Game device, game control method, and storage medium and computer program therefor
Abstract
[Task] Provided is a game device and a game control method capable of constantly recognizing the status of other registered players when executing a network game (online game).
Solution.Game execution state information of other game machine players including information on whether or not communication is possible via a communication medium for each of the specified other game machine players that identifies other game machine players that cooperate to execute the game. Can be acquired, and the game execution status of the acquired other game machine player is displayed.
Term
Term ended
Projected expiry passed 11 May 2021, 5.4 years ago.
- Priority and filed
- Published
- Projected expiry
- Today
28 claims: 6 independent, 22 dependent
- 1【特許請求の範囲】 【請求項1】 ゲームプログラムに従い、通信媒体を介して他のゲーム装置と協同してゲームを実行可能なゲーム装置であって、 前記協同してゲームを実行する他のゲーム機プレイヤを特定する特定手段と、 前記特定手段により特定した他のゲーム機プレイヤのゲーム実行状態情報を取得する取得手段と、 前記取得手段で取得した他のゲーム機プレイヤのゲーム実行状態を表示する状態表示手段とを備え、 前記取得手段は前記他のゲーム機プレイヤ毎に通信媒体を介して通信可能状態か否かの情報を取得可能であることを特徴とするゲーム装置。
- 2【請求項2】 前記状態表示手段は、ゲーム画面の一部に前記取得手段で取得した情報の一部を一覧表示し、前記一覧表示から詳細表示を選択可能とすることを特徴とする請求項1記載のゲーム装置。
- 3【請求項3】 前記一覧表示には自己のゲーム実行状態も合わせて表示可能とすることを特徴とする請求項2記載のゲーム装置。
- 4【請求項4】 前記一覧表示では、少なくとも前記他のゲーム機プレイヤ特定情報およびプレイヤが通信媒体を介して通信可能状態か否かの情報を取得可能か否かの情報を表示することを特徴とする請求項2又は請求項3記載のゲーム装置。
- 5【請求項5】 前記取得手段は、前記他のゲーム機プレイヤのゲーム進行状態を取得可能であることを特徴とする請求項1乃至請求項4のいずれかに記載のゲーム装置。
- 6【請求項6】 実行するゲームはロールプレイングゲームであり、前記取得手段で取得するゲーム進行状態にはゲーム進行場所情報、戦闘状態情報を含むことを特徴とする請求項5記載のゲーム装置。
- 7【請求項7】 前記他のゲーム機プレイヤと通信媒体を介して協同してゲーム実行可能状態である場合には当該プレイヤとの間でメール情報を交換するメール交換手段を備えることを特徴とする請求項1乃至請求項6のいずれかに記載のゲーム装置。
- 8【請求項8】 ゲームプログラムに従い、通信媒体を介して他のゲーム装置と協同してゲームを実行可能なゲーム装置におけるゲーム制御方法であって、 前記協同してゲームを実行する他のゲーム機プレイヤを特定し、 前記特定した他のゲーム機プレイヤ毎に通信媒体を介して通信可能状態か否かの情報を含む他のゲーム機プレイヤのゲーム実行状態情報を取得可能とし、 前記取得した他のゲーム機プレイヤのゲーム実行状態を表示させることを特徴とするゲーム制御方法。
- 9【請求項9】 前記状態表示は、ゲーム画面の一部に前記取得した情報の一部を一覧表示し、前記一覧表示から詳細表示を選択可能とすることを特徴とする請求項8記載のゲーム制御方法。
- 10【請求項10】 前記一覧表示には自己のゲーム実行状態も合わせて表示可能とすることを特徴とする請求項9記載のゲーム制御方法。
- 11【請求項11】 前記一覧表示では、少なくとも前記他のゲーム機プレイヤ特定情報およびプレイヤが通信媒体を介して通信可能状態か否かの情報を取得可能か否かの情報を表示することを特徴とする請求項9又は請求項10記載のゲーム制御方法。
- 12【請求項12】 前記取得したゲーム実行情報には、前記他のゲーム機プレイヤのゲーム進行状態が含まれることを特徴とする請求項8乃至請求項11のいずれかに記載のゲーム制御方法。
- 13【請求項13】 実行するゲームはロールプレイングゲームであり、前記取得するゲーム進行状態にはゲーム進行場所情報、戦闘状態情報を含むことを特徴とする請求項12記載のゲーム制御方法。
- 14【請求項14】 前記他のゲーム機プレイヤと通信媒体を介して協同してゲーム実行可能状態である場合には当該プレイヤとの間でメール情報を交換可能とすることを特徴とする請求項8乃至請求項13のいずれかに記載のゲーム制御方法。
- 15【請求項15】 通信媒体を介して他のゲーム装置と協同してゲームを実行可能なゲーム装置で実行可能なコンピュータプログラムであって、 前記協同してゲームを実行する他のゲーム機プレイヤを特定する特定プログラム列と、 前記特定プログラム列により特定した他のゲーム機プレイヤのゲーム実行状態情報を取得する取得プログラム列と、 前記取得プログラム列により取得する他のゲーム機プレイヤのゲーム実行状態を表示する状態表示プログラム列とを含み、 前記取得プログラム列は前記他のゲーム機プレイヤ毎に通信媒体を介して通信可能状態か否かの情報を取得可能であることを特徴とするコンピュータプログラム。
- 16【請求項16】 前記状態表示プログラム列は、ゲーム画面の一部に前記取得プログラム列で取得する情報の一部を一覧表示させ、前記一覧表示から詳細表示を選択可能とすることを特徴とする請求項15記載のコンピュータプログラム。
- 17【請求項17】 前記一覧表示には自己のゲーム実行状態も合わせて表示可能とすることを特徴とする請求項16記載のコンピュータプログラム。
- 18【請求項18】 前記一覧表示では、少なくとも前記他のゲーム機プレイヤ特定情報およびプレイヤが通信媒体を介して通信可能状態か否かの情報を取得可能か否かの情報を表示することを特徴とする請求項16又は請求項17記載のコンピュータプログラム。
- 19【請求項19】 前記取得プログラム列は、前記他のゲーム機プレイヤのゲーム進行状態を取得可能であることを特徴とする請求項15乃至請求項18のいずれかに記載のコンピュータプログラム。
- 20【請求項20】 実行するゲームはロールプレイングゲームであり、前記取得プログラム列で取得するゲーム進行状態にはゲーム進行場所情報、戦闘状態情報を含むことを特徴とする請求項19記載のコンピュータプログラム。
- 21【請求項21】 前記他のゲーム機プレイヤと通信媒体を介して協同してゲーム実行可能状態である場合には当該プレイヤとの間でメール情報を交換するメール交換プログラム列を備えることを特徴とする請求項15乃至請求項20のいずれかに記載のコンピュータプログラム。
