U.S. patent application number 14/191955 was filed with the patent office on 2014-08-28 for video game processing apparatus and video game processing program.
The applicant listed for this patent is KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO., LTD.). Invention is credited to Yoshihiko KOBAYASHI, Masaki ONO, Nobuhiro TSUKIOKA.
Application Number | 20140243079 14/191955 |
Document ID | / |
Family ID | 51388681 |
Filed Date | 2014-08-28 |
United States Patent
Application |
20140243079 |
Kind Code |
A1 |
TSUKIOKA; Nobuhiro ; et
al. |
August 28, 2014 |
VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING
PROGRAM
Abstract
A video game processing apparatus for controlling progress of a
video game is provided. A plurality of characters including a user
character and a friend character appears in the video game. A user
and the other user operate the user character and the friend
character, respectively. Action content identification information,
a display condition and an action content are stored in a memory so
as to be associated with each other. The video game processing
apparatus shows action content identification information
corresponding to the display condition to the user in a case where
the display condition is satisfied during progress of the video
game. In a case where a selection operation for the shown action
content identification information is received, the video game
processing apparatus causes any of the plurality of characters to
carry out the action content corresponding to the action content
identification information.
Inventors: |
TSUKIOKA; Nobuhiro; (Tokyo,
JP) ; KOBAYASHI; Yoshihiko; (Tokyo, JP) ; ONO;
Masaki; (Tokyo, JP) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO.,
LTD.) |
Tokyo |
|
JP |
|
|
Family ID: |
51388681 |
Appl. No.: |
14/191955 |
Filed: |
February 27, 2014 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61769931 |
Feb 27, 2013 |
|
|
|
Current U.S.
Class: |
463/29 |
Current CPC
Class: |
A63F 13/00 20130101;
A63F 13/525 20140902; A63F 13/533 20140902; A63F 13/12 20130101;
A63F 13/35 20140902; A63F 13/10 20130101; A63F 13/822 20140902;
A63F 13/847 20140902 |
Class at
Publication: |
463/29 |
International
Class: |
A63F 13/00 20060101
A63F013/00 |
Foreign Application Data
Date |
Code |
Application Number |
Apr 3, 2013 |
JP |
2013-077947 |
May 29, 2013 |
JP |
2013-113318 |
Claims
1. A video game processing apparatus for controlling progress of a
video game, a plurality of characters including a user character
appearing in the video game, a user operating the user character,
the video game processing apparatus comprising: a memory for
storing action content identification information, a display
condition and an action content so as to be associated with each
other; an action content identification information display
controller for showing action content identification information to
the user in a case where the display condition is satisfied during
progress of the video game, the action content identification
information corresponding to the display condition; a selection
operation receiver for receiving a selection operation for the
action content identification information shown by the action
content identification information display controller; and an
action content executor for causing any of the plurality of
characters to carry out the action content corresponding to the
action content identification information in a case where the
selection operation for the action content identification
information is received.
2. The video game processing apparatus according to claim 1,
wherein a friend character is included in the plurality of
characters, the friend character taking an action in an action rule
different from that of the user character as a friend of the user
character, wherein the display condition includes a reverse support
identification information display condition corresponding to
action content identification information, the action content
identification information indicating a reverse support that is
different from a support in which the user character influences on
a status of the friend character, the friend character influencing
on a status of the user character in the reverse support, wherein
the action content corresponding to the reverse support
identification information display condition contains the content
of an action that can be carried out by the friend character,
wherein the action content identification information display
controller shows the action content identification information
corresponding to the reverse support identification information
display condition to the user in a case where the reverse support
identification information display condition is satisfied, and
wherein the action content executor causes the friend character to
carry out the action content in a case where the selection
operation receiver receives a selection operation of the action
content identification information.
3. The video game processing apparatus according to claim 1,
wherein a friend character is included in the plurality of
characters, the friend character taking an action in an action rule
different from that of the user character as a friend of the user
character, wherein the display condition includes a support
identification information display condition corresponding to
action content identification information, the action content
identification information indicating a support in which the user
character influences on a status of the friend character, wherein
the action content corresponding to the support identification
information display condition contains the content of an action
that can be carried out by the user character, wherein the action
content identification information display controller shows the
action content identification information to the user in a case
where the support identification information condition is
satisfied, and wherein the action content executor causes the user
character to carry out the action content against the friend
character as a target in a case where the selection operation
receiver receives a selection operation of the action content
identification information.
4. The video game processing apparatus according to claim 1,
further comprising: a command display controller for showing a
command associated with the action content identification
information in advance to the user in a case where the selection
operation receiver receives a selection operation of the action
content identification information.
5. The video game processing apparatus according to claim 1,
wherein the action content identification information display
controller shows a speech balloon image to the user, the speech
balloon image indicating a speech balloon that includes a character
string constituting the action content identification
information.
6. The video game processing apparatus according to claim 1,
wherein the action content identification information display
controller includes an image display controller for causing a
display device to display an image corresponding to action content
identification information whose display condition is satisfied on
a display screen, and wherein the image display controller causes
the display device to display the image at a display position
according to movement of the character.
7. The video game processing apparatus according to claim 6,
wherein the action content identification information is stored in
the memory so that the action content identification information is
associated with a display target, wherein the image display
controller includes an image display position determiner for
determining a position, at which the image is displayed, from among
a plurality of display position candidates on the basis of the
position of the display target, the plurality of display position
candidates including a vicinity of the display target and a
predetermined display area, and wherein the image display
controller causes the display device to display the image at the
position determined by the image display position determiner.
8. The video game processing apparatus according to claim 7,
wherein the image display position determiner determines that the
image is displayed in the vicinity of the display target in a case
where the position of the display target is positioned within the
game screen, and wherein the image display position determiner
determines that the image is displayed at the predetermined display
area in a case where the position of the display target is not
positioned within the game screen.
9. The video game processing apparatus according to claim 1,
wherein the action content identification information display
controller includes an image display controller for causing a
display device to display an image corresponding to action content
identification information whose display condition is satisfied on
a display screen, and wherein the image display controller causes
the display device to display an image having a mode according to a
position of the character.
10. The video game processing apparatus according to claim 9,
wherein the image display position determiner determines that the
image is displayed in the vicinity of the display target in a case
where the position of the display target is positioned within the
game screen, and wherein the image display position determiner
determines that the image is displayed at the predetermined display
area in a case where the position of the display target is not
positioned within the game screen.
11. The video game processing apparatus according to claim 9,
wherein the action content identification information is stored in
the memory so that the action content identification information is
associated with a display target, wherein the image display
controller includes a display mode determiner for determining a
display mode of an image on the basis of a position of the display
target, and wherein the image display controller causes the display
device to display the image according to the display mode
determined by the display mode determiner.
12. The video game processing apparatus according to claim 11,
wherein the image display position determiner determines that the
image is displayed in the vicinity of the display target in a case
where the position of the display target is positioned within the
game screen, and wherein the image display position determiner
determines that the image is displayed at the predetermined display
area in a case where the position of the display target is not
positioned within the game screen.
13. The video game processing apparatus according to claim 1,
wherein a friend character is included in the plurality of
characters, the friend character taking an action in an action rule
different from that of the user character as a friend of the user
character, wherein the display condition includes a special support
identification information display condition corresponding to
action content identification information, the action content
identification information indicating a special support in which
the friend character influences on a status of the friend character
or other friend character different from the friend character,
wherein the action content corresponding to the special support
identification information display condition contains the content
of an action that can be carried out by the friend character, and
wherein the action content executor causes the friend character to
carry out the action content in a case where the selection
operation receiver receives a selection operation of the action
content identification information.
14. The video game processing apparatus according to claim 1,
wherein the action content identification information contains a
character string that indicates a character's line to suggest the
action content to the user.
15. A non-transitory computer-readable medium including a video
game processing program product for causing a computer to control
progress of a video game, a plurality of characters including a
user character appearing in the video game, a user operating the
user character, wherein the computer comprises a memory for storing
action content identification information, a display condition and
an action content so as to be associated with each other, wherein
the video game processing program product causes the computer to
execute: showing action content identification information to the
user in a case where the display condition is satisfied during
progress of the video game, the action content identification
information corresponding to the display condition; receiving a
selection operation for the action content identification
information in the showing action content identification
information to the user; and causing any of the plurality of
characters to carry out the action content corresponding to the
action content identification information in a case where the
selection operation for the action content identification
information is received.
Description
CROSS-REFERENCE TO RELATED APPLICATION
[0001] The present application claims the benefit of priority from
U.S. Provisional Application No. 61/769,931, filed on Feb. 27,
2013, and relates to subject matter contained in Japanese Patent
Application No. 2013-077947, filed on Apr. 3, 2013 and Japanese
Patent Application No. 2013-113318, filed on May 29, 2013. The
disclosure of each application is expressly incorporated herein by
reference in their entirety.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to a video game processing
apparatus and a video game processing program for controlling
progress of a video game in which a plurality of characters
including a user character operated by a user appear.
[0004] 2. Description of the Related Art
[0005] Heretofore, a system to suggest to a user that the user
should take an action (or an action to cause a user character
operated by the user to take) in accordance with progress of a
video game is known.
