The present invention relates to a game device, a method for controlling a game device, a program, and an information storage medium.
There is known a game configured such that a state of a game character is changed from a first state of being operated by a computer to a second state of being operated by any one of a plurality of users. For example, in a game (soccer game, basketball game, ice hockey game, or the like) that simulates a sports match between an operation subject team and an opposing team, the plurality of users may cooperate in operating the operation subject team. Such a sports game is configured such that, for example, if a player character being operated by the computer among player characters belonging to the operation subject team comes into a state of being in possession of a ball (or puck), the player character is set to an operation subject of any one of the plurality of users.
Patent Document 1: JP 2007-260157 A
However, in such a game as described above, it is difficult for a user to predict which of the user and another user is to operate a game character if a state of the game character is changed from the above-mentioned first state to the above-mentioned second state. As a result, there may be a case where a user becomes confused when the user is to operate the game character and becomes unable to start operating the game character smoothly.
The present invention has been made in view of the above-mentioned problem, and therefore an object thereof is to provide a game device, a method for controlling a game device, a program, and an information storage medium capable of allowing a user to predict whether or not the user is to operate a game character if a state of the game character is changed from a state of being operated by a computer to a state of being operated by any one of a plurality of users.
In order to solve the above-mentioned problem, a game device according to the present invention is a game device for executing a game configured such that a state of a game character is changed from a first state of being operated by a computer to a second state of being operated by any one of a plurality of users. The game device includes: storage means for storing selection control data for selecting the any one of the plurality of users; setting means for setting, if the state of the game character is changed from the first state to the second state, the game character as an operation subject of a user selected based on the selection control data from among the plurality of users; and display control means for setting, if the state of the game character is the first state, a display mode for the game character or a display mode for a related image displayed in association with the game character based on the selection control data.
Further, a control method for a game device according to the present invention is a control method for a game device for executing a game configured such that a state of a game character is changed from a first state of being operated by a computer to a second state of being operated by any one of a plurality of users. The control method includes: a step of reading storage contents of storage means for storing selection control data for selecting the any one of the plurality of users; a setting step of setting, if the state of the game character is changed from the first state to the second state, the game character as an operation subject of a user selected based on the selection control data from among the plurality of users; and a display control step of setting, if the state of the game character is the first state, a display mode for the game character or a display mode for a related image displayed in association with the game character based on the selection control data.
Further, a program according to the present invention is a program for causing a computer, such as a consumer game machine (stationary game machine), a portable game machine, an arcade game machine, a mobile phone, a personal digital assistant (PDA), a personal computer, or a server computer, to function as a game device for executing a game configured such that a state of a game character is changed from a first state of being operated by the computer to a second state of being operated by any one of a plurality of users. The program further causes the computer to function as: storage means for storing selection control data for selecting the any one of the plurality of users; setting means for setting, if the state of the game character is changed from the first state to the second state, the game character as an operation subject of a user selected based on the selection control data from among the plurality of users; and display control means for setting, if the state of the game character is the first state, a display mode for the game character or a display mode for a related image displayed in association with the game character based on the selection control data.
Further, an information storage medium according to the present invention is a computer-readable information storage medium storing the above-mentioned program.
According to the present invention, it becomes possible to allow the user to predict whether or not the user is to operate the game character in a case where the state of the game character is changed from the state of being operated by the computer to the state of being operated by the any one of the plurality of users.
Further, according to an aspect of the present invention, if the state of the game character is the first state, the display control means may set the display mode for the game character or the display mode for the related image displayed in association with the game character to a display mode corresponding to the user selected based on the selection control data from among the plurality of users.
Further, according to another aspect of the present invention, the selection control data may include priority data that indicates a priority of each of the plurality of users. If the state of the game character is the first state, the display control means may set the display mode for the related image displayed in association with the game character based on the selection control data. The related image may include a partial region corresponding to the each of the plurality of users. A position, an area, or a display mode of the partial region may be set based on the priority of the user corresponding to the partial region.
