U.S. patent application number 12/700842 was filed with the patent office on 2010-08-12 for game device, method of controlling a game device, and information storage medium.
This patent application is currently assigned to KONAMI DIGITAL ENTERTAINMENT CO., LTD.. Invention is credited to Ippei KONDO, Tatsuya TANAKA.
Application Number | 20100203937 12/700842 |
Document ID | / |
Family ID | 42540870 |
Filed Date | 2010-08-12 |
United States Patent
Application |
20100203937 |
Kind Code |
A1 |
KONDO; Ippei ; et
al. |
August 12, 2010 |
GAME DEVICE, METHOD OF CONTROLLING A GAME DEVICE, AND INFORMATION
STORAGE MEDIUM
Abstract
An operation subject changing section changes a state of a game
character, which is being operated by the user, to a state in which
the game character is operated by a computer, and also changes a
state of one of operation subject candidates selected from among a
plurality of game characters, which are being operated by the
computer, to a state in which the one of the operation subject
candidates is operated by the user. An operation subject candidate
number control section controls a number of the operation subject
candidates selected from among the plurality of game characters
that are being operated by the computer, based on at least one of
an elapsed time period and actions performed in the past by the
plurality of game characters.
Inventors: |
KONDO; Ippei; (Tokyo,
JP) ; TANAKA; Tatsuya; (Tokyo, JP) |
Correspondence
Address: |
SUGHRUE MION, PLLC
2100 PENNSYLVANIA AVENUE, N.W., SUITE 800
WASHINGTON
DC
20037
US
|
Assignee: |
KONAMI DIGITAL ENTERTAINMENT CO.,
LTD.
Tokyo
JP
|
Family ID: |
42540870 |
Appl. No.: |
12/700842 |
Filed: |
February 5, 2010 |
Current U.S.
Class: |
463/4 ;
463/43 |
Current CPC
Class: |
A63F 2300/63 20130101;
A63F 2300/65 20130101; A63F 13/10 20130101; A63F 2300/8011
20130101; A63F 2300/6054 20130101; A63F 13/58 20140902 |
Class at
Publication: |
463/4 ;
463/43 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Feb 9, 2009 |
JP |
2009-027710 |
Claims
1. A game device for executing a game configured such that a game
character, which belongs to a game character group corresponding to
a user and is being operated by the user, and a plurality of game
characters, which belong to the game character group and are being
operated by a computer, perform actions within a game space, the
game device comprising: an operation subject changing section for,
in a case where a change timing of an operation subject of the user
is reached, changing a state of the game character that is being
operated by the user to a state in which the game character is
operated by the computer, and changing a state of one of operation
subject candidates selected from among the plurality of game
characters that are being operated by the computer to a state in
which the one of the operation subject candidates is operated by
the user; and an operation subject candidate number control section
for controlling a number of the operation subject candidates
selected from among the plurality of game characters that are being
operated by the computer, based on at least one of an elapsed time
period and actions performed in the past by the plurality of game
characters according to operation of the computer or the user.
2. A game device according to claim 1, further comprising storage
for storing, in association with the game character, a parameter to
be updated based on at least one of the elapsed time period and an
action performed in the past by the game character, wherein the
operation subject candidate number control section includes an
exclusion section for, in a case where the parameter stored in
association with a game character satisfies a predetermined
condition, excluding the game character from the operation subject
candidates.
3. A game device according to claim 2, wherein: the game device
executes a game of a sport that is played using a moving object
between an operation subject team of the user and an opponent team;
the game character group corresponds to the operation subject team;
in a case where the change timing is reached, the operation subject
changing section changes the state of the game character that
belongs to the operation subject team and is being operated by the
user to the state in which the game character is operated by the
computer, and changes the state of the one of the operation subject
candidates selected from among the plurality of game characters
that belong to the operation subject team and are being operated by
the computer to the state in which the one of the operation subject
candidates is operated by the user; and the exclusion section
excludes the game character from the operation subject candidates
in a case where the parameter stored in association with the game
character satisfies the predetermined condition and the game
character is not in possession of the moving object.
4. A method of controlling a game device for executing a game
configured such that a game character, which belongs to a game
character group corresponding to a user and is being operated by
the user, and a plurality of game characters, which belong to the
game character group and are being operated by a computer, perform
actions within a game space, the method comprising: an operation
subject changing step of, in a case where a change timing of an
operation subject of the user is reached, changing a state of the
game character that is being operated by the user to a state in
which the game character is operated by the computer, and changing
a state of one of operation subject candidates selected from among
the plurality of game characters that are being operated by the
computer to a state in which the one of the operation subject
candidates is operated by the user; and an operation subject
candidate number control step of controlling a number of the
operation subject candidates selected from among the plurality of
game characters that are being operated by the computer, based on
at least one of an elapsed time period and actions performed in the
past by the plurality of game characters according to operation of
the computer or the user.