- 22【請求項22】 通信媒体を介して他のゲーム装置と協同してゲームを実行可能なゲーム装置で実行可能なコンピュータプログラムを記録するコンピュータ可読記録媒体であって、 前記協同してゲームを実行する他のゲーム機プレイヤを特定する特定プログラム列と、 前記特定プログラム列により特定した他のゲーム機プレイヤのゲーム実行状態情報を取得する取得プログラム列と、 前記取得プログラム列により取得する他のゲーム機プレイヤのゲーム実行状態を表示する状態表示プログラム列とを記録可能であり、 記録する前記取得プログラム列は前記他のゲーム機プレイヤ毎に通信媒体を介して通信可能状態か否かの情報を取得可能であることを特徴とするコンピュータ可読記録媒体。
- 23【請求項23】 前記記録する状態表示プログラム列は、ゲーム画面の一部に前記取得プログラム列で取得する情報の一部を一覧表示させ、前記一覧表示から詳細表示を選択可能とすることを特徴とする請求項22記載のコンピュータ可読記録媒体。
- 24【請求項24】 前記一覧表示には自己のゲーム実行状態も合わせて表示可能とすることを特徴とする請求項23記載のコンピュータ可読記録媒体。
- 25【請求項25】 前記一覧表示では、少なくとも前記他のゲーム機プレイヤ特定情報およびプレイヤが通信媒体を介して通信可能状態か否かの情報を取得可能か否かの情報を表示することを特徴とする請求項23又は請求項24記載のコンピュータ可読記録媒体。
- 26【請求項26】 前記取得プログラム列は、前記他のゲーム機プレイヤのゲーム進行状態を取得可能であることを特徴とする請求項22乃至請求項25のいずれかに記載のコンピュータ可読記録媒体。
- 27【請求項27】 実行するゲームはロールプレイングゲームであり、前記記録する取得プログラム列で取得するゲーム進行状態にはゲーム進行場所情報、戦闘状態情報を含むことを特徴とする請求項26記載のコンピュータ可読記録媒体。
- 28【請求項28】 前記他のゲーム機プレイヤと通信媒体を介して協同してゲーム実行可能状態である場合には当該プレイヤとの間でメール情報を交換するメール交換プログラム列を備えることを特徴とする請求項22乃至請求項27のいずれかに記載のコンピュータ可読記録媒体。
Independent claims28
37 paragraphs in 1 section, as filed
Description: TECHNICAL FIELD [Detailed description of the invention]
[Technical field to which the invention belongs]
The present invention relates to a game device for advancing a game according to a game program, a game control method and a recording medium thereof, and a computer program.
[Conventional technology]
In recent years, as one of the game genres in video games, RPG (Role Playing Game) )It has been known. In RPG, the operating character operated by the player (hereinafter referred to as "own character") encounters or breaks up with a fellow character, and fights against a hostile character (hereinafter referred to as "enemy character"). Grow by experiencing. In addition, the player collects various information in the virtual world provided by the game through his character, executes various events according to the collected information, solves the mysteries and secrets of the world, and his character grows. I will go. In this way, RPG generally refers to a game that has a growth factor of its own character and has a narrative character. With the development of information communication technology and computer technology, even in the world of video games, it is possible to exchange game data with other game devices via communication media such as telephone network, and one game in cooperation with other game machines. Network RPG games that can execute are also becoming widespread. In this network game, a plurality of players operating from different game machines operate different characters independently to advance the game.
[Problems to be Solved by the Invention]
However, in the conventional network game, a plurality of players can simply execute the same game via the network, and after confirming each other's status on the lobby screen at the start of the game, the game is progressed separately. Therefore, when the game is progressing at the same party, the game progress status of other players can be grasped, but when the constituent characters of different parties are operating each other, the other players are displayed in the game screen. The party operated by the player is not displayed, and it can not be recognized unless they meet each other during the game, or it can only be known by specifically inquiring the other party with special control each time. Therefore, for example, it is difficult to proceed with the game in cooperation with a team operated by another player.