[0006] As techniques related to such a system, for example, there
is a technique to display commands that are suitable for a battle
status and can be received from a user on a display screen (see
Japanese Patent Application Publication No. 2010-142346, for
example).
[0007] In such a system, suggestion provided to a user from the
system side allows the user or the user character (hereinafter,
referred to as "the user or the like") to take an appropriate
action in accordance with a progress status of a video game.
However, a method of causing the user or the like to take a
suggested action requires the user or the like to carryout input
operations by a defined method as usual.
[0008] For this reason, it is desired a method of causing the user
or the like to take an action intended by the user or the like more
easily. Namely, it has been desired that the user or the like can
carry out an "appropriate action according to a status of the user
or the like in the video game", which is thought to be intended by
the user or the like, more effectively.
SUMMARY OF THE INVENTION
[0009] The present invention has been made in order to solve the
problem described above, and it is an object of the present
invention to be capable of causing a user to take an action desired
by the user more easily.
[0010] In order to achieve the above object, in one aspect of the
present invention, the present invention is directed to a video
game processing program product for controlling progress of a video
game. In this case, a plurality of characters including a user
character appears in the video game, and a user operating the user
character. The video game processing apparatus according to the
present invention includes a memory for storing action content
identification information, a display condition and an action
content so as to be associated with each other.
[0011] The video game processing apparatus also includes an action
content identification information display controller for showing
action content identification information to the user in a case
where the display condition is satisfied during progress of the
video game, the action content identification information
corresponding to the display condition.
[0012] The video game processing apparatus also includes a
selection operation receiver for receiving a selection operation
for the action content identification information shown by the
action content identification information display controller.
[0013] The video game processing apparatus also includes an action
content executor for causing any of the plurality of characters to
carryout the action content corresponding to the action content
identification information in a case where the selection operation
for the action content identification information is received.
[0014] By configuring the video game processing apparatus as
described above, it is possible to cause a user to take an action
desired by the user more easily.
[0015] In the video game processing apparatus according to the
present invention, it is preferable that: a friend character is
included in the plurality of characters, the friend character
taking an action in an action rule different from that of the user
character as a friend of the user character; the display condition
includes a reverse support identification information display
condition corresponding to action content identification
information, the action content identification information
indicating a reverse support that is different from a support in
which the user character influences on a status of the friend
character, the friend character influencing on a status of the user
character in the reverse support; the action content corresponding
to the reverse support identification information display condition
contains the content of an action that can be carried out by the
friend character; the action content identification information
display controller shows the action content identification
information corresponding to the reverse support identification
information display condition to the user in a case where the
reverse support identification information display condition is
satisfied; and the action content executor causes the friend
character to carry out the action content in a case where the
selection operation receiver receives a selection operation of the
action content identification information.
[0016] In the video game processing apparatus according to the
present invention, it is preferable that: a friend character is
included in the plurality of characters, the friend character
taking an action in an action rule different from that of the user
character as a friend of the user character; the display condition
includes a support identification information display condition
corresponding to action content identification information, the
action content identification information indicating a support in
which the user character influences on a status of the friend
character; the action content corresponding to the support
identification information display condition contains the content
of an action that can be carried out by the user character; the
action content identification information display controller shows
the action content identification information to the user in a case
where the support identification information condition is
satisfied; and the action content executor causes the user
character to carry out the action content against the friend
character as a target in a case where the selection operation
receiver receives a selection operation of the action content
identification information.
[0017] In the video game processing apparatus according to the
present invention, it is preferable that the video game processing
apparatus further includes a command display controller for showing
a command associated with the action content identification
information in advance to the user in a case where the selection
operation receiver receives a selection operation of the action
content identification information.
[0018] In the video game processing apparatus according to the
present invention, it is preferable that the action content
identification information display controller shows a speech
balloon image to the user, the speech balloon image indicating a
speech balloon that includes a character string constituting the
action content identification information.
[0019] In the video game processing apparatus according to the
present invention, it is preferable that: the action content
identification information display controller includes an image
display controller for causing a display device to display an image
corresponding to action content identification information whose
display condition is satisfied on a display screen; and the image
display controller causes the display device to display the image
at a display position according to movement of the character.
[0020] In the video game processing apparatus according to the
present invention, it is preferable that: the action content
identification information is stored in the memory so that the
action content identification information is associated with a
display target; the image display controller includes an image
display position determiner for determining a position, at which
the image is displayed, from among a plurality of display position
candidates on the basis of the position of the display target, the
plurality of display position candidates including a vicinity of
the display target and a predetermined display area; and the image
display controller causes the display device to display the image
at the position determined by the image display position
determiner.
[0021] In the video game processing apparatus according to the
present invention, it is preferable that: the action content
identification information display controller includes an image
display controller for causing a display device to display an image
corresponding to action content identification information whose
display condition is satisfied on a display screen; and the image
display controller causes the display device to display an image
having a mode according to a position of the character.
[0022] In the video game processing apparatus according to the
present invention, it is preferable that the action content
identification information is stored in the memory so that the
action content identification information is associated with a
display target; the image display controller includes a display
mode determiner for determining a display mode of an image on the
basis of a position of the display target; and the image display
controller causes the display device to display the image according
to the display mode determined by the display mode determiner.
[0023] In the video game processing apparatus according to the
present invention, it is preferable that: the image display
position determiner determines that the image is displayed in the
vicinity of the display target in a case where the position of the
display target is positioned within a game screen; and the image
display position determiner determines that the image is displayed
at the predetermined display area in a case where the position of
the display target is not positioned within the game screen.
[0024] In the video game processing apparatus according to the
present invention, it is preferable that: a friend character is
included in the plurality of characters, the friend character
taking an action in an action rule different from that of the user
character as a friend of the user character; the display condition
includes a special support identification information display
condition corresponding to action content identification
information, the action content identification information
indicating a special support in which the friend character
influences on a status of the friend character or other friend
character different from the friend character; the action content
corresponding to the special support identification information
display condition contains the content of an action that can be
carried out by the friend character; and the action content
executor causes the friend character to carry out the action
content in a case where the selection operation receiver receives a
selection operation of the action content identification
information.
[0025] In the video game processing apparatus according to the
present invention, it is preferable that the action content
identification information contains a character string that
indicates a character's line to suggest the action content to the
user.
[0026] Moreover, in another aspect of the present invention, the
present invention is directed to a non-transitory computer-readable
medium including a video game processing program product for
causing a computer to control progress of a video game. In this
case, a plurality of characters including a user character appears
in the video game, and a user operates the user character. Further,
the computer includes a memory for storing action content
identification information, a display condition and an action
content so as to be associated with each other. The video game
processing program product according to the present invention
causes the computer to execute steps including showing action
content identification information to the user in a case where the
display condition is satisfied during progress of the video game,
the action content identification information corresponding to the
display condition.
[0027] The steps also include receiving a selection operation for
the action content identification information in the showing action
content identification information to the user.
[0028] The steps also include causing any of the plurality of
characters to carryout the action content corresponding to the
action content identification information in a case where the
selection operation for the action content identification
information is received.
[0029] According to each embodiment of the present invention, it is
possible to cause a user to take an action desired by the user more
easily.
BRIEF DESCRIPTION OF THE DRAWINGS
[0030] The foregoing and other objects, features and advantages of
the present invention will become more readily apparent from the
following detailed description of preferred embodiments of the
present invention that proceeds with reference to the appending
drawings:
[0031] FIG. 1 is a block diagram showing an example of a
configuration of a video game processing system;
[0032] FIG. 2 is a block diagram showing an example of a
configuration of a video game processing server;
[0033] FIG. 3 is a block diagram showing an example of a user
terminal;
[0034] FIG. 4 is an explanatory drawing showing an example of a
storage state of action support information;
[0035] FIG. 5 is a flowchart showing an example of game
processing;
[0036] FIG. 6 is an explanatory drawing for explaining an example
of a battle screen;
[0037] FIG. 7 is a flowchart showing an example of command
executing processing;
[0038] FIG. 8 is an explanatory drawing for explaining an example
of the battle screen on which a command is displayed;
[0039] FIG. 9 is an explanatory drawing for explaining an example
of an execution target selecting screen;
[0040] FIG. 10 is a flowchart showing an example of action support
information displaying processing;
[0041] FIG. 11 is an explanatory drawing for explaining a speech
balloon image;
[0042] FIG. 12 is an explanatory drawing for explaining a
predetermined area in which the speech balloon image is
displayed;
[0043] FIG. 13 is an explanatory drawing for explaining an example
of the game screen after action content identification information
is selected;
[0044] FIG. 14 is an explanatory drawing for explaining another
speech balloon image; and
[0045] FIG. 15 is a flowchart showing another example of the action
support information displaying processing.
DETAILED DESCRIPTION OF THE INVENTION
[0046] Hereinafter, examples of one embodiment according to the
present invention will be described with reference to the appending
drawings.
First Embodiment
[0047] FIG. 1 is a block diagram showing an example of a
configuration of a video game processing system 100 according to
one embodiment of the present invention. As shown in FIG. 1, the
video game processing system 100 includes: a video game processing
server 10; and a plurality of user terminals 21 to 2N ("N" is an
arbitrary integer) respectively used by a plurality of users. In
this regard, the configuration of the video game processing system
100 is not limited to this configuration. The video game processing
system 100 may be configured so that a single user terminal is used
by a plurality of users. Alternatively, the video game processing
system 100 may be configured so as to include a plurality of
servers.