5. A computer-readable information storage medium recorded with a
program for causing a computer to function as a game device for
executing a game configured such that a game character, which
belongs to a game character group corresponding to a user and is
being operated by the user, and a plurality of game characters,
which belong to the game character group and are being operated by
the computer, perform actions within a game space, the program
further causing the computer to function as: an operation subject
changing section for, in a case where a change timing of an
operation subject of the user is reached, changing a state of the
game character that is being operated by the user to a state in
which the game character is operated by the computer, and changing
a state of one of operation subject candidates selected from among
the plurality of game characters that are being operated by the
computer to a state in which the one of the operation subject
candidates is operated by the user; and an operation subject
candidate number control section for controlling a number of the
operation subject candidates selected from among the plurality of
game characters that are being operated by the computer, based on
at least one of an elapsed time period and actions performed in the
past by the plurality of game characters according to operation of
the computer or the user.
Description
CROSS-REFERENCE TO RELATED APPLICATION
[0001] The present application claims priority from Japanese
application JP 2009-027710 filed on Feb. 9, 2009, the content of
which is hereby incorporated by reference into this
application.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to a game device, a method of
controlling a game device, and an information storage medium.
[0004] 2. Description of the Related Art
[0005] As a method for expressing fatigue of a game character,
there has been employed a method in which a tiredness parameter
indicating a level of tiredness of the game character is stored,
and the control for the game character is performed based on the
tiredness parameter (for example, JP 2007-037663 A). For example, a
method of internally decreasing, according to increase in the
tiredness parameter, the value of an ability parameter of the game
character has been employed. In other words, a method of expressing
the fatigue of the game character by internally lowering the
ability (for example, moving speed) of the game character according
to increase in the tiredness parameter has been employed.
[0006] However, with the method of internally lowering the ability
of the game character, there is a case in which the user does not
recognize that the ability of the game character has been lowered.
Consequently, in some cases, it has been difficult for the user to
appreciate the fatigue of the game character.
SUMMARY OF THE INVENTION
[0007] The present invention has been made in view of the
above-mentioned problem, and therefore has an object to provide a
game device, a method of controlling a game device, and an
information storage medium, which enable a user to appreciate
fatigue of a game character with more ease.
[0008] In order to solve the above-mentioned problem, a game device
according to the present invention is a game device for executing a
game configured such that a game character, which belongs to a game
character group corresponding to a user and is being operated by
the user, and a plurality of game characters, which belong to the
game character group and are being operated by a computer, perform
actions within a game space. The game device includes: an operation
subject changing section for, in a case where a change timing of an
operation subject of the user is reached, changing a state of the
game character that is being operated by the user to a state in
which the game character is operated by the computer, and changing
a state of one of operation subject candidates selected from among
the plurality of game characters that are being operated by the
computer to a state in which the one of the operation subject
candidates is operated by the user; and an operation subject
candidate number control section for controlling a number of the
operation subject candidates selected from among the plurality of
game characters that are being operated by the computer, based on
at least one of an elapsed time period and actions performed in the
past by the plurality of game characters according to operation of
the computer or the user.
[0009] Further, a method of controlling a game device according to
the present invention is a method of controlling a game device for
executing a game configured such that a game character, which
belongs to a game character group corresponding to a user and is
being operated by the user, and a plurality of game characters,
which belong to the game character group and are being operated by
a computer, perform actions within a game space. The method
includes: an operation subject changing step of, in a case where a
change timing of an operation subject of the user is reached,
changing a state of the game character that is being operated by
the user to a state in which the game character is operated by the
computer, and changing a state of one of operation subject
candidates selected from among the plurality of game characters
that are being operated by the computer to a state in which the one
of the operation subject candidates is operated by the user; and an
operation subject candidate number control step of controlling a
number of the operation subject candidates selected from among the
plurality of game characters that are being operated by the
computer, based on at least one of an elapsed time period and
actions performed in the past by the plurality of game characters
according to operation of the computer or the user.