Further, a game device according to the present invention is a game device for executing a game configured such that a state of a game character is changed from a first state of being operated by a computer to a second state of being operated by any one of a plurality of users. The game device includes: setting means for setting, if the state of the game character is changed from the first state to the second state, the game character as an operation subject of the any one of the plurality of users; and display control means for performing display, on a game screen with the state of the game character being the first state, so as to guide which of the plurality of users the game character is to be set as the operation subject of in a case where the state of the game character is changed to the second state.
Further, a control method for a game device according to the present invention is a control method for a game device for executing a game configured such that a state of a game character is changed from a first state of being operated by a computer to a second state of being operated by any one of a plurality of users. The control method includes: a setting step of setting, if the state of the game character is changed from the first state to the second state, the game character as an operation subject of the any one of the plurality of users; and a display control step of performing display, on a game screen with the state of the game character being the first state, so as to guide which of the plurality of users the game character is to be set as the operation subject of in a case where the state of the game character is changed to the second state.
Further, a program according to the present invention is a program for causing a computer, such as a consumer game machine (stationary game machine), a portable game machine, an arcade game machine, a mobile phone, a personal digital assistant (PDA), a personal computer, or a server computer, to function as a game device for executing a game configured such that a state of a game character is changed from a first state of being operated by the computer to a second state of being operated by any one of a plurality of users. The program further causes the computer to function as: setting means for setting, if the state of the game character is changed from the first state to the second state, the game character as an operation subject of the any one of the plurality of users; and display control means for performing display, on a game screen with the state of the game character being the first state, so as to guide which of the plurality of users the game character is to be set as the operation subject of in a case where the state of the game character is changed to the second state.
Further, an information storage medium according to the present invention is a computer-readable information storage medium storing the above-mentioned program.
According to the present invention, in the game configured such that the state of the game character is changed from the state of being operated by the computer to the state of being operated by the any one of the plurality of users, it becomes possible to allow the user to predict whether or not the user is to operate the game character.
Hereinafter, detailed description is given of an example of an embodiment of the present invention with reference to the drawings. A game device according to the embodiment of the present invention is implemented by, for example, a consumer game machine (stationary game machine), a portable game machine, a mobile phone, a personal digital assistant (PDA), a personal computer, a server computer, or the like. Herein, description is given of a case where the game device according to the embodiment of the present invention is implemented by using a consumer game machine.
The consumer game machine 11 is a computer game system and includes a bus 12, a microprocessor 14, a main memory 16, an image processing unit 18, an input/output processing unit 20, an audio processing unit 22, an optical disk reading unit 24, a hard disk 26, a communication interface 28, and a controller 30.
The microprocessor 14 controls the individual sections of the consumer game machine 11 based on an operating system stored in a ROM (not shown), or a program read from the optical disk 36. The main memory 16 includes, for example, a RAM. The program and data read from the optical disk 36 are written to the main memory 16 if necessary. The main memory 16 is also used as a working memory for the microprocessor 14. The bus 12 is used for exchanging addresses and data among the sections of the consumer game machine 11.
The image processing unit 8 includes a VRAM, and renders a game screen in the VRAM based on image data supplied from the microprocessor 14. The game screen rendered in the VRAM is converted into a video signal and output to the monitor 32 at a predetermined timing.
The input/output processing unit 20 is an interface for the microprocessor 14 to access the audio processing unit 22, the optical disk reading unit 24, the hard disk 26, the communication interface 28, and the controller 30. The audio processing unit 22 includes a sound buffer and outputs, from the speaker 34, various types of audio data (for example, game music, game sound effect, and message) that has been read from the optical disk 36 into the sound buffer. The communication interface 28 is an interface for connecting the consumer game machine 11 to a communication network by wire or wireless.
The optical disk reading unit 24 reads a program or data recorded on the optical disk 36. Herein, the optical disk 36 is used for supplying the program or the data to the consumer game machine 11. Alternatively, another information storage medium, such as a memory card, may be used. Alternatively, the program or the data may be supplied to the consumer game machine 11 from a remote place via a communication network such as the Internet, for example. The hard disk 26 is a commonly-used hard disk device (auxiliary storage device). The program and the data, which are supposed to be stored in the optical disk 36 in the following description, may be stored in the hard disk 26.
