realized by the game program recorded in ROM 18. The player can play a predetermined opening scenario first, and then proceed with the game while experiencing various scenarios according to the content of the play. In the middle of the game, there is a specific scenario X that the player always experiences. Up to scenario X, if the main character is a student, the game will proceed in a specific place, for example, in or near the school where the main character and his friends are attending, and the main character will have conversations with various characters appearing there. You will spend your days exchanging. In scenario X, the stage of the game is set in a place different from the previous scenarios. In the above example, a story is set in which the main character and his friends go on a trip during summer vacation, etc., and scenario X progresses on that travel destination. The hero can meet and have a conversation with a specific character A (the opposite sex) at the travel destination. When Scenario X is over, the stage is returned to the original school, etc., and it becomes impossible for the main character to communicate directly with the character A he met at his travel destination. Instead, a correspondence mode is allowed in exchange for the end of scenario X, allowing the protagonist to communicate with that character A using so-called letters. Of course, the game can be advanced for the purpose of dating a character other than the character A. The player can proceed with the game while experiencing various scenarios even after the end of scenario X.
【0034】
At an appropriate time in the middle of the game, the player is required to select one character he / she wants as a dating partner for the main character. The options include character A, which was encountered in scenario X. Then, when the progress of the game satisfies a predetermined condition, one of the two types of endings A and B is reached, and the game ends. Ending A is a so-called happy ending, and a romantic relationship is established between the main character and the target character. Ending B is the opposite. Which ending is reached is controlled by some parameters that express the feeling of love for the main character of the target character immediately before the ending. In this embodiment, two parameters, likability and love degree, are prepared as parameters expressing the feeling of love for the main character, and these parameters are adjusted through conversations and events in advancing the game. If those parameters exceed a predetermined value at the time of the ending, it is considered that a pseudo-romance relationship has been established between the character and the main character, and ending A is selected, otherwise ending A is selected. Ending B is selected.
【0035】
As shown in FIG. 2, the RAM 13 of the game machine 2 records the parameters for each character and the progress management flag. The parameters for each character include the above-mentioned favorability and love degree, and are recorded as data for specifying the state of each character. The progress management flag is flag data for determining how the game progresses, and includes, for example, information for determining whether or not each scenario has been experienced. When the above-mentioned scenario X is experienced, a flag indicating the experience is set in the progress management flag data. Therefore, by referring to this progress management flag, the CPU 11 can determine whether or not the player (hero) has experienced scenario X. Data such as the above parameters and flags are stored in the user memory 19 of the external storage device 17 as needed. The pen pal mode is allowed on condition of the experience of scenario X, and while the pen pal mode is allowed, communication between the main character and character A without using the pen pal mode is restricted.
【0036】
The above-mentioned communication mode is the greatest feature of this embodiment. In this correspondence mode, the main character and character A can communicate with each other on condition that the server 34 is used. The communication mode will be described below.
【0037】
First, how to enter the correspondence mode will be explained. In the game of the present embodiment, a menu screen is displayed at appropriate time intervals, for example, every Sunday, asking the player what to do on that day. FIG. 4 shows the menu selection process executed by CPU 11 when the menu screen is displayed. In this process, it is first determined whether or not the user has experienced scenario X (step S1), and if not, the standard menu is displayed on the monitor 4 (step S2). When experiencing Scenario X, it is continuously determined whether or not a reply to the letter sent using the correspondence mode has arrived (step S3), and if it has not arrived, Menu A is displayed, and if it has arrived, Menu A has arrived. Menu B is displayed on monitor 4 respectively (step S4 or S5). Here, the menu A is characterized in that "write a letter" is included as a command that can be selected by the player as illustrated in FIG. 5 (a), and the menu B is a menu as shown in the figure (b). In addition to A, the player's selectable commands include "read letter". The standard menu corresponds to menu A with "writing a letter" omitted. That is, the command "write a letter" cannot be selected until the user experiences scenario X, and the command "write letter" can be selected after experiencing scenario X and the correspondence mode is permitted. The correspondence mode is started when the player operates an input device such as the turn signal switch 5 and selects the "write letter" command.