[0010] Further, a program according to the present invention is a
program for causing a computer, such as a consumer game machine
(stationary game machine), a portable game machine, a cellular
phone, a personal digital assistant (PDA), a personal computer, or
a server computer, to function as a game device for executing a
game configured such that a game character, which belongs to a game
character group corresponding to a user and is being operated by
the user, and a plurality of game characters, which belong to the
game character group and are being operated by the computer,
perform actions within a game space. The program further causes the
computer to function as: an operation subject changing section for,
in a case where a change timing of an operation subject of the user
is reached, changing a state of the game character that is being
operated by the user to a state in which the game character is
operated by the computer, and changing a state of one of operation
subject candidates selected from among the plurality of game
characters that are being operated by the computer to a state in
which the one of the operation subject candidates is operated by
the user; and an operation subject candidate number control section
for controlling a number of the operation subject candidates
selected from among the plurality of game characters that are being
operated by the computer, based on at least one of an elapsed time
period and actions performed in the past by the plurality of game
characters according to operation of the computer or the user.
[0011] Further, an information storage medium according to the
present invention is a computer-readable information storage medium
recorded with the above-mentioned program.
[0012] According to the present invention, for example, it becomes
easier for the user to appreciate the fatigue of the game
character. Here, the "game space" may be a three-dimensional game
space constituted by three coordinate elements, or may be a
two-dimensional game space constituted by two coordinate
elements.
[0013] Further, according to one aspect of the present invention,
the game device may further include storage for storing, in
association with the game character, a parameter to be updated
based on at least one of the elapsed time period and an action
performed in the past by the game character. The operation subject
candidate number control section may include an exclusion section
for, in a case where the parameter stored in association with the
game character satisfies a predetermined condition, excluding the
game character from the operation subject candidates.
[0014] Further, according to another aspect of the present
invention, the game device may execute a game of a sport that is
played using a moving object between an operation subject team of
the user and an opponent team. The game character group may
correspond to the operation subject team. In a case where the
change timing is reached, the operation subject changing section
may change the state of the game character that belongs to the
operation subject team and is being operated by the user to the
state in which the game character is operated by the computer, and
change the state of the one of the operation subject candidates
selected from among the plurality of game characters that belong to
the operation subject team and are being operated by the computer
to the state in which the one of the operation subject candidates
is operated by the user. The exclusion section may exclude the game
character from the operation subject candidates in a case where the
parameter stored in association with the game character satisfies
the predetermined condition and the game character is not in
possession of the moving object.
BRIEF DESCRIPTION OF THE DRAWINGS
[0015] In the accompanying drawings:
[0016] FIG. 1 is a diagram illustrating a hardware configuration of
a game device according to an embodiment of the present
invention;
[0017] FIG. 2 is a diagram illustrating an example of a game
space;
[0018] FIG. 3 is a diagram illustrating an example of a game
screen;
[0019] FIG. 4 is a diagram illustrating another example of the game
screen;
[0020] FIG. 5 is a diagram illustrating a further example of the
game screen;
[0021] FIG. 6 is a functional block diagram of the game device;
[0022] FIG. 7 is a diagram illustrating an example of player's
state data; and
[0023] FIG. 8 is a flow chart illustrating processing to be
executed by the game device in the case where a change timing of an
operation subject has been reached.
DETAILED DESCRIPTION OF THE INVENTION
[0024] Hereinafter, detailed description is given of an example of
an embodiment of the present invention with reference to the
drawings. A game device according to the embodiment of the present
invention is implemented by, for example, a consumer game machine
(stationary game machine), a portable game machine, a cellular
phone, a personal digital assistant (PDA), a personal computer, or
a server computer. Herein, description is given of a case in which
the game device according to the embodiment of the present
invention is implemented by a consumer game machine.
[0025] FIG. 1 is a diagram illustrating a hardware configuration of
the game device according to the embodiment of the present
invention. A game device 10 illustrated in FIG. 1 includes a
consumer game machine 11, a monitor 32, a speaker 34, and an
optical disc 36 (information storage medium). The monitor 32 and
the speaker 34 are connected to the consumer game machine 11. As
the monitor 32, for example, a home-use television set is used. As
the speaker 34, for example, a speaker built into the home-use
television set is used.
[0026] The consumer game machine 11 is a well-known computer game
system. The consumer game machine 11 includes a bus 12, a
microprocessor 14 (control unit), a main memory 16, an image
processing unit 18, an input/output processing unit 20, an audio
processing unit 22, an optical disc reading unit 24, a hard disk
26, a communication interface 28, and a controller 30.