[0048] Each of the video game processing server 10 and the
plurality of user terminals 21 to 2N is connected to a
communication network 30 such as the Internet. In this regard,
although it is not shown in the drawings, each of the plurality of
user terminals 21 to 2N is connected to the communication network
30 by carrying out data communication with a base station managed
by a carrier by means of a wireless communication line.
[0049] The video game processing system 100 has various kinds of
functions to control progress of a video game (a so-called online
game) in which a plurality of players plays in the same virtual
space (including a synchronous virtual space and an asynchronous
virtual space). In this regard, in the present embodiment, the case
where the video game processing system 100 is suitable for a
so-called browser game will be described as an example.
[0050] The video game processing server 10 is managed by an
administrator of the video game processing system 100, and has
various kinds of functions to provide (or deliver) information on
the video game to the user terminals 21 to 2N.
[0051] The video game processing server 10 is configured by an
information processing apparatus such as a WWW server, and includes
a storage medium for storing various kinds of information. In this
regard, it is preferable that in the video game processing system
100, the information regarding the video game is managed by the
video game control server 10 in the light of the fact that a
processing load on each of the plurality of user terminals 21 to 2N
is to be reduced in the video game processing system 100. However,
the video game processing system 100 may be configured so that each
of the plurality of user terminals 21 to 2N manages part or all of
the information on the video game.
[0052] FIG. 2 is a block diagram showing an example of a
configuration of the video game processing server 10. As shown in
FIG. 2, the video game processing server 10 includes: a control
section 11; a communication section 12; a searching section 13; a
determining section 14; an updating section 15; and a video game
information storage section 16.
[0053] The control section 11 includes a CPU, a ROM and the like,
and has a function to carryout controls of the whole video game
processing server 10 in accordance with control programs stored in
the video game information storage section 16.
[0054] The communication section 12 has a function to carry out
communication with each of the plurality of user terminals 21 to 2N
via the communication network 30 such as the Internet.
[0055] The searching section 13 has a function to search for
information according to progress of the video game (for example,
information according to a progress status of the video game in
each user terminal) from among various kinds of information stored
in the video game information storage section 16.
[0056] The determining section 14 has a function to carry out
various kinds of determinations in accordance with progress of the
video game.
[0057] The updating section 15 has a function to update various
kinds of information stored in the video game information storage
section 16 in accordance with progress of the video game. In this
regard, the video game processing server 10 may be configured so
that the information used for updating processing is acquired from
the plurality of user terminals 21 to 2N. Alternatively, the video
game processing server 10 may be configured so that such
information is prepared in advance in the video game information
storage section 16.
[0058] The video game information storage section 16 is configured
by a database apparatus, for example. The video game information
storage section 16 is a storage medium for storing various kinds of
information on the video game whose progress is controlled by the
video game control system 100 and various kinds of data such as
control programs for the video game.
[0059] Here, an outline of the video game whose progress is
controlled by the video game processing system 100 will be
described. In the present embodiment, the video game processing
system 100 controls progress of a so-called online RPG (online
role-playing game) that is played by the corresponding player in
each of the plurality of user terminals 21 to 2N. Namely, the video
game processing system 100 controls progress of the video game in
which some relationship between the plurality of users who
respectively operate the plurality of user terminals 21 to 2N is
generated.
[0060] In the present embodiment, the video game processing system
100 is configured so that the video game includes a battle scene in
which a user of a user terminal (that is, a player of the video
game) operates a character (a user character, a player character or
an avatar), which becomes his or her own alter ego in a virtual
space, to battle with an enemy character. Further, in the video
game according to the present embodiment, the user is allowed to
lead other user's alter ego to a battle as a friend (friend
character) that battles with an enemy character together with the
user's alter ego. Further, in the battle scene according to the
present embodiment, a speech balloon is displayed on a game screen
in accordance with a status of the battle (for example, a state of
a status of each of the user character and the friend character).
This speech balloon plays a role to suggest, to the user, an action
(for example, an action for recovering a friend character, an
action for requiring a friend character to recovery his or her
life) that is to be taken by the user in accordance with a status
of the battle, such as "Recovery my life." or "May I recover you?",
for example. Moreover, in the video game according to the present
embodiment, the speech balloon plays a role of a so-called shortcut
key, and the user carries out an operation to select the speech
balloon (for example, a selection operation according to a
specification of the user terminal, such as selection by a mouse
pointer, selection by a touch operation toward a touch panel, and
the like), whereby the user can take an action suggested by the
speech balloon.
[0061] In order to control progress of the video game described
above, in the present embodiment, the video game information
storage section 16 includes: a user information storage section
16a; and a battle related information storage section 16b (see FIG.
2). In this regard, information for controlling progress of the
video game described above is also stored in a storage section of
each of the user terminals. The configuration of the user terminal
will be described later.
[0062] The user information storage section 16a is a storage medium
for storing user information. The user information is information
on the respective users. In the present embodiment, the user
information contains information required for the user to operate
the user character and thereby carry out the video game, such as
identification information and a level of the user, possessed items
and the like (not shown in the drawings). Further, in the present
embodiment, the user information contains various kinds of
information that is used for leading a user character of the other
user to a battle as a friend by each user. In this regard, since a
known art is used for the configuration to lead a character of
other user, detailed explanation herein is omitted.
[0063] The battle related information storage section 16b is a
storage medium for storing battle related information. The battle
related information is information to be utilized for the user to
carry out a battle against an enemy character in the video game. In
the present embodiment, the battle related information may contain
various kinds of information regarding a battle, such as an image
and a status of an enemy character, a stage configuration and an
action rule, and the like (not shown in the drawings). In this
regard, as the battle related information, information used to
control progress of a so-called raid boss battle (for example, a
battle availability period, a battle participant, a battle
participation privilege and the like) may be contained.
[0064] Each of the plurality of user terminals 21 to 2N is managed
by a user (or a player) who carries out the video game, and is
configured by a communication terminal, such as a personal
computer, a stationary game apparatus, a cellular phone terminal, a
PDA (Personal Digital Assistants) and a mobile game apparatus, by
which the user can play a network delivery-type game, for example.
Each of the plurality of user terminals 21 to 2N has hardware (for
example, a display device for displaying a game screen, an audio
output device and the like) and software to carry out a video game
by connecting the user terminal 21 to 2N to the communication
network 30 and carrying out communication with the video game
processing server 10. In this regard, the video game processing
system 100 may be configured so that the plurality of user
terminals 21 to 2N can directly communicate with each other without
passing through the video game processing server 10.
[0065] FIG. 3 is a block diagram showing an example of the user
terminal 21. As shown in FIG. 3, the user terminal 21 includes: an
action content identification information display section 211; a
selection operation receiving section 212; an action content
executing section 213; a command display section 214; and a video
game information storage section 215. In this regard, the user
terminal 21 also includes a general configuration for carrying out
a video game, such as a control section, a communication section
and the like, as well as the video game processing server 10.
However, their explanation herein is omitted.
[0066] The action content identification information display
section 211 has a function to display the action content
identification information, for which a predetermined display
condition is satisfied during progress of the video game, on the
game screen. In the present embodiment, the action content
identification information display section 211 displays the action
content identification information whose display condition is
satisfied in the vicinity of at least one character of a plurality
of characters displayed on the game screen. Further, the action
content identification information display section 211 according to
the present embodiment displays the action content identification
information on the basis of a position of a character on the game
screen as a display target of the action content identification
information (or the virtual space and a virtual camera). Namely,
for example, in the present embodiment, a speech balloon image as
the action content identification information is moved so as to
follow a character as a display target when the character moves. In
this regard, the action content identification information will be
described later in detail.
[0067] The selection operation receiving section 212 has a function
to receive a selection operation of the action content
identification information displayed on the game screen. In the
present embodiment, the selection operation receiving section 212
receives a selection operation by the user via an operating section
(that is, a controller) included in the user terminal 21. Namely,
for example, the selection operation receiving section 212 receives
a selection operation by the user by means of specification of a
position by the mouse pointer and a selection instruction by a
click operation. In this regard, the configuration to receive a
selection operation is not limited particularly. However, it is
preferable that the configuration has a configuration that the user
can operate instinctively. As another example of receiving a
selection operation, there is a configuration using a touch panel
as the operating section.
[0068] The action content executing section 213 has a function to
cause a character participating in a battle to carry out the action
content corresponding to the action content identification
information in a case where a selection operation of the action
content identification information is received. In the present
embodiment, since one user character and at least one friend
character participate in a battle as a general rule, the action
content executing section 213 causes any one of the plurality of
characters to carry out the action content corresponding to the
action content identification information selected by the user. In
this regard, in the present embodiment, the friend character does
not receive a selection of a command by the user, but an action of
the friend character (for example, movement or selection of a
command) is controlled by a computer (that is, the user terminal
21) in accordance with an action rule prepared in advance. Further,
in the present embodiment, in a case where the user does not input
an instruction for the user character for a specific time, an
action of the user character UC is also controlled by the computer
in accordance with an action rule prepared in advance.