[Means for solving problems]
The present invention has been made in view of the above-mentioned problems, and an object of the present invention is to provide a game device and a game control method capable of solving the above-mentioned problems and easily recognizing the state of a player of another game machine. And. Then, for example, the following configuration is provided as one means for achieving the said object. That is, a specific means for identifying another game machine player who can execute a game in cooperation with another game device via a communication medium according to the game program and executes the game in cooperation with each other. The acquisition means is provided with an acquisition means for acquiring game execution state information of another game machine player specified by the specific means, and a state display means for displaying the game execution state of the other game machine player acquired by the acquisition means. The means is characterized in that it is possible to acquire information on whether or not communication is possible for each of the other game machine players via a communication medium. Alternatively, a game control method in a game device capable of executing a game in cooperation with another game device via a communication medium according to a game program, and specifying another game machine player who executes the game in cooperation with the game. , The game execution state information of another game machine player including information on whether or not communication is possible is possible for each of the specified other game machine players via a communication medium, and the acquired other game machine player It is characterized in that it is a game control method for displaying the game execution status. Then, for example, the state display means displays a part of the information acquired by the acquisition means in a list on a part of the game screen, and the detailed display can be selected from the list display. Further, for example, the list display is characterized in that it can also display its own game execution state. Alternatively, the list display is characterized in that at least the other game machine player specific information and information on whether or not the player can acquire information on whether or not the player can communicate via the communication medium are displayed. Further, for example, the acquisition means can acquire the game progress state of the other game machine player. Alternatively, the game to run is a role-playing game, before The game progress state acquired by the acquisition means includes the game progress location information and the battle state information. Further, for example, when the game can be executed in cooperation with the other game machine player via a communication medium, a mail exchange means for exchanging mail information with the player is provided. Furthermore, a computer program that is a computer program that can be executed by a game device that can execute a game in cooperation with another game device via a communication medium, and identifies another game machine player that cooperates to execute the game. A status display that displays the program column, the acquisition program column for acquiring the game execution status information of the other game machine player specified by the specific program column, and the game execution status of the other game machine player acquired by the acquisition program column. The acquisition program sequence includes a program sequence, and the acquisition program sequence is characterized in that a computer program capable of acquiring information on whether or not communication is possible is executed on the game machine for each of the other game machine players via a communication medium. Then, for example, the state display program column is characterized in that a part of the information acquired by the acquisition program column is displayed in a list on a part of the game screen, and the detailed display can be selected from the list display. Further, for example, the game to be executed is a role-playing game, and the game progress state acquired by the acquisition program sequence includes the game progress location information and the battle state information of the other game machine player. Further, it is a computer-readable recording medium that records a computer program that can be executed by a game device that can execute a game in cooperation with another game device via a communication medium, and is another game that executes the game in cooperation with the other game. A specific program string that identifies the machine player, an acquisition program string that acquires game execution status information of another game machine player specified by the specific program string, and a game execution of another game machine player that is acquired by the acquisition program string. It is possible to record a status display program string for displaying the status, and the acquisition program string to be recorded is a communication medium for each of the other game machine players.
BEST MODE FOR CARRYING OUT THE INVENTION
Hereinafter, examples of embodiments of the present invention according to the present invention will be described in detail with reference to the drawings. The following description describes an example in which the present invention is applied to a game device, and a specific game will be described by taking an RPG as an example. However, it is not limited to RPGs, and can be executed by the operation of a plurality of players such as action games and table games, and can be applied to games that may be executed with other game machines in real time.