[0027] The microprocessor 14 executes various types of information
processing based on an operating system stored in a ROM (not
shown), or a program read from the hard disk 26 or the optical disc
36. The main memory 16 includes, for example, a RAM. The program
and data read from the hard disk 26 or the optical disc 36 are
written into the main memory 16. The main memory 16 is also used as
a working memory for the microprocessor 14. The bus 12 is used for
exchanging addresses and data among the components of the consumer
game machine 11.
[0028] The image processing unit 18 includes a VRAM, and, based on
image data sent from the microprocessor 14, renders a game screen
in the VRAM. Then, the image processing unit 18 converts the game
screen rendered in the VRAM into video signals, and outputs the
video signals to the monitor 32 at predetermined timings.
[0029] The input/output processing unit 20 is an interface for the
microprocessor 14 to access the audio processing unit 22, the
optical disc reading unit 24, the hard disk 26, the communication
interface 28, and the controller 30. The audio processing unit 22
includes a sound buffer, and outputs, from the speaker 34, audio
data that has been loaded from the hard disk 26 or the optical disc
36 into the sound buffer. The communication interface 28 is an
interface for connecting the consumer game machine 11 to a
communication network such as the Internet by wire or
wirelessly.
[0030] The optical disc reading unit 24 reads a program or data
recorded on the optical disc 36. Herein, the optical disc 36 is
used for supplying the program or the data to the consumer game
machine 11. Alternatively, another information storage medium, such
as a memory card, may be used. Alternatively, the program or the
data may be supplied to the consumer game machine 11 from a remote
place via a communication network such as the Internet, for
example. The hard disk 26 is a commonly-used hard disk device
(auxiliary storage device). It should be noted that the program or
the data, which is supposed to be stored in the optical disc 36 in
the following description, may be stored in the hard disk 26.
[0031] The controller 30 is general-purpose operation means for a
user to perform various types of game operations. A plurality of
the controllers 30 may be connected to the consumer game machine 11
by wire or wirelessly. The input/output processing unit 20 scans a
state of the controller 30 at fixed intervals (for example, every
1/60.sup.th of a second), and then transfers an operation signal
indicating a result of the scanning to the microprocessor 14 via
the bus 12. The microprocessor 14 makes judgment on the player's
game operation based on the operation signal.
[0032] On the game device 10, for example, a soccer game simulating
a soccer match is played between an operation subject team that is
operated by the user (game character group associated with the
user) and an opponent team that is operated by the computer. The
soccer game is implemented by executing a program read from the
optical disc 36. Hereinafter, description is given of the soccer
game. It should be noted that the operation subject team may be
operated by a plurality of users cooperating with one another.
Further, the opponent team may be operated by another user.
[0033] In order to implement the soccer game, a game space is built
in the main memory 16. FIG. 2 illustrates an example of the game
space. A game space 40 illustrated in FIG. 2 is a virtual
three-dimensional space. As illustrated in FIG. 2, in the game
space 40, there is disposed a field 42, which is an object
representing a soccer field. On the field 42, there are disposed
goals 44, which are objects representing soccer goals, a player
character 46 (game character), which is an object representing a
soccer player belonging to the operation subject team, a player
character 48, which is an object representing a soccer player
belonging to the opponent team, and a ball 50, which is an object
representing a soccer ball.
[0034] One of the goals 44 is associated with the operation subject
team, whereas the other one of the goals 44 is associated with the
opponent team. When the ball 50 moves into the goal 44 associated
with any one of the teams, a scoring event occurs for the other one
of the teams.
[0035] On the field 42, there are disposed eleven player characters
46, which belong to the operation subject team and play in a match,
and eleven player characters 48, which belong to the opponent team
and play in the match, but illustration thereof is omitted in FIG.
2.
[0036] It should be noted that when a player character 46 (48) and
the ball 50 come close to each other, the player character 46 (48)
and the ball 50 become associated with each other under a
predetermined condition. In this case, the moving action of the
player character 46 (48) becomes a dribbling action. The state in
which the ball 50 is associated with the player character 46 (48)
is hereinafter referred to as a state in which "the player
character 46 (48) is in possession of the ball 50".
[0037] In the game space 40, a virtual camera 52 (viewpoint) is
set. A game screen showing a situation of the game space 40, which
is viewed from the virtual camera 52, is displayed on the monitor
32. For example, in order to constantly display, on the game
screen, a player character 46 set as a user's operation subject
described below, the virtual camera 52 moves around within the game
space 40 based on the position of the player character 46.
Alternatively, for example, in order to constantly display the ball
50 on the game screen, the virtual camera 52 moves around within
the game space 40 based on the position of the ball 50.