[0069] The command display section 214 has a function to selectably
display an instruction (command) to the user character. In the
present embodiment, the command display section 214 displays
commands that the user can select from among a group of commands
configured in a hierarchical structure in a predetermined area of
the game screen. Further, the command display section 214 displays
a plurality of commands hierarchically. Namely, for example, in the
present embodiment, the command display section 214 first displays
a category of a command (for example, "skill" or "item"). In a case
where one category is selected by the user, the command display
section 214 displays the command positioned at a lower layer of the
selected category (for example, if the selected category is "item",
"(use of) an item A" or "(usage of) an item B"). Moreover, in a
case where the action content identification information is
selected by the user, the command display section 214 according to
the present embodiment displays a command associated with the
selected action content identification information in advance.
Namely, the command display section 214 according to the present
embodiment has a function to display one command from a plurality
of routes.
[0070] The video game information storage section 215 is a storage
medium in which various kinds of information regarding the video
game whose progress is controlled by the video game processing
system 100 various kinds of data such as a control program for the
video game and the like are stored. In the present embodiment, the
video game information storage section 215 includes an action
support information storage section 215a as a storage medium for
storing information (that is, action support information) different
from the information stored in the video game information storage
section 16 of the video game processing server 10. In this regard,
the video game processing server 10 may be configured so that the
action support information is stored therein.
[0071] The action support information storage section 215a is a
storage medium for storing the action support information. The
action support information is information for causing the user to
take an appropriate action in accordance with a status of the video
game. In the present embodiment, the action support information
contains: information necessary for displaying an image that
suggests an action of the user in accordance with a progress status
of a battle in an appropriate form at appropriate timing; and
information necessary for associating the image for suggesting the
action of the user with the action content of the character.
Namely, in the present embodiment, the video game processing system
100 is configured so that the user is allowed to cause the user
character or friend character to take an action using an interface
different from a usually used interface by displaying the image on
the game screen on the basis of the action support information.
[0072] FIG. 4 is an explanatory drawing showing an example of a
storage state of the action support information stored in the
action support information storage section 215a. As shown in FIG.
4, the action support information contains: action content
identification information; a display target; a display condition;
and an action content.
[0073] The action content identification information is information
to be displayed for suggesting an action (or an action that is
thought to be taken) to the user. In the present embodiment, the
action content identification information contains; a character's
line (character string); and a display form of the character's
line. For example, in a case where a character string "Recovery my
life." is displayed on the game screen as a friend character's
line, the user can judge that a "speech balloon" as a display form
suggests the user to recover the friend character displayed on the
game screen. Therefore, in the action content identification
information according to the present embodiment, the character's
line "recovery my life." is associated with the display form
"speech balloon". In this regard, as another example, a character
string "It hurts!" that suggests an action to recover to the user,
and a character string "May I recover you?" that suggests an action
to require a friend character to be recovered are contained as well
as the character string "Recovery my life.". In this regard, the
character's line is not limited to ones constructed by a plurality
of character strings. For example, the video game processing system
100 may be configured so that the character's line includes a
symbol such as "!", or the like.
[0074] The display target means a character that is a speaker of
the character's line. For example, between the case where a
character's line "Recovery my life." is displayed as the line of a
user character operated by the user and the case where the
character's line "Recovery my life." is displayed as the line of a
friend character, which is a character that the user cannot operate
(or can operate only a certain range of operations except for a
concrete instruction, such as setup of strategy and the like), the
content of an action that the user is suggested by the character's
line "Recovery my life." is different from each other. For that
reason, in the present embodiment, the action content
identification information is associated with a display target.
[0075] The display condition means a condition for displaying a
character's line as the character's line of the corresponding
display target in a corresponding display form (that is, a status
of the video game). For example, when an associated display
condition "an HP of a friend character is 30% or less of the
maximal value and the user character can use a recovery item or a
recovery magic (or a recovery system command that belongs to a
different category from an in-game item, such as a recovery
technique and a recovery skill)" is satisfied, a character's line
"Recovery my life." that may be an opportunity for support is
displayed as a character's line of the corresponding display target
"friend character". Further, when an associated display condition
"the HP of the user character is 30% or less of the maximal value
and the friend character can use a recovery item or a recovery
magic" is satisfied, a character's line "May I recover you?" that
may be an opportunity for reverse support is displayed as a
character's line of the corresponding display target "friend
character". In this regard, a situation that any other character's
line different from the display target is displayed may be included
as the display condition. In the present embodiment, a character's
line "OK!" displayed as a friend character's line is associated
with a display condition "the friend character can use a recovery
magic when the user character is in a state that the user character
makes a statement `Someone recover my life!`.
[0076] The action content means the content of an action that a
character arranged in the virtual space takes when the action
content identification information displayed on the game screen is
selected by the user. Namely, in the present embodiment, in a case
where a speech balloon (or a speech balloon image) is displayed as
the action content identification information, the user selects the
displayed speech balloon, whereby the character (for example, the
user character or the friend character) can be caused to take an
action according to a status of the video game. Hereinafter, in the
present embodiment, the case where an action to cause a character
to recover other character is set up as an action content will be
described as an example. In this regard, in the present embodiment,
an action that the user character recovers a status of a friend
character (various kinds of states such as an HP, an MP, and an
abnormal state) is called as "support" or a "support action". In
contrast, an action that a friend character recovers a status of
the user character is called as "reverse support". In this regard,
the content of support or the content of reverse support is not
limited to recovery of a status, and may be the content in which an
action of one character corresponds to support for the other
character.
[0077] As shown in FIG. 4, the action content according to the
present embodiment contains: an action subject; an action target;
and corresponding processing. The action subject means a character
against which an action is carried out. The action target is a
target of the action to be carried out, and the action target means
a character that is influenced by the action carried out by the
action subject. The corresponding processing means processing
carried out by the user terminal when selection for the action
content identification information displayed on the game screen is
received. In the present embodiment, as the corresponding
processing, processing to display a command that the user can
select in response to selection of the action content
identification information (for example, processing to display the
recovery system command in a state that the friend character is set
as a recovery target) and processing to define an action of the
friend character in response to selection of the action content
identification information (for example, processing to cause the
user character to carry out a recovery magic) are included.
[0078] Next, an operation of the video game processing system 100
according to the present embodiment will be described. In this
regard, the content of operations and/or processing with no
relationship to the present invention may be omitted.
[0079] FIG. 5 is a flowchart showing an example of game processing
carried out by the video game processing system 100. In the game
processing, processing to cause the user to play the video game is
carried out. Hereinafter, the case where the video game processing
server 10 and the user terminal 21 carry out the game processing
will be described as an example.
[0080] The game processing is started in a case where the video
game processing server 10 receives a request to display a battle
screen from the user terminal 21, for example.
[0081] In the game processing, the video game processing server 10
first transmits battle information to the user terminal 21 (Step
S101). The battle information contains: the user information;
information regarding friend characters; and information regarding
an enemy character. In the present embodiment, the video game
processing server 10 searches for information required to allow the
player of the user terminal 21 to play a battle game as apart of a
browser game in the user terminal 21 (in addition to the
information mentioned above, information that is not stored in
advance in the video game information storage section 215 of the
user terminal 21; for example, virtual space information and the
like) from the storage area in the video game information storage
section 16 included therein; and transmits the searched information
to the user terminal 21.
[0082] When various kinds of information, which are transmitted
from the video game processing server 10 in response to the request
to display the battle screen transmitted by the user terminal 21,
is received, the user terminal 21 causes the display device
provided therewith to display the battle screen on a display screen
of the display device on the basis of the received information
(Step S201).
[0083] FIG. 6 is an explanatory drawing for explaining an example
of the battle screen. As shown in FIG. 6, the user character UC; an
enemy character EC; a plurality of friend characters FC1, FC2; and
a plurality of status display areas (including a user status
display area 601, an enemy status display area 602 and a friend
status display area 603) for displaying various kinds of statuses
are provided on the battle screen according to the present
embodiment. In this regard, an image obtained by taking a battle
stage as the virtual space with the virtual camera is displayed on
the battle screen that is one kind of the game screen. In the
present embodiment, the user terminal 21 controls the virtual
camera so that the user character UC and the enemy character EC
fall within the battle screen. For that reason, a part or all of
the plurality of friend characters may not be displayed on the
battle screen.
[0084] Commands that can be selected by the user are displayed in
the user status display area 601 in addition to various kinds of
statuses including the HP of the user character (for example, an
accessory or component and a skill point). Various kinds of
statuses (for example, a level) including an HP of the enemy
character are displayed in the enemy status display area 602.
Various kinds of statuses including an HP of each of a plurality of
friend characters (party) that participates in a battle are
displayed in the friend status display area 603.
[0085] When the battle screen is displayed, the user terminal 21
causes the display device to display a command (more specifically,
an command image that functions as a virtual button according to a
type of the command) on the battle screen; and carries out
processing (that is, command executing processing) for causing the
user character to carry out an action according to the selected
command by the user (Step S300). The command executing processing
will be described later in detail (see FIG. 7).
[0086] When the command executing processing is carried out, the
user terminal 21 determines whether a display condition indicated
by the action support information is satisfied or not (Step S202).