【0038】
FIG. 6 shows the processing of CPU 11 and server 34 in the communication mode. When the correspondence mode is selected, the CPU 11 of the game machine 2 first displays the letter selection screen (Fig. 7 (a)) on the monitor 4 (step S11). Here, as the content of the letter, one of the three types of topics prepared in advance can be selected. In the example of Fig. 7 (a), three types of topics are prepared: "an interesting story that was at school", "a story about cooking that I am good at", and "a story about my love for Isaac". "Issac" is the name of character A, the recipient of the letter. The topic of the letter changes from time to time as the game progresses, but it is common to choose one of the three topics.
【0039】
CPU 11 waits until one of the topics is selected (step S12), and when the topic is selected, the letter screen (Fig. 7 (b)) is displayed on the monitor 4 (step S13). Although FIG. 7 (b) shows the state in which "interesting story that was at school" is selected, the letter itself displayed on the monitor 4 may be the same regardless of which topic is selected. That is, in this embodiment, the player can only select the topic of the letter, and the player does not input the actual text. However, the player may input the text or combine some fixed phrases so that the player can compose the contents of the letter.
【0040】
After the letter is displayed, the display content of the monitor 4 is switched to the trick selection screen (FIG. 7 (c)) on condition that the player confirms the operation or the predetermined time elapses (step S14). A small work is an action that is considered appropriate to attract the reader's attention, such as enclosing small items such as cookies and pressed flowers in a letter, or making a mark on the paper that looks like it is wet with tears. A total of eight types of crafts are prepared, and on the screen shown in Fig. 7 (c), icons symbolizing the contents of each craft are displayed side by side on the letter. The player can operate the input device to select the icon corresponding to the desired work.
【0041】
After displaying the work selection screen, CPU 11 waits until there is a selection (however, it is possible to select without work) (step S15), and if there is a selection, a transmission confirmation screen (Fig. 7 (d)) is displayed on the monitor 4. Let (step S16). Subsequently, it is determined whether or not the player has performed the confirmation operation (step S17), and if the cancel operation is performed, the process is returned to step S11. On the other hand, when the player performs the transmission confirmation operation, the reply pattern determination process for determining the reply content from the other character A is executed (step S18), and then the information (flag) for specifying the reply pattern is sent to the server. The process of sending to 34 is performed (step S19). The server 34 receives the flag (step S31) and transmits the received flag to the game machine 2 as it is (step S32).
【0042】
The reply data (see FIG. 2) recorded in the ROM 18 of the external storage device 17 includes the data of a plurality of documents prepared in advance as a reply to the letter sent by the player (hero), and each document has a document number. It is managed in association with. As shown in FIG. 9A, the reply pattern specifies the time of reply and the number of the document to be replied, and is managed in association with the pattern number. A plurality of types of these reply patterns are prepared in advance and recorded in ROM 18 as a part of reply data.
【0043】
In the above procedure, the game machine 2 itself decides what kind of reply pattern to output a reply to the main character, sends a flag as information to specify the decided reply pattern to the server 34, and sends this to the server 34. By returning from the server 34 to the game machine 2 again, while using the server 34 formally, most of the substantial processing related to the exchange of letters is executed by the game machine 2. According to such processing, the load on the server 34 is reduced and the amount of communication information is also reduced. As a result, the communication is completed in a short time, the cost related to the communication of the player is reduced, and the communication function can be easily used. After the flag is transmitted, it is determined whether or not the flag returned from the server 34 has been received (step S20), and when the reception is confirmed, the received flag is set (step S21), and then the communication mode ends. .. The set of flags here is a process of setting a flag that specifies the pattern of the next letter (reply) in the progress management flag of RAM13.