[0038] FIG. 3 illustrates an example of the game screen. On a game
screen 54 illustrated in FIG. 3, there are displayed three player
characters 46a, 46b, and 46c belonging to the operation subject
team, and two player characters 48a and 48b belonging to the
opponent team. In the state illustrated in FIG. 3, the player
character 48a is in possession of the ball 50.
[0039] Further, on the game screen 54 illustrated in FIG. 3, a
cursor 56 in an inverted triangle shape is displayed above the head
of the player character 46a. In this embodiment, anyone of the
player characters 46 belonging to the operation subject team is set
as an operation subject of the user. The cursor 56 serves to
indicate a player character 46 set as the current operation subject
of the user. Specifically, in the state illustrated in FIG. 3, the
player character 46a is set as the operation subject of the
user.
[0040] The player character 46 set as the operation subject of the
user performs an action according to the operation of the user.
Accordingly, in the state illustrated in FIG. 3, the player
character 46a performs an action according to the operation of the
user. Further, player characters 46 that belong to the operation
subject team and are not set as the operation subject of the user
(hereinafter, referred to as "teammate player characters"), and the
player characters 48 belonging to the opponent team, are operated
by the computer. Accordingly, in the state illustrated in FIG. 3,
the player characters 46b, 46c, 48a, and 48b perform actions
according to the operation of the computer.
[0041] Every time a change timing of the operation subject has been
reached, the operation subject of the user is changed to any one of
operation subject candidates selected from among the player
characters 46 that belong to the operation subject team and are
playing in the match.
[0042] Here, the change timing is a timing at which the operation
subject of the user needs to be changed. In other words, the change
timing is a timing at which a condition (hereinafter, referred to
as "change condition") that needs to be satisfied for executing the
change of the user's operation subject has been satisfied.
[0043] For example, the change condition is a condition regarding
whether or not the user has depressed a given button (hereinafter,
referred to as "change button") of the controller 30. For example,
when the user has depressed the change button, it is judged that
the change condition is satisfied, and hence it is judged that the
change timing has been reached.
[0044] For example, in a case where the user depresses the change
button once in the state illustrated in FIG. 3, in principle, the
operation subject of the user is changed to the player character
46b, which is the closest of the teammate player characters to the
ball 50. FIG. 4 illustrates an example of the game screen 54 for
this case. On the game screen 54 illustrated in FIG. 4, the cursor
56 is displayed above the head of the player character 46b. In this
case, the player character 46b enters into a state in which the
player character 46b is operated by the user, whereas the player
character 46a enters into a state in which the player character 46a
is operated by the computer. Here, in a case where the user
depresses the change button n (n: n.gtoreq.2) times successively,
in principle, the operation subject of the user is changed to a
player character 46, which is the n-th closest of the teammate
player characters to the ball 50.
[0045] Further, for example, the change condition is a condition
regarding whether or not a distance between the player character 46
set as the operation subject of the user and the ball 50 has become
larger than a reference distance. For example, when the distance
between the player character 46 set as the operation subject of the
user and the ball 50 has become larger than the reference distance
due to an action of kicking the ball 50 (excluding the dribbling
action) performed by any one of the player characters 46 and 48, it
is judged that the change condition is satisfied, and hence it is
judged that the change timing has been reached.
[0046] For example, in the state illustrated in FIG. 3, when the
distance between the player character 46a and the ball 50 has
become larger than the reference distance due to the fact that the
player character 48a has kicked the ball 50 at the player character
48b, in principle, the operation subject of the user is changed to
the player character 46c, which is of the teammate player
characters the closest to the ball 50. FIG. 5 illustrates an
example of the game screen 54 for this case. On the game screen 54
illustrated in FIG. 5, the cursor 56 is displayed above the head of
the player character 46c. In this case, the player character 46c
enters a state in which the player character 46c is operated by the
user, whereas the player character 46a enters a state in which the
player character 46a is operated by the computer.
[0047] The game device 10 according to this embodiment is provided
with a function for enabling the user to appreciate, with more
ease, fatigue of the player character 46 belonging to the operation
subject team. FIG. 6 is a functional block diagram illustrating
functional blocks regarding this function. As illustrated in FIG.
6, the game device 10 functionally includes a game data storage
section 60, an operation subject changing section 62, and an
operation subject candidate number control section 64. For example,
the game data storage section 60 is implemented by the main memory
16 and the optical disc 36, whereas the operation subject changing
section 62 and the operation subject candidate number control
section 64 are implemented by the microprocessor 14 executing
programs.