[Example of First Embodiment] FIG. 1 is a block diagram showing an overall configuration of a game system in one embodiment of the present invention. The game device 1 is roughly divided into a game device main body 2 having the main function of the game device 1 and an input device (for example, a keypad, a controller, etc.) 3 for inputting an operation instruction to the game device main body 2. To be equipped. Further, a memory card 5 for storing game data such as game progress data and game environment setting data can be detachably attached to the game device main body 2. Further, an output device (including, for example, a monitor display and a speaker) 6 that displays video and sounds according to the game content based on the video signal and audio signal from the game device main body 2 is connected to the game device main body 2. The game is configured to be runnable. In addition, a CD-ROM (Compact Disc Read Only Memory) 4 for storing programs, image data, sound data, etc. for realizing processing related to the game, which will be described later, is mounted on the game device main body 2. The game device main body 2 is a CPU (Central Processing Unit) or ROM (Read). Main control unit 11 with built-in Only Memory, RAM (Random Access Memory) 12, interface unit 13, sound processing unit 14, graphic processing unit 15, and CD-ROM 4 are detachably mounted. CD-ROM drive 16 to access the contents, communication interface 17 for data communication with other game machines via communication medium (network) 100, HDD (Hard Disk) Drive; hard disk drive) 18, equipped with a bus 19 that connects each of the above components to each other. The main control unit 11 includes an oscillator and a timer counter (both not shown), and generates a clock signal based on a timing signal output from the oscillator at predetermined intervals. form, counting the clock signal by the timer counter By doing so, the time is measured. The RAM 12 is a main storage device used by the CPU of the main control unit 11 to execute a program, and stores the program executed by the CPU and the data required for the execution. RAM12 is also used as a work area during program execution. The interface unit 13 is configured so that the input device 3 and the memory card 5 can be detachably connected to each other. The interface unit 13 controls data transfer between each unit (mainly the main control unit 11) connected to the bus 19 and the input device 3 or the memory card 5. The sound processing unit 14 is the BGM (Back Ground) of the game. It is a circuit that performs processing to reproduce audio data such as Music) and sound effects. The sound processing unit 14 generates an audio signal based on the data stored in the RAM 12 in accordance with a command from the main control unit 11, and supplies the audio signal to the output device 6. The graphic processing unit 15 includes a frame buffer (not shown), and draws an image in response to a command from the main control unit 11 on the frame buffer. Further, the graphic processing unit 15 adds a predetermined synchronization signal to the image data drawn in the frame buffer to generate a video signal, and supplies the video signal to the output device 6. The CD-ROM drive 16 is a reading device that reads data stored in the CD-ROM 4, which is a recording medium. The game device 1 realizes control related to the game described later by causing the game device main body 2 to execute control according to the game program recorded on the CD-ROM 4. The communication interface 17 controls communication when performing various data exchanges and interlocking games with other communicable devices connected to the network 100, for example, other game devices. For example, the communication interface 17 controls the exchange of information (programs and data) between the game device main body 2 and the communication network 100. Game programs and data downloaded from the external communication network 100 via the communication interface 17 and the communication line 99 can be stored in the HDD 18. The HDD 18 is an auxiliary storage device used by the CPU of the main control unit 11 to execute a program. The HDD 18 can store various data and programs such as information downloaded using the communication interface 17 and information read from the CD-ROM 4. As described above, the CD-ROM4 stores programs, image data, sound data, etc. for realizing processing related to the game. This game program includes a program that causes the game device 1 to execute the method according to the present embodiment. The game software stored on the CD-ROM4 is the CD-ROM. The drive 16 is started to read the necessary game program and game data, and the main control unit 11 is operated according to the read program. This game software is pre-installed on HDD18. Then, according to the instruction from the main control unit 11, an audio signal is generated based on the data stored in the RAM 12, and this is supplied to the output device 6. The game device 1 can also store the game software in the HDD 18. The graphic processing unit 15 includes a frame buffer (not shown), and draws a game image on the frame buffer under the control of the main control unit 11. Further, the graphic processing unit 15 adds a predetermined synchronization signal to the image data drawn in the frame buffer to generate a video signal, and supplies the video signal to the output device 6. The input device 3 includes a controller operated by the player to input various instructions related to the game to the game device main body 2. The input device 3 sends a command signal corresponding to the operation to the game device main body 2 via the interface unit 13. In the example of the present embodiment, the game progress instruction input is performed by the controller 30, and an example in which various instructions are input by the controller 30 as the input device 3 will be described below. FIG. 2 shows a configuration example of the controller as the input device 3 in this embodiment. 2A and 2B are views for explaining an example of the input device of the present embodiment, in which FIG. 2A shows the plane of the controller 30 and FIG. 2B shows the back surface of the controller 30. In FIG. 2, the controller 30 has a cross key 31 for inputting movement information and the like, and operation keys (for example, button 32, button 33, ) for instructing and inputting various commands to the game device main body 2. Button 34, × button 35, start button 36, select button 42) are provided. The controller 30 is also provided with a joystick 37 for inputting movement information. As shown in (b) of Fig. 2, multiple operation keys (R1 button 38, R2 button 39, L1 button 40, L2 button 41) are also on the back of the controller. Each key is provided. All operation keys except the start button 36 and the select button 42 are pressure-sensitive. Further, the controller 30 has a vibration function. That is, the controller 30 has a built-in motor, and the motor operates by receiving a predetermined control signal from the game device main body 2, so that the controller 30 can be vibrated as a whole. As a result, the vibration can be transmitted to the player holding the controller 30. The strength of vibration of the game device main body 2 can also be adjusted, and three levels of vibration strength of "strong", "medium", and "weak" are prepared. The vibration of the controller 30 is intermittent, and it is also possible to control the vibration having any strength to be randomly generated. The memory card 5 is composed of, for example, a flash memory or the like, and is an auxiliary storage device that is controlled by the game device main body 2 to store game data. The main control unit 11 controls the writing of data to the memory card 5 and the reading of data from the memory card 5 via the interface unit 13. The output device 6 displays a game image based on a video signal or an audio signal from the game apparatus main body 2, and outputs an audio. In the present embodiment, a monitor device having a built-in speaker, for example, a