In the present embodiment, the user terminal 21 specifies the
action support information to which the user terminal 21 has to
refer in this battle when the battle is to be started. In this
regard, as a method of specifying the action support information
that is referred to in a battle, a method of specifying it in
accordance with a predetermined rule related to a battle, such as
the content of the "strategy" selected by the user, a level of the
user in the video game, a status of a friend character may be used,
for example. Alternatively, as such a method, a method of
specifying it in accordance with the content set up by a manager
(or administrator) of the video game or the user in advance may be
used. Further, the video game processing system 100 may be
configured so that the user terminal 21 always refers to all of the
action support information stored in the action support information
storage section 215a.
[0087] In a case where it is determined that the display condition
indicated by the action support information is satisfied, for
example, because the HP of the user character is reduced ("Yes" at
Step S202), the user terminal 21 carries out processing (that is,
action support information displaying processing) for displaying
the action support information (Step S400). The action support
information displaying processing will be described later in detail
(see FIG. 10).
[0088] In a case where it is determined that the display condition
indicated by the action support information is not satisfied ("No"
at Step S202) or in a case where the user terminal 21 carries out
the action support information displaying processing, the user
terminal 21 determines whether the battle is terminated or not
(Step S203). Here, in a case where it is determined that the battle
is not terminated because a predetermined battle termination
condition is not satisfied ("No" at Step S203), the user terminal
21 causes the processing flow to proceed to the process at Step
S300. On the other hand, in a case where it is determined that the
battle is terminated, for example, because an HP of the user
character UC or an HP of the enemy character EC becomes zero ("Yes"
at Step S203), the user terminal 21 transmits a result of the
battle to the video game processing server 10 (Step S204).
[0089] When the information indicating the result of the battle is
received from the user terminal 21, the video game processing
server 10 updates the user information on the basis of the received
information (for example, information indicating a winner of the
battle, the action content or the degrees of contribution in a
battle of each character; battle result information) (Step S102).
In the present embodiment, the video game processing server 10
gives a battle privilege (for example, an experience value and the
in-game item) to the user of the user terminal 21 in accordance
with the result of the battle, and gives a participation privilege
(for example, a so-called friend point and the in-game item) to the
user corresponding to the character that particulates in the battle
as the friend character.
[0090] FIG. 7 is a flowchart showing an example of command
executing processing carried out by the user terminal 21. In the
command executing processing according to the present embodiment,
processing to cause the user character to make an action
corresponding to each of plural kinds of commands in response to an
operation of the user is carried out.
[0091] In the command executing processing, the user terminal 21
first determines whether a command display request (that is, a
request to display a command or commands) is received or not (Step
S301). Here, in a case where it is determined that no command
display request is received because it has already been in a state
that the command is displayed, for example, ("No" at Step S301),
the user terminal 21 causes the processing flow to proceed to a
process at Step S303 (will be described later). On the other hand,
in a case where it is determined that the command display request
is received, for example, because a selection operation of a
"command button" displayed in the user status display area 601 is
received ("Yes" at Step S301), the user terminal 21 causes the
display device to display the command corresponding to the user
character UC (Step S302). In the present embodiment, the user
terminal 21 refers to the user information that has been received
from the video game processing server 10 and stored; determines a
command to be displayed when the "command button" is selected; and
causes the display device to selectably display the determined
command.
[0092] FIG. 8 is an explanatory drawing for explaining an example
of the battle screen on which a command is displayed. As shown in
FIG. 8, in the present embodiment, a command display area 801
showing at least one command is provided on the battle screen.
[0093] When the command is displayed, the user terminal 21
determines whether selection of the displayed command is received
or not (Step S303). In this regard, in the present embodiment, the
user terminal 21 determines whether the command is selected by
means of a mouse operation by the user or not. Here, in a case
where it is determined that the selection of the command is not
received ("No" at Step S303), the user terminal 21 causes the
processing flow to proceed to a process at Step S308 (will be
described later). In this regard, in the present embodiment, the
user terminal 21 controls a battle game in which the user character
is caused to carry out an action whenever a predetermined time
elapses since measuring time is started at predetermined timing.
The user terminal 21 further controls the user character in
accordance with a predetermined rule (for example, a rule to select
a command set up in advance) in a case where the user selects a
command at lapse of the predetermined time. On the other hand, in a
case where it is determined that the selection of the command is
received ("Yes" at Step S303), the user terminal 21 determines
whether the selected command is a command that requires selection
of an execution target or not (Step S304). In the present
embodiment, the user terminal 21 refers to the command information
stored in the video game information storage section 215, and
determines whether the selected command is a command that requires
selection of an execution target (for example, a friend character)
or not.
[0094] In a case where it is determined that the selected command
is not a command requiring selection of an execution target ("No"
at Step S304), the user terminal 21 causes the processing flow to
proceed to a process at Step S308 (will be described later). On the
other hand, in a case where it is determined that the selected
command is a command requiring selection of an execution target
("Yes" at Step S304), the user terminal 21 causes the display
device to display a screen (an execution target selecting screen)
for requesting the user to select an execution target (Step
S305).
[0095] FIG. 9 is an explanatory drawing for explaining an example
of the execution target selecting screen. As shown in FIG. 9, in
the present embodiment, a command display area 901 and an execution
target display area 902 are provided on the execution target
selecting screen. In this regard, the user terminal 21 refers to
the command information, and specifies a character that becomes the
execution target of the selected command. In this regard, FIG. 9
specifies a friend character (in particular, a friend character
whose HP does not become zero at present) as the execution target
of a command "recovery magic"; and selectably displays an image
indicating the specified friend character in the execution target
display area 902.
[0096] When the execution target selecting screen is displayed, the
user terminal 21 determines whether selection of an execution
target is received or not (Step S306). Here, in a case where it is
determined that selection of any execution target is not received,
for example, a cancel operation for the command selection is
received ("No" at Step S306), the user terminal 21 terminates
display of the execution target selecting screen, and causes the
processing flow to proceed to the process at Step S301. On the
other hand, in a case where it is determined that the selection of
the execution target is received, for example, because selection of
the friend character displayed in the execution target display area
902 is received ("Yes" at Step S306), the user terminal 21
specifies the action content indicated by the selected command and
an execution target (Step S307). In the present embodiment, the
user terminal 21 sets up the action content according to the
selected command (for example, use of recovery magic) and the
execution target (for example, the friend character selected by the
user) to a predetermined storage area as an action to cause the
user character to carry out when an action start condition of the
user character is satisfied (that is, when a status of the video
game becomes action timing of the user character).
[0097] When the user specifies the action content indicated by the
selected command and the execution target, the user terminal 21
determines whether it is action timing of the user character UC or
not (Step S308). In the present embodiment, the user terminal 21
determines whether it is action timing of the user character UC or
not on the basis of a predetermined action start condition (for
example, the predetermined time elapses since the action was
finally carried out). Here, in a case where it is determined that
it is not the action timing of the user character ("No" at Step
S308), the user terminal 21 causes the processing flow to proceed
to the process at Step S301 (that is, the video game allows the
user to change commands until it becomes the action timing of the
user character UC). In this regard, the video game processing
system 100 may be configured so that the user terminal 21 causes
the processing flow to proceed to the process at Step S202 in the
game processing. On the other hand, in a case where it is
determined that it is the action timing of the user character UC
("Yes" at Step S308), the user terminal 21 carries out processing
to cause the user character UC to carry out the action (Step S309),
and causes the processing flow to proceed to the process at Step
S202 in the game processing (see FIG. 5).
[0098] FIG. 10 is a flowchart showing an example of action support
information displaying processing carried out by the user terminal
21. In the action support information displaying processing
according to the present embodiment, processing to suggest an
action to betaken to the user in a status of a battle is carried
out.
[0099] In the action support information displaying processing, the
user terminal 21 first specifies a character corresponding to the
display condition that is satisfied in accordance with progress of
the battle (Step S401).
[0100] When the character corresponding to the satisfied display
condition is specified, the user terminal 21 determines whether the
specified character is positioned within the game screen or not
(Step S402). In the present embodiment, the user terminal 21
determines whether the specified character is positioned within the
game screen or not on the basis of a coordinate of the character
and information on the virtual camera. In this regard, for example,
in a case where a position of the specified character is hidden by
other object (for example, the enemy character EC) when viewed from
a position of the virtual camera, the user terminal 21 may
determine that the character is positioned within the game screen,
or may determine that the character is not positioned within the
game screen.
[0101] In a case where it is determined that the specified
character is positioned within the game screen ("Yes" at Step
S402), the user terminal 21 causes the display device to display a
speech balloon image in the vicinity of the specified character.
The speech balloon image includes a character's line corresponding
to the satisfied display condition (Step S403).
[0102] FIG. 11 is an explanatory drawing for explaining a speech
balloon image. As shown in FIG. 11, in a case where it is
determined that a display condition of the character's line "May I
recover you?" that sets up the friend character as a display target
is satisfied because the HP of each of a friend character FC1 and
the user character UC becomes a status corresponding to the display
condition, the user terminal 21 specifies a position of the friend
character FC1, and causes the display device to display a speech
balloon image B1 including the character's line "May I recover
you?" in the vicinity of the specified position, for example. In
this regard, various kinds of methods are thought as a method of
moving a speech balloon image so as to follow the movement of a
specific character, such as a method of determining a coordinate of
a representative point of the speech balloon image in accordance
with update of a coordinate indicating a position of the character
on the basis of the coordinate indicating the position of the
character on the game screen, a size of the game screen and a size
of the speech balloon image, for example. However, any method may
be adopted so long as correspondence of the character to the speech
balloon image is clear for the user.