[0048] The game data storage section 60 stores data necessary for
implementing the soccer game. For example, game situation data
indicating the current situation of the soccer game is stored in
the game data storage section 60. For example, the game situation
data includes the following data:
(1) data indicating the current state of each of the player
characters 46 and 48; (2) data indicating the current state
(position, moving direction, moving speed, etc.) of the ball 50;
(3) data indicating the current state (position, direction of
sight, etc.) of the virtual camera 52; (4) data indicating the
scores of both the teams; and (5) data indicating an elapsed time
period.
[0049] FIG. 7 illustrates an example of player's state data
indicating the current state of the player characters 46 and 48
playing in the match. The player's state data illustrated in FIG. 7
contains a "player ID" field, a "position" field, a "posture"
field, an "operation subject flag" field, a "ball-possession flag"
field, a "level of tiredness" field, and the like.
[0050] The "player ID" field indicates information for uniquely
identifying the player characters 46 and 48. In FIG. 7, "P101" to
"P111" are player IDs for the player characters 46 belonging to the
operation subject team, whereas "P201" to "P211" are player IDs for
the player characters 48 belonging to the opponent team. The
"position" field indicates the current positions of the player
characters 46 and 48, whereas the "posture" field indicates the
current postures of the player characters 46 and 48.
[0051] The "operation subject flag" field indicates whether or not
the player character 46 is set as the operation subject of the
user, and takes a value of 0 or 1. The value "0" indicates that the
player character 46 is not currently the operation subject of the
user. Specifically, the value "0" indicates that the player
character 46 is currently in the state in which the player
character 46 is operated by the computer. On the other hand, the
value "1" indicates that the player character 46 is currently the
operation subject of the user.
[0052] The "ball-possession flag" field indicates whether or not
the player character 46 or 48 is in possession of the ball 50, and
takes a value of 0 or 1. The value "0" indicates that the player
character 46 or 48 is not currently in possession of the ball 50,
whereas the value "1" indicates that the player character 46 or 48
is currently in possession of the ball 50.
[0053] A tiredness parameter is stored in the "level of tiredness"
field. The tiredness parameter indicates the level of tiredness of
the player character 46. The tiredness parameter takes numerical
values ranging from 0 to 100. A larger value of the tiredness
parameter means that the level of tiredness of the player character
46 is higher.
[0054] For example, the initial value of the tiredness parameter is
set to 0. Specifically, at a time point when the player character
46 starts to play in the match, the value of the tiredness
parameter of the player character 46 is set to 0. Further, as
described below, the value of the tiredness parameter of each
player character 46 is updated based on at least one of an action
performed by the player character 46 according to the operation of
the user or the computer and the elapsed time period.
[0055] For example, the value of the tiredness parameter is updated
based on an action performed by the player character 46.
Specifically, every time the player character 46 performs an action
(for example, running action, dribbling action, pass action, shot
action, or the like), the value of the tiredness parameter (P) of
the player character 46 is updated according to an expression (A)
described below. Specifically, every time the player character 46
performs an action, a numerical value (.DELTA.Pa) corresponding to
the performed action is added to the value of the tiredness
parameter (P) of the player character 46.
P=P+.DELTA.Pa (A)
[0056] It should be noted that the value of .DELTA.Pa is set for
each type of action. For example, compared to a normal running
action, the value of .DELTA.Pa is set to be larger for a dash
action, which is an action of running faster than the normal
running action. Further, with regard to such actions as the running
action, the dash action, and the dribbling action, which are
performed continuously, the value of .DELTA.Pa is set based on a
duration of the action (in other words, how much time elapses while
the action is being performed). For example, the value of .DELTA.Pa
is set to be larger as the duration of the action becomes
longer.
[0057] Further, the value of .DELTA.Pa corresponding to each type
of action is set for each player character 46. For example, for a
player character 46 that has good endurance and is unlikely to
become fatigued, the value of .DELTA.Pa is set to a relatively
small value. On the other hand, for a player character 46 that has
poor endurance and is more likely to become fatigued, the value of
.DELTA.Pa is set to a relatively large value.
[0058] Further, for example, the value of the tiredness parameter
is updated based on the elapsed time period. Specifically, at
predetermined intervals (for example, 1/60.sup.th of a second), the
value of the tiredness parameter (P) is updated according to an
expression (B) described below. Specifically, at the predetermined
intervals, a predetermined numerical value (.DELTA.Pb) is added to
the tiredness parameter (P).