The controller 30 is general-purpose operation input means for a user to input various types of game operations. A plurality of the controllers 30 may be connected to the consumer game machine 11. The input/output processing unit 20 scans an operation state of the controller 30 every predetermined cycle (for example, every 1/60th of a second), and then transfers an operation signal indicating a result of the scanning to the microprocessor 14 via the bus 12. The microprocessor 14 determines the user's game operation based on the operation signal. Note that the controller 30 may be connected to the consumer game machine 11 by wire or wireless.
On the game device 10, for example, a soccer game that simulates a soccer match between a first team and a second team is executed. Hereinafter, the description is given by assuming that three users A, B, and C cooperate in operating the first team while the computer operates the second team. Note that the second team may be operated by one or a plurality of users.
After that, the users A, B, and C set tactics for their own team (S102). For example, a formation and an operation of the team are set. Specifically, any one of a plurality of formations prepared in advance is selected so as to decide a deployment of forwards (FW), midfielders (MF), and defenders (DF). In addition, any one of a plurality of operations prepared in advance is selected. The operations that can be selected include, for example, a “counter attack”. The “counter attack” refers to an operation in which an offensive player character is left in a front line, and immediately after a ball is taken from the opposing team, a pass is made to the player character to thereby quickly perform an attack.
After that, the users A, B, and C select player characters that are to participate in the match from among the player characters belonging to their own team (S103). In this step, a screen for selecting the player characters that are to participate in the match is displayed on the monitor 32. On this screen, the users A, B, and C select the player characters to be assigned to respective positions of the formation set in Step S102. For example, in a case where eighteen player characters belong to the team, eleven player characters are selected from among those eighteen player characters.
After that, the users A, B, and C individually select one or a plurality of player characters as their own operation subject candidates from among the player characters that are to participate in the match (S104). During the match, the user A can operate only the player character selected by the user A as the operation subject candidate. In the same manner, during the match, the user B can operate only the player character selected by the user B as the operation subject candidate, and the user C can operate only the player character selected by the user C as the operation subject candidate. That is, the users A, B, and C are each set to be able to concentrate on the operation of the player character selected by themselves as the operation subject candidate.
In this step, a screen (hereinafter, referred to as “selection screen”) for selecting, as the operation subject candidates, one or a plurality of player characters from among the player characters that are to participate in the match, is displayed on the monitor 32.
A formation selected in Step S102 is displayed in the formation field 42. The formation displayed on the formation field 42 of
A list of the player characters selected in Step S103, in other words, the player characters that are to participate in the match, is displayed in the participating player field 44. The users A, B, and C each select one or a plurality of player characters from among the player characters displayed in the participating player field 44. On the selection screen 40 illustrated in
Note that on the selection screen 40, the users A, B, and C may be set to select the operation subject candidate by specifying a player character name, or may be set to select the operation subject candidate by specifying a position name (for example, “DF1” or “MF1”).
If the selection of the operation subject candidate is completed, the users A, B, and C issue an instruction with a decision button 46. If the instruction is issued with the decision button 46, the match is started (S105).
When the match is started, a virtual three-dimensional space is built in the main memory 16 in order to generate a game screen during the match.
Although omitted in
When a player character 56 and the ball 58 come close to each other, the player character 56 and the ball 58 are associated with each other under a predetermined condition. In this case, the ball 58 moves according to movement of the player character 56. This state is represented by a dribbling action of the player character 56. The state in which the ball 58 is associated with the player character 56 is hereinafter referred to as “the player character 56 is in possession of the ball 58”.
Further, in the state in which a given player character 56 is in possession of the ball 58, if another player character 56 and the ball 58 come close to each other, the other player character 56 and the ball 58 are associated with each other under a predetermined condition. The player character 56 thus takes the ball 58 held by the another player character 56.
A virtual camera 59 (viewpoint) is set in the virtual three-dimensional space 50. A game screen showing a situation of the virtual three-dimensional space 50, which is viewed from the virtual camera 59, is displayed on the monitor 32. For example, in order to constantly display the ball 58 on the game screen, the virtual camera 59 moves around within the virtual three-dimensional space 50 based on movement of the ball 58.