television (TV) set is prepared as the output device 6. This monitoring device includes a display screen 61 for displaying images and a speaker 62 for audio output. Further, the output device 6 displays an image on the display screen 61 in response to the video signal from the graphic processing unit 15, and outputs audio from the speaker 62 in response to the sound signal from the sound processing unit 14. Therefore, the output device 6 functions as both a display device and an audio output device. The main control unit 11 controls the operation of the game device main body 2 based on the basic software stored in the ROM or the game software read from the CD-ROM 4 by the CD-ROM drive 16 and stored in the RAM 12. For example, CPU12 is graphic from CD-ROM4. The data is read out and transferred to the graphic processing unit 15, and the graphic processing unit 15 is instructed to generate an image. In response to this instruction, the graphic processing unit 15 generates a video signal using the graphic data. This video signal is sent to the output device 6. As a result, the image is displayed on the display screen of the output device 6. The game device of the embodiment of the present embodiment having the above configuration is further configured to be able to communicate with another game device via the network 100, and a plurality of players can play one game via the network 100. Network games that can participate in are configured to be possible. In this case, the game program is configured not only to be read from the CD-ROM4 but also to be downloaded from another communication device (server device) connected to the network. The configuration of the network game system when the network game is executed using the above functions will be described with reference to FIG. 3 below. FIG. 3 is a schematic diagram showing a configuration of a network game system that provides a network-compatible game service according to an example of the present embodiment. In the network game system of the embodiment, the game devices 1a, 1b, 1c, and 1d having the configuration shown in FIG. 1 are connected to the server group 102 via a network system via a communication medium, for example, the Internet 100. There is. The number of connected game devices is not limited to the example shown in FIG. 3, and the number of connected game devices is not limited according to the game content. If there are two or more game devices, any number of game machines can be connected to play the game. Of course, it is feasible. The server group 102 provides, for example, an authentication server group 111 that manages accounts for user authentication, an interface between the game device 1 and other server groups, and a content server that provides a content browsing service such as voice and video. Group 112, message server group 113 that provides a chat and messenger environment, mail server group 114 that provides e-mail services, and manages user profiles. It is composed of a profile server group 115 for providing a game environment, a game server group 116 for providing a game environment, and the like. These server groups 111 to 116 are connected to each other via LAN 117. The configuration of this server group is not limited to the above examples, and may be configured by one server or may be further divided into divisions. The game server group 116 includes a lobby server for executing the game according to the present embodiment. When the game device 1 is connected to the lobby server, a screen representing a virtual "lobby" is displayed on the display device 6. On this lobby screen, the characters of its own player and the characters of other players connected to the lobby server are displayed. Players can chat, thereby interacting with other players and finding someone to play the game with. In the present embodiment, apart from the chat message that displays the character information input by the player in real time, the game status related to another player selected by the player can be displayed in a list on a part of the game screen. Next, a game program and data read from the CD-ROM 4 by the CPU of the main control unit 11 and stored in the RAM 12 which is the main memory will be described. FIG. 4 is a diagram for explaining the storage contents and the storage area of the CD-ROM 54. As shown in FIG. 4, the CD-ROM 4 has a program storage area 4a for storing a game program executed by the main control unit 11, a related data storage area 4b for storing data required for various game progresses, and a three-dimensional model. Image data storage area 4c for storing modeling data and two-dimensional image data used as background, sound data storage area 4d for storing sound data such as sound effects, and game-specific icon information such as characters appearing in the game. Icon data storage area 4e, etc. In the example of the present embodiment, among the data stored in each storage area of the CD-ROM4, the game at a certain stage. Some data necessary for the progress of the game is loaded into RAM12, and the game progresses based on the data loaded in this RAM12. Then, if the next data is required for the progress of the game, among the data stored in each storage area of the CD-ROM4 at that time, the data required for the progress of the game is loaded into RAM12. It will be. When a network game is being executed, the game progress control is performed based on the control from the lobby server for executing the game of the game server group 116 in the server group 102. , A part of the data necessary for the progress of the game stored in each storage area of the CD-ROM4 is loaded into the RAM 12 according to the progress control from the lobby server, and the game progresses based on the data loaded in the RAM 12. To. Next, the programs and data read from the CD-ROM 4 by the main control unit 11 and stored in the RAM 12 will be described. FIG. 5 is a diagram showing a memory configuration of RAM 12 of the present embodiment. As shown in the figure, the RAM 12 includes a program storage area 12a for storing a program executed by the main control unit 11, a related data storage area 12b for storing data required for executing various processes, modeling data of a three-dimensional model, and the like. It has an image data storage area 12c for storing image data related to two-dimensional image data used as a background, a sound data storage area 12d for storing sound data such as sound effects, and the like. In the example of the present embodiment, except when the game is executed from the beginning, the game data read from the memory card 5 at the start of the game is read into the related data storage area 12b, and the game data is read according to the read game data. The game resumes. When the game to be executed is a network game, the related data storage area 12b also includes information on players of other game machines that execute the network game. The control of the RPG in the example of the present embodiment having the above configuration will be described below with reference to the flowchart of FIG. FIG. 6 shows an example of the present embodiment. It is a flowchart for demonstrating the control of a network RPG. This process is executed by the game device main body 2 executing the game program stored in the CD-ROM 4. The following description will be given by taking the case of executing a network RPG game as an example. In FIG. 6, first, in step S1, the CD-ROM 4 in which the game program is recorded is set in the game device main body 2. As a result, the process proceeds to step S2, the necessary program is read from the CD-ROM4 and stored in the RAM 12, the initial screen (maker logo, etc.) is displayed, the memory card 5 is checked, the title screen is displayed, and the data is loaded. Basic processing including etc. is performed. Next, when the basic processing is completed in step S3, the game selection screen for selecting which game data to select from the game save data related to the game read from the memory card 5 is displayed, and the game data to be executed from now