P=P+.DELTA.Pb (B)
[0059] It should be noted that, similarly to .DELTA.Pa, the value
of .DELTA.Pb is also set for each player character 46. For example,
for a player character 46 that has good endurance and is unlikely
to become fatigued, the value of .DELTA.Pb is set to a relatively
small value. On the other hand, for a player character 46 that has
poor endurance and is more likely to become fatigued, the value of
.DELTA.Pb is set to a relatively large value.
[0060] Every time the change timing of the operation subject has
been reached, the operation subject changing section 62 changes the
operation subject of the user to any one of the operation subject
candidates selected from among the player characters 46 that belong
to the operation subject team and are playing in the match.
Specifically, when the change timing of the operation subject has
been reached, the operation subject changing section 62 changes the
state of the player character 46 that is being operated by the user
to the state in which the player character 46 is operated by the
computer. At the same time, the operation subject changing section
62 also changes the state of any one of the operation subject
candidates selected from among a plurality of player characters 46
that are being operated by the computer (that is, a plurality of
teammate player characters) to the state in which any one of the
operation subject candidates is operated by the user. Detailed
description of operation of the operation subject changing section
62 is given below (see S103 and S104 of FIG. 8).
[0061] When the change timing of the operation subject has been
reached, the operation subject candidate number control section 64
controls the number of operation subject candidates to be selected
from among a plurality of player characters 46 that are being
operated by the computer (that is, a plurality of teammate player
characters) based on at least one of actions performed in the past
by the plurality of player characters 46 (the plurality of teammate
player characters) according to the operation of the computer or
the user and the elapsed time period. For example, the number of
operation subject candidates is controlled based on the elapsed
time period until the change timing is reached. Further, for
example, the number of operation subject candidates is controlled
based on the action performed by the player character 46 (teammate
player character) until the change timing is reached. Detailed
description of operation of the operation subject candidate number
control section 64 is given below (see S102 of FIG. 8).
[0062] Here, description is given of processing for implementing
the operation subject changing section 62 and the operation subject
candidate number control section 64. FIG. 8 is a flow chart
illustrating processing to be executed by the game device 10 when
the change timing of the operation subject has been reached. The
microprocessor 14 executes the processing illustrated in FIG. 8,
thereby implementing the operation subject changing section 62 and
the operation subject candidate number control section 64. Further,
the microprocessor 14 executes the processing illustrated in FIG. 8
according to the programs stored in the optical disc 36.
[0063] When the change timing of the operation subject has been
reached, as illustrated in FIG. 8, the microprocessor 14 (operation
subject candidate number control section 64) first acquires a list
of teammate player characters as a list of the operation subject
candidates (S101).
[0064] After that, the microprocessor 14 judges whether or not
there is any teammate player character whose value for the
tiredness parameter satisfies a predetermined condition and which
is not in possession of the ball 50 (S102). For example, first,
with regard to each teammate player character, the microprocessor
14 judges whether or not the value of the tiredness parameter
satisfies the predetermined condition. Specifically, the
microprocessor 14 judges whether or not the value of the tiredness
parameter is larger than a reference value (for example, 90). When
there is a teammate player character whose value for the tiredness
parameter is larger than the reference value, the microprocessor 14
judges whether or not that teammate player character is in
possession of the ball 50.
[0065] When there is a teammate player character whose value for
the tiredness parameter satisfies the predetermined condition and
which is not in possession of the ball 50, the microprocessor 14
(operation subject candidate number control section 64: an
exclusion section) excludes that teammate player character from the
list of the operation subject candidates, which is acquired in S101
(S103).
[0066] Then, the microprocessor 14 selects any one of the operation
subject candidates as a change destination of the operation subject
(S104). For example, from among the teammate player characters set
as the operation subject candidates, a teammate player character
that is the closest to the ball 50 is selected as the change
destination of the operation subject. Further, for example, when
the change button has been depressed n (n: n.gtoreq.2) times
successively, from among the teammate player characters set as the
operation subject candidates, a teammate player character that is
the n-th closest to the ball 50 is selected as the change
destination of the operation subject.
[0067] Then, the microprocessor 14 (operation subject changing
section 62) changes the operation subject of the user to the
teammate player character that has been selected as the change
destination in S104 (S105). Specifically, the "operation subject
flag" of the player character 46 that has been set as the operation
subject of the user is updated to 0, and the "operation subject
flag" of the teammate player character selected as the change
destination in S104 is updated to 1. In this manner, the operation
subject of the user is changed.
[0068] In the game device 10 described above, the value of the
tiredness parameter of the player character 46 is increased from
the initial value (0) based on the elapsed time period or/and the
action performed by the player character 46. Thus, the value of the
tiredness parameter of each player character 46 increases as the
match proceeds.