On the game screen 60 illustrated in
Further, on the game screen 60 illustrated in
If the number of users selecting the player character 56 as the operation subject candidate is one, a color of the marker image corresponding to the player character 56 is set to a color corresponding to the user. For example, only the user A selects the player characters 56a and 56f assigned to “DF1” and “DF2”, respectively, as the operation subject candidates (see
Meanwhile, if the number of the users selecting the player character 56 as the operation subject candidate is a plural number, partial regions whose number is equal to the number of those users are set in the marker image corresponding to the player character 56. The partial regions and the users are associated with each other on a one-to-one basis.
On the game screen 60 illustrated in
The user that is to operate the player character 56d is selected based on a given priority order. In the state illustrated in
With regard to the priority order, in a case where the player character 56 operated by any one of the users is in possession of the ball 58, the priority of the user is set to be lowest. For example, in the state illustrated in
Note that on the game screen 60 illustrated in
Here, description is given of another role played by the marker images 64d and 64e. The marker image displayed at the feet of the player character 56 selected by the plurality of users as the operation subject candidate plays a role of indicating the priority order of those plurality of users. Specifically, in the marker image displayed at the feet of the player character 56 selected by the plurality of users as the operation subject candidate, the positions of the partial regions corresponding to the respective users are set so as to indicate the priority order of those plurality of users. For example, in the marker image, the respective fan-shaped regions are associated with priorities in a clockwise order in which a fan-shaped region closest to the virtual camera 59 is set to the first region.
For example, in the marker image 64d, the fan-shaped region 72 on the bottom which is closest to the virtual camera 59 is associated with the priority “1”. In other words, the fan-shaped region 72 is associated with the user having the highest priority. Further, the fan-shaped region 74 on the upper left side of the fan-shaped region 72 is associated with the priority “2”. In other words, the fan-shaped region 74 is associated with the user having the second highest priority. Further, the fan-shaped region 76 on the right side of the fan-shaped region 74 is associated with the priority “3”. In other words, the fan-shaped region 76 is associated with the user having the third highest priority. Therefore, if the priority order of the users A, B, and C is “B, C, A”, the marker image 64d appears as illustrated in
By referencing the marker image 64d, the users A, B, and C are able to grasp the current priority order. For example, by referencing the color of the fan-shaped region 72 associated with the priority “1”, the users A, B, and C are able to predict which of the users is to operate the player character 56d in a case where a pass to the player character 56d is executed. For example, the user B is able to predict that the user B himself/herself is to operate the player character 56d in a case where the pass to the player character 56d is executed. Therefore, even if the pass to the player character 56d is executed in actuality, the user B is able to start the operation of the player character 56d without rushing. Further, the user C makes a reference as to which of the fan-shaped regions 72, 74, and 76 is set as the partial region 70c in which the color corresponding to the user C himself/herself is set, to thereby grasp their current priority. In other words, the user C references the position of the partial region 70c in which the color corresponding to the user C himself/herself is set, to thereby grasp their current priority.
Note that the marker image 64d is displayed in a vicinity of the player character 56d, and hence, by looking toward the player character 56d, the users A, B, and C are able to immediately grasp which user is to operate the player character 56d in a case where the pass to the player character 56d is executed.
Further, for example, in the marker image 64e, the fan-shaped region 78 on the bottom side which is closest to the virtual camera 59 is associated with the priority “1”. In other words, the fan-shaped region 78 is associated with the user having the highest priority. Further, the fan-shaped region 79 on the upper side of the fan-shaped region 78 is associated with the priority “2”. In other words, the fan-shaped region 79 is associated with the user having the second highest priority. Therefore, if the priority order of the users A, B, and C is “B, C, A”, the marker image 64e appears as illustrated in
By referencing the marker image 64e, the users A, B, and C are able to grasp the current priority order. For example, by referencing the color of the fan-shaped region 78 associated with the priority “1”, the users A, B, and C are able to predict which of the users is to operate the player character 56e in a case where a pass to the player character 56e is executed. For example, the user B is able to grasp in advance that the user B himself/herself is to operate the player character 56e in a case where the pass to the player character 56e is executed. Therefore, even if the pass to the player character 56e is executed in actuality, the user B is able to start the operation of the player character 56e without rushing. Further, the user C makes a reference as to which of the fan-shaped regions 78 and 79 is set as the partial region 70c in which the color corresponding to the user C himself/herself is set, to thereby grasp their current priority. In other words, the user C references the position of the partial region 70c in which the color corresponding to the user C himself/herself is set, to thereby grasp their current priority.