【0044】
FIG. 8 is a flowchart showing a procedure of the reply pattern determination process executed in step S18 of FIG. In this process, the effect of the letter is first determined based on the favorability and love degree of the character A to whom the letter is to be sent to the main character, and the selection result of the letter (step S41). For example, as shown in Fig. 9 (b), the love feelings of character A for the main character are divided into three ranks using the average value of the total favorability and love level divided by two, and each rank is divided into three ranks. In addition, the topics 1 to 3 of the letter and the likability and the increase / decrease value of the love degree as the effect on them are determined respectively. As is clear from the example in Fig. 7 (a), the topic of the letter is a topic that has no dullness in daily life, a topic that the hero appeals to himself in an attempt to attract the attention of character A, or a considerable amount of dating. There are multiple types of topics depending on the stage of love, such as topics that can only be established in an advanced state. In the example of Fig. 9 (b), when an appropriate topic is selected according to the love feeling of character A, the parameters of favorability and love degree increase, and when an inappropriate topic is selected, these parameters are set. The effect for each letter is set so that it does not change or decreases. If such a combination is prepared in advance, when a letter is selected in the correspondence mode, the effect of the letter (that is, the effect on the parameter) can be determined according to the favorability and the degree of love at that time.
【0045】
When the effect of the letter is determined as described above, the process is subsequently proceeded to step S42 in FIG. 8, and the favorability and the degree of love are adjusted according to the selection contents of the work. That is, since there are different types of small crafts as described above, the favorability and the degree of love are increased or decreased depending on the suitability of the combination of the love stage and the small craft used.
【0046】
When the effect of the letter (the degree of change in the favorability and love degree of character A) is determined according to the suitability of the letter and the suitability of the work as described above, the reply pattern is determined based on the result ( Step S43 in Figure 8). For example, CPU 11 will determine which reply pattern to use according to the favorability of the character A who wrote the letter, the absolute value of the love degree, and the effect of the letter. If character A's romance is low and the letter's effect is low, a casual text will be replied after a considerable period of time, and if the romance is high and the letter's effect is high, a passionate reply will be returned immediately. Adjustments such as coming will be made here.
【0047】
After the reply pattern is determined, the process proceeds to step S44 in FIG. 8, and the parameters for character A recorded in RAM 13 are updated according to the effect of the letter. This completes the process shown in FIG.
【0048】
10 and 11 show the processing performed by the CPU 11 when the flag for specifying the reply pattern from the character A is set in the processing of FIG. FIG. 10 shows a process that the CPU 11 repeatedly executes in a predetermined cycle to check whether or not there is a reply. First, based on the reply pattern specified by the flag returned from the server 34, the reply pattern is sent after the letter is sent. It is determined whether or not the reply time specified in is passed (step S51). Then, when the reply time elapses, a predetermined reply event is generated in the game (step S52), and then the process is completed. For example, information (characters and images) indicating that a reply has been received from character A is displayed on the monitor 4. After this reply event is executed, step S2 in FIG. 4 is affirmed until the player opens the received letter. If the reply time has not passed, step S52 is skipped and the process ends as it is.
【0049】
After the reply event occurs, on Sunday, menu B in Figure 5 (b) will be displayed on monitor 4, from which the player can open the reply by selecting the "read letter" command, that is, the content of the reply. Can be confirmed through monitor 4. FIG. 11 shows the procedure of reply opening processing executed by CPU 11 when the "read letter" command is selected. In this process, the document corresponding to the reply pattern specified by the reply flag is first read from ROM 18 (step S61), and the read document is displayed on the monitor 4 as a reply text (step S62). Subsequently, the reply flag is reset (step S63), and then the reply opening process ends.
【0050】
As described above, in the present embodiment, since the love feeling of character A can be enhanced through correspondence, love is also related to character A as well as other characters capable of directly communicating on the game machine 2. You can set it as a target and enjoy the game.
【0051】
In the above embodiment, the period during which the scenario X is experienced corresponds to the introductory part, and after that, communication with the character A is permitted on condition that the server 34 is used.