[0069] Then, in principle, a player character 46 whose value for
the tiredness parameter has become larger than the reference value
(for example, 90) is excluded from the operation subject candidates
(see S102 and S103 of FIG. 8). Due to this configuration, in the
game device 10, the number of operation subject candidates
decreases as the match proceeds. In other words, the number of
player characters 46 that the user can operate as desired decreases
as the match proceeds. As a result, it becomes possible to cause
the user to appreciate that, as the match proceeds, the player
character 46 that has become fatigued is starting to have
difficulty playing as desired.
[0070] In particular, with the game device 10, the user cannot
operate the player character 46 whose value for the tiredness
parameter has become larger than the reference value (for example,
90) in principle. Therefore, compared to a case in which the
ability of the player character 46 is internally lowered, it is
easier for the user to appreciate that the player character 46 has
become fatigued.
[0071] Incidentally, if the player character 46 that is in
possession of the ball 50 becomes inoperable while the operation
subject team is on the offensive (for example, while any one of the
player characters 46 belonging to the operation subject team is in
possession of the ball 50), enjoyment of the soccer game may be
impaired instead, causing the user to feel dissatisfied.
[0072] In this respect, in the game device 10, as a special case, a
player character 46 whose value for the tiredness parameter is
larger than the reference value (for example, 90) and which is in
possession of the ball 50 is not excluded from the operation
subject candidates (see S102 and S103 of FIG. 8). This
configuration can prevent the user from feeling the dissatisfaction
described above.
[0073] It should be noted that the present invention is not limited
to the foregoing embodiment.
[0074] (1) Instead of the tiredness parameter that increases based
on the elapsed time period or/and the action performed by the
player character 46, a stamina parameter that decreases based on
the elapsed time period or/and the action performed by the player
character 46 may be stored. For example, the stamina parameter
takes numerical values ranging from 0 to 100, and the initial value
thereof is set to 100. Then, for example, every time the player
character 46 performs a certain action, the value of the stamina
parameter of the player character 46 is decreased. Further, for
example, at predetermined intervals (for example, 1/60.sup.th of a
second), the value of the stamina parameter of the player character
46 is decreased.
[0075] Here, in this case, in S102 of FIG. 8, it is judged whether
or not there is any teammate player character whose value for the
stamina parameter is smaller than a reference value (for example,
10) and which is not in possession of the ball 50. Then, in S103 of
FIG. 8, a teammate player character whose value for the stamina
parameter is smaller than the reference value (for example, 10) and
which is not in possession of the ball 50 is excluded from the list
of the operation subject candidates.
[0076] (2) A player character 46 at a particular position (for
example, goalkeeper) may be excluded from the operation subject
candidates regardless of the value of the tiredness parameter.
Further, for example, a player character 46 designated in advance
by the user or a player character 46 at a position designated in
advance by the user may be excluded from the operation subject
candidates regardless of the value of the tiredness parameter. For
example, in a case where the user designates the position as a
defender or a goalkeeper in advance, a player character 46 playing
as the defender or the goalkeeper may be excluded from the
operation subject candidates regardless of the value of the
tiredness parameter.
[0077] (3) The game to be executed on the game device 10 is not
limited to a game in which a three-dimensional game space
constituted by three coordinate elements is displayed on the game
screen. The game to be executed on the game device 10 may be a game
in which a two-dimensional game space constituted by two coordinate
elements is displayed on the game screen. That is, the game to be
executed on the game device 10 may be a game in which the positions
and the like of a ball and player characters are managed by the two
coordinate elements.
[0078] (4) A game to be executed on the game device 10 may be
another sports game instead of the soccer game. For example, the
present invention is also applicable to a basketball game that is
played using a ball (moving object), or an ice hockey game that is
played using a puck (moving object).
[0079] Further, the present invention is also applicable to another
game instead of the sports game. For example, the present invention
is also applicable to an action game in which the user plays the
game by operating an operation subject that changes in a game
character group (a plurality of game characters) acting together
within a game space. Through the application of the present
invention, it becomes easier for the user to appreciate that the
game character has become fatigued in such an action game as
well.
[0080] Further, the present invention is applicable to a network
game in which a plurality of users participate via a network.
[0081] While there have been described what are at present
considered to be certain embodiments of the invention, it will be
understood that various modifications may be made thereto, and it
is intended that the appended claims cover all such modifications
as fall within the true spirit and scope of the invention.
* * * * *