on is displayed. select. Then proceed to step S4. For example, when a network game is selected, the network 100 is accessed via the communication interface 17, and the execution status of the game to be executed via the server group 102 is acquired. For example, the status of another game machine player registered as a so-called "Friend" who is allowed to execute the game in cooperation with each other is acquired. Then, in the following step S5, the acquired status of the other game machine player is simply displayed on a part of the game screen, for example, the upper left part together with the own game status. FIG. 7 shows a simple display example of the acquired player status. FIG. 7 is a diagram showing a simple display example of the game execution player status in the present embodiment. As shown in FIG. 7, the simplified display of the embodiment is displayed as a list of opponents registered as "friends", and each player is currently playing an online game, playing an offline game, or leaving. It displays at a glance whether you are busy, such as when you are seated. This display is automatically updated when the game status is updated. In the example of this embodiment, the upper part is Other players on the line are displayed, other players offline are displayed in the middle row, and their own status is displayed in the lower row. In the example of FIG. 7, the self "AAA" state is shown in the lower row, the "BBB" player is in the game as another player in the online game as another player, and the "CCC" player is listed as the other player offline. It is displayed. And, for example, the round lamp display after the name clearly shows the situation, for example, when it is displayed in blue, it is displayed as online, when it is displayed in black, it is offline, and red is displayed as busy. To do. If this list is displayed when an email is sent from another player as described later, the lamp display of the email sender in the list display blinks. The player can confirm the status of the game execution partner by confirming this list display. Therefore, in the following step S5, the selected game is advanced. For example, the network 100 is accessed via the communication interface 17, and the game execution is started via the server group 102. Then, a cooperative play is performed with a player who operates another game machine, which is allowed to become a "friend" via the network 100. Then, when the controller 30 is operated or the field is changed according to the progress of the game, or when the operation status of another player from the server group 102 is received, the process proceeds to step S6. Then, in step S6, for example, it is examined from the server group 102 whether or not the confirmation of the game participation request from another game machine player who has not participated in the game is confirmed. If it is a game participation request, the process proceeds to step S7, and the information about the player who wants to participate sent from the server group 102 is displayed. Participation request control in this game will be described with reference to FIG. FIG. 8 is a diagram for explaining the participation request control to the game of the present embodiment. The upper part of FIG. 8 shows a display example of the game participation request screen sent from the server group 102. In the example shown in Fig. 8, another player "DDD" requested to participate in the running game. The message from Mr. "DDD" when requesting participation is displayed. Therefore, the player confirms the display example of the participation request screen and decides whether or not to participate in the game. Then, either "permit" or "not allow" is selected and the selection result is sent to the server group 102. The server group 102 collects permission / non-permission for participation requests from other game participants, finally determines whether or not everyone is permitted to participate, and sends the result. Therefore, in the following step S8, the permission / non-permission for this participation request is examined. Here, if participation is permitted, proceed to step S9, add Mr. "DDD" who was requested to participate as a new game participation "friend", and this "DDD" as shown in the lower part of Fig. 8 for the list display. Update to the one with Mr. added. Then proceed to step S5. On the other hand, in step S8, if any of the players participating in the game is notified of the disapproval within a certain period of time, the participation is refused. In this case, the process proceeds to step S10, the participation refusal is notified to each game participant together with the applicant, and the process proceeds to step S5 without updating the list display. If it is not a game participation request in step S6, the process proceeds to step S11 to determine whether or not a request for changing one's own game participation status has been made. When "Self-setting" is selected from the menu screen, it becomes a self-status change request, and the process proceeds from step S6 to step S12 to display the self-game status and monitor the input of the game status change instruction. FIG. 9 shows an example of screen display of the current game situation of the player in the example of the present embodiment. FIG. 9 is a diagram for explaining a display example of the game status screen at the present time of the self of the embodiment of the present embodiment. Therefore, in step S12, the player confirms the screen shown in FIG. 9 and gives an instruction to change the game situation. In FIG. 9, the game scene in which the operating character currently exists in the game is displayed on the right side of the center so that the player can confirm it, but the player cannot change only this game scene. For example, in step S12, shown on the left in FIG. Decide whether to run the game online, run the game offline, or suspend the progress of the game in real time while you are away from your desk, etc. If the ID change instruction is due to an ID change request, the ID change instruction shown on the right side is given. Then, in the following step S13, the game status in which the self (AAA) change instruction is instructed according to the change instruction is displayed on the server group 102. The game is sent to and notified to other players to return to step S4. In the example of the present embodiment, in the game selection process of step S3, the online mode (process according to the network game execution request) is used. When you start the game execution, the game will be executed online, but if you start the game without complying with the network game execution request, the game will proceed normally offline, otherwise it will automatically be in normal mode. It becomes an operation, and is treated in the same way as offline from the viewpoint of other game participants. On the other hand, if it is not a request to change the game status of oneself in step S11, the process proceeds to step S14, and detailed information about oneself or another player is provided. Check whether it is a display request. If it is a display request for detailed information about oneself or another player, the process proceeds to step S15, the detailed game information for the requested player is displayed, and the process returns to step S4. The detailed display control of the embodiment is described with reference to FIG. 10. FIG. 10 is a diagram for explaining the detailed display control of the player of the present embodiment. The menu is shown in the upper part of FIG. This is a display example of the screen. For example, if "Detailed list display" is selected from here, the process proceeds from step S16 to step S17. First, the player to be displayed in detail is selected. Here, the players who are self or online (including the player who is away from the desk) are displayed in a list as shown in the middle row, and a desired player is selected from these. The player who is offline is excluded from the detailed display target because it is offline that can be confirmed