【0052】
In the above embodiment, the communication between the server and the game machine is not limited to the example using the network, and the server and the game machine may be directly connected by using a wired cable, infrared rays, radio waves, or the like. As the game machine of the present embodiment, a so-called portable game machine that can be driven by a dry battery can be preferably used, but a so-called portable game machine that is configured as a stationary home-use game machine, a personal computer, a mobile phone, or the like can also be used. , As long as the game program can be executed, it may be included in the game machine of the present invention. Communication between the player and the character can be established by various methods such as characters, symbols, and voice.
【0053】
[Effect of the invention]
As described above, according to the present invention, in the introduction part, the player and a specific character can communicate appropriately and form a friendship without using a server, but after the introduction part, the introduction part is passed. Since the player cannot communicate with the character unless it is connected to the server, the player who is trying to advance the game will inevitably use the connection function to the server to communicate with the game machine. Communication function is effectively utilized. In addition, the player can also experience the feeling of communicating with the specific character by using the communication function, and can experience a novel play feeling that cannot be obtained as long as the game is played in a so-called stand-alone environment. This will increase the fun of the game.
[Simple explanation of drawings]
[Figure 1]
The figure which shows an example of the game system of this invention.
[Figure 2]
The block diagram of the control system of the game machine which constitutes the game system of FIG.
[Fig. 3]
The figure which shows the outline of the progress procedure of the game realized according to the game program of FIG.
[Fig. 4]
The flowchart which shows the menu selection process executed by the CPU of FIG.
[Fig. 5]
The figure which shows the example of the menu screen displayed by the process of FIG.
[Fig. 6]
A flowchart showing the processing procedure of the CPU and the server of the game machine in the communication mode.
[Fig. 7]
The figure which shows the example of the screen displayed on the monitor 4 in the process of FIG.
[Fig. 8]
The flowchart which shows the reply pattern determination process executed by the CPU of FIG.
[Fig. 9]
The figure which shows an example of the data referred to for determining a reply pattern.
[Fig. 10]
A flowchart showing the reply check process executed by the CPU in Fig. 2.
[Fig. 11]
A flowchart showing the reply opening process executed by the CPU in Fig. 2.
[Explanation of symbols]
1 game system 2 game console 4 LCD monitor (display device) 5 Direction indicator (input device) 6 Push button switch (input device) 10 Control unit (computer) 11 CPU 17 External storage device (storage medium) 20 Communication control circuit 21 Communication interface 22 Communication connector 34 server
Every citation, both ways
| Document | Relation | Office | Cited during |
|---|---|---|---|
| JP2012055644A | Cited by | Japan | Examiner |
| JP2016165999A | Cited by | Japan | Search report |
| JP2011015857A | Cited by | Japan | Examiner |
| JP2000035885A | Cites | Japan | Search report |
| JP2001204971A | Cites | Japan | Search report |
2 members in 1 office
Priority claims2
| Document | Office | Kind | Date |
|---|---|---|---|
| 2001003034 | Japan | A | |
| JP20010003034 | – | – | – |
Members2
| Document | Office | Kind | |
|---|---|---|---|
| JP2002204894AThis record | Japan | A | |
| JP3466573B2 | Japan | B2 |
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Numbers
- Publication
- 2002-204894
- Publication, DOCDB
- 2002204894
- Publication, EPODOC
- JP2002204894
- Application
- 3034
- Application, DOCDB
- 2001003034
- Application, EPODOC
- JP20010003034
Titles2
- Japanese
- 【発明の名称】ネットワーク機能を利用したゲームシステム、ゲーム機、それらに用いるプログラム及びそのプログラムが記録されたコンピュータ読取可能な記憶媒体
- English
- [Title of the Invention] A game system using a network function, a game machine, a program used for them, and a computer-readable storage medium in which the program is recorded.
Classification
- IPC, 4
- A63F13 33
- A63F13 45
- A63F13 79
- G06F15 00