[0103] Further, in the present embodiment, a plurality of display
conditions are satisfied at the same time. Namely, as shown in FIG.
11, in a case where the speech balloon image B1 is displayed and it
is determined that a display condition of a character's line "It
hurts!" setting a friend character FC2 as a display target is
satisfied because an HP of the friend character FC2 becomes a
status corresponding to the display condition, the user terminal 21
specifies a position of the friend character FC2, and causes the
display device to display a speech balloon image B2 including a
character's line "It hurts!" in the vicinity of the specified
position.
[0104] On the other hand, in a case where it is determined that the
specified character is not positioned within the game screen ("No"
at Step S402), the user terminal 21 causes the display device to
display a speech balloon image including a character's line
corresponding to the satisfied display condition in a predetermined
display area (Step S404).
[0105] FIG. 12 is an explanatory drawing for explaining a
predetermined area in which the speech balloon image is displayed.
As shown in FIG. 12, in a case where there is a speech balloon
image in which the friend character FC1 that is not positioned
within the game screen is set as a display target, the user
terminal 21 causes the display device to display an image 1201
indicating the friend character FC1 and a speech balloon image (or
an image including the same character's line as the speech balloon
image) 1202 at a left side of the display screen. In this regard,
the position at which a speech balloon image setting a friend
character that is not positioned within the game screen as a
display target (or an image including the same character's line as
that in the speech balloon image and displayed in a form different
from that of the speech balloon image, such as a dialog box and the
like) is displayed is not particularly limited. However, it is
preferable that the displayed position is a position by which
visibility of the game screen is not lowered.
[0106] When the speech balloon image (or an image including the
same character's line as the speech balloon image; The same applies
hereinafter.) is displayed, the user terminal 21 determines whether
selection of the speech balloon image is received or not (Step
S405). Here, in a case where it is determined that selection of the
speech balloon image is not received, for example, because a
display termination condition of the speech balloon image (for
example, a condition that a predetermined time elapses since it is
displayed, or a condition that the character as the display target
carries out other action) is satisfied ("No" at Step S405), the
user terminal 21 terminates the display of the speech balloon
image, and causes the processing flow to proceed to the process at
Step S203 in the game processing (see FIG. 5). On the other hand,
in a case where it is determined that selection of the speech
balloon image is received ("Yes" at Step S405), the user terminal
21 specifies the action subject and the action content
corresponding to the character's line included in the selected
speech balloon image (Step S406). Hereinafter, the case where the
character's line included in the selected speech balloon image is a
line "It hurts!" will be described as an example. In this regard,
in the present embodiment, the user terminal 21 terminates the
display of the speech balloon image selected by the user.
[0107] When the user terminal 21 refers to the action support
information to specify the action subject and the action content
corresponding to the character's line included in the selected
speech balloon image, the user terminal 21 determines whether the
specified action subject is the user character UC or not (Step
S407). Here, in a case where it is determined that the specified
action subject (that is, an action subject corresponding to the
action content identification information selected by the user) is
the user character UC ("Yes" at Step S407), the user terminal 21
causes the display device to display a command corresponding to the
specified action content (Step S408).
[0108] FIG. 13 is an explanatory drawing for explaining an example
of the game screen after the action content identification
information is selected. As shown in FIG. 13, a command display
area 1301 in which recovery system commands are selectably
displayed is provided on the game screen after the action content
identification information (for example, a speech balloon image
including a character string "It hurts!") is selected.
[0109] Here, in the present embodiment, a command "recovery magic"
that is a skill system command and a command "medicinal herb" that
is an item system command are displayed in the command display area
1301. This is because the speech balloon as the action content
identification information serves as a function to display commands
via a route different than usual (for example, a route to display a
command "recovery magic" when a command "skill" is selected). By
configuring the video game processing system 100 in this manner, it
is possible to display commands in the lump in accordance with a
status of the video game even though the commands include any
command that belongs to a different category. Therefore, it is
possible to improve operability of the video game by the user.
[0110] Further, in the present embodiment, in a case where even a
recovery system command (for example, a "recovery magic" or
"medicinal herb") that is a command required for selection of the
action target in principle is displayed by selecting the action
content identification information, the user terminal 21 omits
display of the execution target display area unlike the case in
FIG. 9, for example. This is because the selection of the action
content identification information (for example, the speech balloon
image) was received and the action target is already specified (see
Step S401). By configuring the video game processing system 100 in
this manner, it is possible to make the information to be displayed
on the game screen smaller compared with the case where the
commands are displayed hierarchically (for example, see FIG. 8 and
FIG. 9) even though the same command is displayed. Therefore, it
becomes possible to improve operability of the video game by the
user.
[0111] When the command is displayed, the user terminal 21
determines whether selection of the command is received or not
(Step S409). Here, in a case where it is determined that no
selection of the command is received ("No" at Step S409), the user
terminal 21 terminates display of the command, and causes the
processing flow to proceed to the process at Step S203 in the game
processing (see FIG. 5). On the other hand, in a case where it is
determined that the selection of the command is received ("Yes" at
Step S409), the user terminal 21 carries out processing to cause
the user character UC to carry out the action content indicated by
the selected command against the character in the vicinity of which
the selected speech balloon image is displayed (Step S410), and
causes the processing flow to proceed to the process at Step S203
in the game processing (see FIG. 5). In the present embodiment, the
user terminal 21 carries out processing to cause the user character
UC to carry out the selected command (for example, usage of a
recovery magic) against a character that becomes a display target
of the selected action content identification information (for
example, the friend character FC1 against the speech balloon image
B1 as shown in FIG. 11, or the friend character shown by the image
1201 against an image 1202 as shown in FIG. 12). Therefore, in the
present embodiment, the process at Step S410 is processing (support
processing) in which the user character supports a friend character
in response to an operation of the user.
[0112] On the other hand, in a case where it is determined, in the
process at Step S407, that the specified action subject (that is,
the action subject corresponding to the action content
identification information selected by the user) is not the user
character UC ("No" at Step S407), the user terminal 21 carries out
processing to cause the specified action subject to carry out the
specified action content (Step S411), and causes the processing
flow to proceed to the process at Step S203 in the game processing
(see FIG. 5). In the present embodiment, the user terminal 21
carries out processing to cause the action subject corresponding to
the selected action content identification information (for
example, a friend character that becomes a display target of the
selected action content identification information) to carry out
the action content in which the user character UC is set as the
action target. Therefore, in the present embodiment, the process at
Step S411 becomes processing (reverse support processing) in which
the user character is supported by the friend character in response
to an operation of the user.
Second Embodiment
[0113] In the first embodiment described above, the case where the
video game processing apparatus (that is, the video game processing
server 10 and the user terminal 21) realizes the support and the
reverse support has been explained. Namely, the case where the
video game processing apparatus (the video game processing server
10 and the user terminal 21) suggests, as an action that the user
should take, an action to cause the user character to support a
friend character or an action to cause a friend character to
support the user character has been explained. In contrast, in a
second embodiment, the video game processing apparatus (the video
game processing server 10 and the user terminal 21) suggests, to
the user, an action to cause a friend character to support the
friend character (including other friend character and the friend
character itself) (hereinafter, referred to as a "special
support"). Hereinafter, in the second embodiment, the case where
the video game processing apparatus (the video game processing
server 10 and the user terminal 21) carries out action support
information displaying processing part of which is different from
the action support information displaying processing described
above will be described as an example. However, explanation of the
substantially same configurations as those in the first embodiment
described above may be omitted.
[0114] FIG. 14 is an explanatory drawing for explaining another
example of the speech balloon image. As shown in FIG. 14, in a case
where a condition "the friend character can use a recovery item or
a recovery magic and the HP of other friend character is 30% or
less of the maximal value" included in the action support
information is satisfied in accordance with progress of the battle
(not shown in the drawings), the user terminal 21 causes the
display device to display the corresponding character's line "May I
recover (name of other friend character)?" with the corresponding
display form "speech balloon" as the character's line of the
corresponding display target "friend character", for example.
Namely, the game screen shown in FIG. 14 indicates (or shows) that
the user is to cause the friend character FC1 to recover the other
friend character FC2 by means of a speech balloon image B11. In
this regard, in the present embodiment, the user terminal 21 causes
the display device to display an instruction icon 1401 for
clarifying an action target in the vicinity of action target.
[0115] FIG. 15 is a flowchart showing another example of the action
support information displaying processing carried out by the user
terminal 21. In the action support information displaying
processing according to the present embodiment, processing to
suggest an action for causing one friend character to support
another friend character (for example, recover an HP thereof) to
the user is carried out.
[0116] In a case where it is determined, in the process at Step
S407 shown in FIG. 10, that the specified action subject is not the
user character ("No" at Step S407), that is, when the friend
character is specified as the action subject, the user terminal 21
specifies an action target (Step S501). In the present embodiment,
the user terminal 21 specifies the action subject on the basis of
the display condition. Hereinafter, the case where the user
terminal 21 specifies the other friend character FC2 as a target of
an action by the friend character FC1 will be described as an
example.