in the list display. This is because it is difficult to obtain information other than. If other game information that can be displayed can be obtained even while offline, it is desirable to display the details. Looking at the display in the middle of FIG. 10, for example, when the detailed display of the "BBB" player is specified, the server group 102 is inquired to acquire the "BBB" information, and as shown in the lower row, the current "BBB" player is currently displayed. Display the status of. For example, the current situation is online, and the current game field is on the 4th floor of the dungeon called "Squarts", and it is displayed that it is in battle. After that, when the detailed display is canceled, the process proceeds to step S4. On the other hand, if it is not a detailed display request of the player in step S14, the process proceeds to step S16 to check whether or not the request is to change the list display mode. In the example of this embodiment, for example, the list display shown in FIG. 7 is displayed on a part of the game screen in principle. However, for example, when the player is offline or the information of another player is prioritized for the progress of his / her own game. You can turn off the list display if you don't want to worry about. Then, when the online mode is set or when another player requests participation, it is tempting to return to the list display, so the list can be freely displayed or deleted. Therefore, in step S16, it is checked whether or not an instruction to change the list display mode from the current display mode is given. If it is an instruction to change the list display mode, proceed to step S17, change the current display mode, stop the list display if the list is displayed, and change to display the list if the list is not displayed. To do. On the other hand, if it is not an instruction to change the list display mode in step S16, the process proceeds to step S20 to check whether or not the request is for receiving an e-mail. In the example of the present embodiment, for example, the game participation registrants are controlled so that they can send and receive e-mails similar to ICQ, and e-mails from other players may be sent. In the embodiment of the present embodiment, when an email is sent from another player, it is automatically received under the control of the communication interface 17 and the main control unit 11, and is listed as described above. The indicated corresponding player display lamp blinks. If the list is not displayed, the name of the player who sent the e-mail may be blinked and displayed on a part of the game screen. When the player who confirms this display selects "mail" processing from the menu screen and selects "receive", the player proceeds to step S21 as a request to receive the mail, displays the received mail on a part of the game screen, for example, and the player mails. Make it possible to check the contents. Then, after confirming the email, proceed to step S4. For this received mail, not only when the mail is received, but also by instructing "Receive" from "Mail" on the menu screen and selecting "Receive history", the received mail list is displayed, and the desired mail is displayed from this list. It is also possible to select and display. On the other hand, if it is not a mail reception request in step S20, the process proceeds to step S22 to check whether or not it is a mail transmission request. If it is not a mail transmission request, the process proceeds to step S23, the corresponding process is executed, and the process proceeds to step S4. Here, if the character is instructed to move by, for example, a cross key, the movement control is performed according to the instruction. In addition, when the request is to delete the registered player, the registration of the other registered player is canceled and the registered player is deleted from the list display. This can be done, for example, by selecting "Register / Delete" from "Friends" in the menu and then selecting "Delete". If "registration" is specified, it can be added to "friends" without a participation request during the game from the server group 102. On the other hand, in step S22, for example, if "email" is selected from the menu screen and "send email" is selected, the process proceeds to step S24 as an email transmission request. In step S24, the mode shifts to the mail input mode, the mail input screen is displayed on a part of the game screen, and the process of sending an mail to another online player is executed. Specifically, a desired player is selected from other online players as a destination (in the case of one person, it is automatically selected), and a simple e-mail is sent. Then proceed to step S4. As described above, according to the embodiment of the present embodiment, a network game (online game) M) At the time of execution, the status of other registered players can always be recognized, and by displaying the details, the position (place name) of the desired opponent player operating character, the dungeon hierarchy, and whether or not the player is in battle It is easy to join with acquaintances (registered other players). In addition, when cooperative play is required, such as when it is necessary to divide into a plurality of parties and capture the dungeon at the same time, the cooperative operation of the opponent is easily realized. In particular, since communication using e-mail is possible, it is possible to proceed with the game while communicating with each other, and it is possible to greatly expand the range of the game. For example, in the game proposed by the applicant, it is possible to divide into two or more parties in the middle of the game to capture the dungeon in cooperation with other players via the network.
[Examples of Other Embodiments] Although the present invention has been specifically described above based on the embodiments and modifications thereof, the present invention is not limited to the above embodiments and modifications thereof, and the present invention is not limited thereto. Of course, it can be changed as appropriate without departing from the gist. For example, in the above description, the event to be selected is an option regarding the direction in which the operating character travels, but the option may be an item selection or an operation selection such as a lever operation. Furthermore, it may be the case of which of the held items to be used or placed, and it may be the selection of a character to be a companion or the selection of an action. Further, in the above description, when the previous game execution is completely completed, it is reflected in the next game, but the present invention is not limited to the above examples, for example, clearing for each stage. However, the result of the previous selection for the cleared stage may be reflected. Further, even during the execution of the same game, it may be controlled so that the clear achievement in each field is reflected. For example, when the game progress of the once cleared field is attacked again, the above The selection result at the time of the game progress may be reflected in the next game progress. For example, in the above-described embodiment and its modification, the case where the present invention is realized by using a home-use game machine as a platform has been described, but the present invention has realized a general-purpose computer such as a personal computer or an arcade game machine as a platform. May be good. Further, in the above-described embodiment and its modification, a program or data for realizing the present invention is stored in a CD-ROM, and this CD-ROM is used as an information recording medium. However, the information recording medium is not limited to the CD-ROM, and may be another magnetic or optical recording medium or a semiconductor memory that can be read by a computer such as a magnetic disk or a ROM card. The programs and data for realizing the present invention are CD-ROMs that can be attached to and detached from game machines and computers.