[0117] When the action target is specified, the user terminal 21
determines whether the specified action target is the user
character UC or not (Step S502). Here, in a case where it is
determined that the specified action target is the user character
UC ("Yes" at Step S502), the user terminal 21 causes the processing
flow to proceed to the process at Step S411 as described above.
[0118] On the other hand, in a case where it is determined that the
specified action target is not the user character UC, but the
friend character FC2 ("No" at Step S502), the user terminal 21
confirms a state of the action target (Step S503). In the present
embodiment, the user terminal 21 refers to the character
information stored in a predetermined storage area of the video
game information storage section 215 (not shown in the drawings),
and confirms a state of the friend character FC2.
[0119] When the state of the action target is confirmed, the user
terminal 21 determines whether the action target keeps a state that
the condition to become the action target is satisfied or not (Step
S504). Namely, in the present embodiment, in a case where the
action subject satisfies an action condition after the display
condition was satisfied, the user terminal 21 keeps displaying the
action content identification information, and does not confirm a
state of the action target for determining whether the display is
kept or not. Such a configuration can also be adopted to the first
embodiment described above. In this regard, the video game
processing system 100 may be configured so that the user terminal
21 confirms the states of both of the action subject and the action
target as for whether the display of the action content
identification information is kept or not. Alternatively, the video
game processing system 100 may be configured so that the user
terminal 21 confirms only the state of the action target in this
case. Here, in a case where it is determined that the action target
keeps the state that the condition to become an action target is
satisfied ("Yes" at Step S504), the user terminal 21 carries out
processing to cause the specified action subject to carry out the
specified action content (Step S505), and causes the processing
flow to proceed to the process at Step S203 in the game processing
(see FIG. 5). In the present embodiment, the user terminal 21
carries out processing to cause the friend character FC1 to carry
out the action content in which the other friend character FC2 is
set as the action target. Therefore, in the present embodiment, the
process at Step S505 becomes processing (special processing) in
which a friend character supports other friend character in
response to an operation of the user.
[0120] On the other hand, in a case where it is determined that the
action target does not keep the state that the condition to become
an action target is satisfied, for example, because the friend
character FC2 becomes a state that the HP of the friend character
FC2 that is the action target already becomes zero or more than 30%
of the maximal value ("No" at Step S504), the user terminal 21
informs the user that the action target does not satisfy the
condition to become an action target (Step S506), and causes the
processing flow to proceed to the process at Step S203 in the game
processing (see FIG. 5). In the present embodiment, the user
terminal 21 causes the display device to display a predetermined
message screen and terminates the display of the speech balloon
image B11, thereby informing the user that the friend character FC2
does not satisfy a condition to become an action target. However,
in the present invention, the process at Step S506 is not essential
(that is, it is not required always. For example, the video game
processing system 100 may be configured so that the user terminal
21 does not inform the user that the friend character FC2 does not
satisfy the condition to become the action target, but causes the
friend character FC1 to carry out other action (for example, an
action based on an action rule) different from the action indicated
by the action content. Further, the video game processing system
100 may be configured so that the user terminal 21 does not carry
out the process at Step S504, and carries out processing to cause
the specified action subject to carry out the specified action
content in spite of whether the action target keeps a state that
the action target satisfies the condition to become the action
target or not. In this case, the later the user selects the action
content identification information, the higher the probability that
the action by the action subject has no effect becomes (for
example, because an HP of a character that need not already be
recovered is recovered). Therefore, it is possible to provide a
video game with a sense of speed to the user.
[0121] In this regard, the video game processing system 100 may be
configured so that, according to action condition, the user
terminal 21 controls the action of each of the characters so that
the action subject and the action target keep a state that the
display condition contained in the action support information is
satisfied. Namely, the video game processing system 10 may be
configured so that, for example, in a case where the display
condition is a condition "a virtual distance between the friend
character FC1 and the other friend character FC2 is within Z", the
user terminal 21 controls an action of at least any one of the
friend character FC1 and the friend character FC2 so that the
virtual distance between both characters is within the Z. Such a
configuration can also be adopted to an automatic control of an
action of the user (that is, the first embodiment described above,
too).
[0122] As explained above, in each of the embodiments described
above, the video game processing apparatus (for example, the video
game processing server 10 or the user terminal 21) for controlling
progress of the video game, in which the plurality of characters
including the user character UC operated by the user appears, is
configured so as to: include the memory for storing the action
content identification information, the display condition and the
action content so as to be associated with each other (for example,
the action support information storage section 215a for storing the
action support information containing the action content
identification information, the display condition and the action
content); show the action content identification information (for
example, the speech balloon image including the character's line)
to the user in a case where the display condition is satisfied
during progress of the video game (for example, the battle game in
which the user character UC is operated to cause a battle against
the enemy character EC to proceed), the action content
identification information corresponding to the display condition
(for example, Step S403); receive a selection operation for the
shown action content identification information (for example, Step
S405); and cause any of the plurality of characters to carry out
the action content corresponding to the action content
identification information (for example, Step S410, S411) in a case
where the selection operation for the action content identification
information is received (for example, "Yes" at Step S405).
Therefore, it is possible to cause the user to take an action
desired by the user more easily.
[0123] Namely, the video game processing apparatus is configured so
as to display the action content identification information that
plays a role as a shortcut key of a command to a game character in
accordance with a status of the video game. Therefore, the user is
allowed to not only select a displayed image, but also cause the
character in the video game to take an action according to the
status of the video game and the like.
[0124] Further, in each of the embodiments described above, the
video game processing apparatus (for example, the video game
processing server 10 or the user terminal 21) is configured so
that: a friend character is included in the plurality of
characters, the friend character taking an action in an action rule
(for example, a rule in which a command selection by the user is
not received and the action is controlled by the computer)
different from that of the user character as a friend of the user
character; the display condition contained in the action support
information includes a reverse support identification information
display condition (for example, a condition "the HP of the user
character is 30% or less of the maximal value and the friend
character can use a recovery item or a recovery magic")
corresponding to action content identification information, the
action content identification information indicating a reverse
support that is different from a support in which the user
character influences on a status of the friend character, the
friend character influencing on a status of the user character in
the reverse support; the action content corresponding to the
reverse support identification information display condition
contains the content of an action (for example, "carry out the
recovery magic against the user character") that can be carried out
by the friend character, and so as to: show the action content
identification information corresponding to the reverse support
identification information display condition to the user in a case
where the reverse support identification information display
condition is satisfied (for example, Step S403); and cause the
friend character to carry out the action content in a case where
the selection operation receiver receives a selection operation of
the action content identification information (for example, Step
S411). Therefore, it is possible to increase choices of the action
that the user can take, and this makes it possible to improve
interest of the user in the video game.
[0125] Further, in each of the embodiments described above, the
video game processing apparatus (for example, the video game
processing server 10 or the user terminal 21) is configured so
that: a friend character is included in the plurality of
characters, the friend character taking an action in an action rule
(for example, a rule in which a command selection by the user is
not received and the action is controlled by the computer)
different from that of the user character as a friend of the user
character; the display condition contained in the action support
information includes a support identification information display
condition (for example, a condition "the HP of the friend character
is 30% or less of the maximal value and the user character can use
a recovery item or a recovery magic") corresponding to action
content identification information, the action content
identification information indicating a support in which the user
character influences on a status of the friend character; the
action content corresponding to the support identification
information display condition contains the content of an action
(for example, the content in which "a recovery system command is
displayed in a state that a friend character is set as the recovery
target", which is the indirect content to cause the user character
UC to take an action to recover the friend character FC1, thereby
causing the user character UC to take an action to "recover the
friend character FC1" as a result) that can be carried out by the
user character, and so as to: show the action content
identification information to the user in a case where the support
identification information condition is satisfied (for example,
Step S403); and cause the user character to carry out the action
content against the friend character as a target in a case where a
selection operation of the action content identification
information is received (for example, Step S410). Therefore, it is
possible to increase choices of the action that the user can take,
and this makes it possible to improve interest of the user in the
video game.
[0126] Further, in each of the embodiments described above, the
video game processing apparatus (for example, the video game
processing server 10 or the user terminal 21) may be configured so
as to show a command associated with the action content
identification information in advance to the user (for example,
Step S408) in a case where a selection operation of the action
content identification information is received (for example, "Yes"
at Step S405). Therefore, it is possible to show a command or
commands according to a status of the video game to the user with
the occurrence of selection of action content identification
information, and this makes it possible to reduce a load to select
a command by the user.
[0127] Further, in each of the embodiments described above, video
game processing apparatus (for example, the video game processing
server 10 or the user terminal 21) is configured so as to show a
speech balloon image to the user, the speech balloon image
indicating a speech balloon that includes a character string
constituting the action content identification information (for
example, Step S403). Therefore, it is possible to suggest an action
to be taken to the user in accordance with a status of the video
game. Namely, by showing, to the user, a character string in a form
of the speech balloon that clarifies correspondence with the
character appearing in the video game, it is possible to suggest an
action that the user is to take effectively.
[0128] Further, in each of the embodiments described above, the
video game processing apparatus (for example, the video game
processing server 10 or the user terminal 21) is configured so as
to display, when an image corresponding to the action content
identification information whose display condition is satisfied
(for example, the speech balloon image) is displayed on the display
screen of the display device, the image at the display position
according to movement of the character (for example, display the
speech balloon image in the vicinity of character) (for example,
Step S403, S404). Therefore, it is possible for the user to avoid
the character corresponding to the action content identification
information from becoming less apparent.