[Effect of the invention]
As described above, according to the present invention, it is possible to always recognize the status of other registered players when executing a network game (online game). By displaying more details, it is possible to know the position (place name) of the character operated by the desired opponent player, the hierarchy of the dungeon, whether or not it is in battle, etc., and it is easy to join with an acquaintance (registered other player). It becomes. In addition, when cooperative play is required, such as when it is necessary to divide into multiple parties and capture the dungeon at the same time, the opponent's cooperative operation can be easily realized, and the range of the game can be greatly expanded. You can play games with a high degree of hobby.
[Simple explanation of drawings]
[Figure 1]
It is a block diagram which shows the whole structure of the game system in one Embodiment example which concerns on this invention.
[Figure 2]
It is a figure for demonstrating an example of the input device of this Embodiment example.
[Fig. 3]
It is a schematic diagram which shows the structure of the network game system which provides the network-adaptive game service of this Embodiment example.
[Fig. 4]
It is a figure for demonstrating the detailed structure of the CD-ROM of this Embodiment example.
[Fig. 5]
It is a figure which shows the memory structure of the main memory shown in FIG. 2 of the Example of this Embodiment.
[Fig. 6]
It is a flowchart for demonstrating the execution control of the network RPG of this Embodiment example.
[Fig. 7]
It is a figure which shows the simple display example of the game execution player situation in this Embodiment example.
[Fig. 8]
It is a figure for demonstrating participation request control to a game of this Embodiment example.
[Fig. 9]
It is a figure for demonstrating the display example of the game situation screen at the present time of oneself of this Embodiment example.
[Fig. 10]
It is a figure for demonstrating the detailed display control of the player of this Embodiment Example.
[Explanation of symbols]
1 Game device 2 Game device body 3 Input device 4 CD-ROM (Compact Disc Read Only Memory) 5 memory card 6 Output device 11 Main control unit 12 RAM (Random Access Memory) 13 Interface part 14 Sound processing unit 15 Graphic processing unit 16 CD-ROM drive 17 Communication interface 18 HDD (Hard Disk Drive) 19 bus 30 controller 31 cross key 32 button 33 button 34 button 35 × button 36 Start button 37 Joystick 38 R1 button 39 R2 button 40 L1 button 41 L2 button 42 select button 61 Display screen 62 Speaker 99 communication line 100 networks (internet)
Every citation, both ways
| Document | Relation | Office | Cited during |
|---|---|---|---|
| US11389734B2 | Cited by | United States of America | Applicant |
| JP2018075407A | Cited by | Japan | Search report |
| US9233311B2 | Cited by | United States of America | Applicant |
| JP2007222563A | Cited by | Japan | Search report |
| JP2004261397A | Cited by | Japan | Search report |
| JP2009532764A | Cited by | Japan | Search report |
| JP2018075407A | Cited by | Japan | Search report |
| US9908054B2 | Cited by | United States of America | Applicant |
| JP2020054820A | Cited by | Japan | Search report |
| JP2007222563A | Cited by | Japan | Search report |
| US10625164B2 | Cited by | United States of America | Applicant |
| US10086295B2 | Cited by | United States of America | Applicant |
| JP2013000588A | Cited by | Japan | Search report |
| US10226706B2 | Cited by | United States of America | Applicant |
| JP2013000588A | Cited by | Japan | Search report |
1 member in 1 office
Priority claims2
| Document | Office | Kind | Date |
|---|---|---|---|
| 2001142303 | Japan | A | |
| JP20010142303 | – | – | – |
Members1
| Document | Office | Kind | |
|---|---|---|---|
| JP2002331171AThis record | Japan | A |
1 legal event, as the office reported them to INPADOC
Events
| Event | Code | |
|---|---|---|
| Application deemed to be withdrawn because no request for examination was validly filedWithdrawnJAPANESE INTERMEDIATE CODE: A300A300 | A300 |
Numbers
- Publication
- 2002-331171
- Publication, DOCDB
- 2002331171
- Publication, EPODOC
- JP2002331171
- Application
- 142303
- Application, DOCDB
- 2001142303
- Application, EPODOC
- JP20010142303
Titles2
- Japanese
- 【発明の名称】ゲーム装置、ゲーム制御方法およびその記録媒体ならびにコンピュータプログラム
- English
- [Title of Invention] A game device, a game control method, a recording medium thereof, and a computer program.
Classification
- IPC, 7
- A63F13 33
- A63F13 45
- A63F13 53
- A63F13 795
- A63F13 822
- A63F13 847
- A63F13 87