[0129] Further, in each of the embodiments described above, the
video game processing apparatus (for example, the video game
processing server 10 or the user terminal 21) is configured so as
to: include the memory for storing the action content
identification information so as to be associated with the display
target (for example, include the action support information storage
section 215a for storing the action support information containing
the action content identification information and the display
target); determine a position, at which the image is displayed,
from among a plurality of display position candidates on the basis
of the position of the display target (for example, Step S402), the
plurality of display position candidates including a vicinity of
the display target and a predetermined display area; and cause the
display device to display the image at the determined position (for
example, display the speech balloon image in the vicinity of the
character, or display the speech balloon image at a left side of
the display screen) (for example, Steps S403, S404). Therefore, it
is possible to suggest an action that the user is to take to the
user with a high visibility state even in a case where a position
of the character is changed in accordance with progress of the
video game.
[0130] In this regard, in the embodiment described above, the case
where the video game processing apparatus (for example, the video
game processing server 10 or the user terminal 21) sets (or
determines) the display position of the action content
identification information (for example, the speech balloon image)
to the vicinity of the character or a predetermined area in
accordance with the position of the character that becomes the
display target has been explained (for example, Steps S402, S403,
S404). However, the video game processing apparatus may be
configured so as to determine a mode (for example, a display form)
of the action content identification information in accordance with
the position of the character that is positioned within the virtual
space or the game screen. Namely, the video game processing
apparatus (for example, the video game processing server 10 or the
user terminal 21) may be configured so as to cause the display
device to display an image having a mode according to a position of
the character when the image corresponding to the action content
identification information whose display condition is satisfied on
the display screen of the display device. In this case, as the
"image having the mode according to the position of the character",
the video game processing apparatus may be configured so as to
display, when a plurality of characters crows on the game screen,
speech balloon images in a state that one speech balloon image is
overlapped on the other speech balloon images. Alternatively, the
video game processing apparatus may be configured to display the
speech balloon image with a mode that the user can identify a
character (for example, a mode in which a character icon is
displayed together with the speech balloon image) in a case where
the character whose display condition is satisfied is hidden behind
an enemy character and cannot be seen by the user. In this manner,
the video game processing apparatus may be configured so that the
user can recognize the speech balloon image is displayed on the
display screen.
[0131] Further, although it has not been mentioned particularly in
each of the embodiments described above, the video game processing
apparatus (for example, the video game processing server 10 or the
user terminal 21) may be configured so as to determine a mode (for
example, a display form) of the action content identification
information in accordance with the position of the character that
becomes the display target. Namely, the video game processing
apparatus (for example, the video game processing server 10 or the
user terminal 21) may be configured so as to: store the action
content identification information so that the action content
identification information is associated with a display target;
determine a display mode of the image on the basis of a position of
the display target; and cause the display device to display the
image according to the determined display mode. In this case, for
example, the video game processing apparatus may be configured so
that the farther the position of the character that becomes the
display target is positioned from a predetermined reference
position (for example, a position of the user character), the
smaller a size of the action content identification information
displayed in the vicinity of the character or the predetermined
area becomes. Alternatively, the video game processing apparatus
may be configured so that a color or the degree of transparency is
changed in this case, or the action content identification
information is displayed by these combination. By configuring the
video game processing apparatus in this manner, it is possible to
provide more information to the user at once. Namely, the action
content identification information allows not only the action
content but also the position of the character in the virtual space
to be informed to the user. This is a preferable configuration in a
case where the virtual space is a three-dimensional virtual space
or a plurality of characters are displayed at the same time so as
to be associated with the action content identification information
thereof, for example.
[0132] Further, in the second embodiment described above, the video
game processing apparatus (for example, the video game processing
server 10 or the user terminal 21) is configured so that: a friend
character is included in the plurality of characters, the friend
character taking an action in an action rule (for example, a rule
in which a command selection by the user is not received and the
computer controls its action) different from that of the user
character as a friend of the user character; the display condition
contained in the action support information includes a special
support identification information display condition (for example,
the friend character can use a recovery item or a recovery magic
and the HP of other friend character is 30% or less of the maximal
value) corresponding to action content identification information,
the action content identification information indicating a special
support in which the friend character influences on a status of the
friend character or other friend character different from the
friend character; the action content corresponding to the special
support identification information display condition contains the
content of an action that can be carried out by the friend
character (for example, recovery of the HP); and the friend
character is caused to carry out the action content in a case where
a selection operation of the action content identification
information is received (for example, Step S505). Therefore, as the
action that the user is to take, it is possible to suggest an
action for causing one friend character to support itself or the
other friend character, this makes it possible to add an action
that does not include an instruction to the user character to the
actions that the user can take.
[0133] Further, in each of the embodiments described above, the
video game processing apparatus (for example, the video game
processing server 10 or the user terminal 21) is configured so that
the action content identification information contains a character
string that indicates a character's line to suggest the action
content to the user. Therefore, it is possible to provide a video
game in which the user can grasp (or understand) a status of the
video game readily. Further, the video game processing apparatus is
configured so as to transmit a role of each character in the video
game to the user in advance, thereby preparing a character's line
corresponding to the role of each character and displaying the
character's line as the action content identification information
associated with the action that the specific character (for
example, the character itself) is to take. Therefore, it is
possible to provide the video game in which the user can take an
action to be taken in accordance with a status of the video game
readily. Namely, it is possible to provide the video game in which
the user can readily grasp or understand the content of processing
to be carried out by selecting action content identification
information and the action content.
[0134] In this regard, in the embodiment described above, the case
where a user terminal has a communication function and a friend
character is a character (or avatar) of other user has been
explained as an example. However, the video game processing system
100 may be configured so that the user terminal does not has any
communication function. In this case, the user terminal may be
configured so that information regarding the characters that
participate in the video game as a friend of the user character
(for example, status information or action information) is stored
in a storage device included in the user terminal.
[0135] In this regard, although it has not been mentioned
particularly in each of the embodiments described above, the video
game processing apparatus (for example, the video game processing
server 10 or the user terminal 21) may be configured so as to
restrict the number of pieces of action content identification
information that are displayed at the same timing. In this case,
the video game processing apparatus may be configured so that, in a
case where a predetermined number (for example, two) of pieces of
the action content identification information are displayed and a
display condition of a piece of the action content identification
information is then satisfied further, the display of the pieces of
the action content identification information that have been
displayed previously is terminated (or the display is terminated
after waiting lapse of a given time since the display is started)
and the action content identification information corresponding to
the display condition that is newly satisfied is then displayed,
for example.
[0136] In this regard, although it has not been mentioned
particularly in each of the embodiments described above, the video
game processing apparatus (for example, the video game processing
server 10 or the user terminal 21) may be configured so as to
display, when a display condition in which one friend character is
set to a display target is satisfied, all pieces of the action
content identification information corresponding to the satisfied
display condition. Alternatively, the video game processing
apparatus may be configured so as to display pieces of a
predetermined number (for example, one) of the action content
identification information on the basis of a predetermined priority
rule, for example. Further, the video game processing apparatus may
be configured so as to in turn display pieces of the action content
identification information by a predetermined number on the basis
of a predetermined priority rule. In this case, it is preferable to
use a rule in which action content identification information
associated with the action content for avoiding the HP of the user
character from becoming zero (that is, avoiding a battle defeat
condition from being satisfied) is displayed on a priority basis as
the predetermined priority rule.
[0137] Further, in each of the embodiments described above, each of
the plurality of user terminals 21 to 2N and the video game
processing server 10 carries out the various processes described
above in accordance with various control programs (for example, the
video game processing program) stored in the storage device
(memory) included in the user terminal 21 to 2N or the video game
processing server 10 itself.
[0138] In this regard, the configuration of the video game
processing system 100 is not limited to the configuration described
above. For example, the video game processing system 100 may be
configured so that the video game processing server 10 carries out
a part or all of the processes that have been explained as the
processing carried out by the user terminal. Alternatively, the
video game processing system 100 may be configured so that any of
the plurality of user terminals 21 to 2N (for example, the user
terminal 21) carries out a part or all of the processes that have
been explained as the processing carried out by the video game
processing server 10. Further, the video game processing system 100
may be configured so that each of the user terminals 21 to 2N
includes a part or all of the storage sections included in the
video game processing server 10. Namely, the video game processing
system 100 may be configured so that any one of the user terminal
21 and the video game processing server 10 in the video game
processing system 100 includes a part or all of the functions
included in the other thereof. As other example of the
configuration of the video game processing system 100, there is a
configuration to operate as a cloud-based gaming system. As an
example of the configuration to operate as the cloud-based gaming
system, the video game processing server 10 is configured so as to
receive operational information inputted in each of the plurality
of user terminals 21 to 2N; carry out processing related progress
of the video game on the basis of the received operational
information; and transmit output information (for example, image
information or sound information) to each of the plurality of user
terminals 21 to 2N. Here, as examples of the processing related to
progress of the video game, there are updating processing to update
various kinds of information according to the operational
information, various kinds of determining processings, and
processing to generate the game screen.
INDUSTRIAL APPLICABILITY
[0139] The present invention is useful to make it possible for a
user to take an action desired by the user more easily.
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