Note that the marker image 64e is displayed in the vicinity of the player character 56e, and hence, by looking toward the player character 56e, the users A, B, and C are able to immediately grasp which user is to operate the player character 56e in a case where the pass to the player character 56e is executed.
Incidentally, on the game screen 60 illustrated in
Next, description is given of a configuration for implementing the above-mentioned soccer game.
The game data storage section 80 stores data necessary to execute a soccer game. For example, the game data storage section 80 stores a plurality of team data items, a plurality of formation data items, and a plurality of operation data items. Each of the team data items includes a list of the player characters belonging to a team corresponding thereto. Data indicating selection results obtained in Steps S101 and S102 of
Further, data indicating selection results obtained in Steps S103 and S104 of
The “player ID” represents information that uniquely identifies the player character belonging to the first team. The “participation flag” takes on values of 0, 1, and 2. The value “0” indicates that the player character has not participated in the match. The value “1” indicates that the player character is participating in the match. The value “2” indicates that the player character has participated in the match but is not currently participating in the match after another player character took its place. The “position” indicates the position to which the player character is assigned. The “operation subject candidate flag” indicates whether or not the player character is selected as the operation subject candidate. The value “0” indicates that the player character is not selected as the operation subject candidate, and the value “1” indicates that the player character is selected as the operation subject candidate.
Further, the game data storage section 80 includes a game situation data storage section 80a. The game situation data storage section 80a stores game situation data that indicates a current situation of the soccer game. For example, data indicating the current state of the respective player characters 56 and the ball 58 that are located in the virtual three-dimensional space 50 is stored in the game situation data storage section 80a. Specifically, the current position, posture, moving direction, moving velocity, and the like of the respective player characters 56 are stored therein. Further, the current position, moving direction, moving velocity, and the like of the ball 58 are stored therein. Further, the player ID of the player character 56 that is in possession of the ball 58 at the present time is stored therein. Further, for example, data indicating the current state (for example, position and viewing direction) of the virtual camera 59 is stored in the game situation data storage section 80a. Data indicating scores of both of the teams and data indicating an elapsed time period are also stored in the game situation data storage section 80a.
Further, for example, operation subject data that indicates the player character 56 which is the current operation subject of each of the users A, B, and C is stored in the game situation data storage section 80a.
Further, for example, priority data that indicates the current priority of the users A, B, and C is also stored in the game situation data storage section 80a.
The game situation data update section 82 updates the game situation data. For example, the game situation data update section 82 updates state data on the player character 56, the ball 58, and the virtual camera 59. Further, for example, the game situation data update section 82 updates the operation subject data and the priority data. The game situation data update section 82 includes an operation subject setting section 82a (setting means) as a functional block for updating the operation subject data.
The operation subject setting section 82a determines whether or not a time to switch the state of the player character 56, which is selected by one or the plurality of users as the operation subject candidate, from a state in which the player character 56 is operated by the computer to a state in which the player character 56 is operated by the user, has arrived. For example, it is determined that the above-mentioned time has arrived if the state occurs in which the player character 56 being selected by one or the plurality of users as the operation subject candidate is in possession of the ball 58 or if it is predicted that the state may occur in which the player character 56 being selected by one or the plurality of users as the operation subject candidate is in possession of the ball 58.
If the above-mentioned time arrives, the operation subject setting section 82a switches the state of the player character 56 from the state in which the player character 56 is operated by the computer to the state in which the player character 56 is operated by the user selected based on the selection result data (see
The display control section 84 displays the game screen 60 as illustrated in, for example,
For example, on the game screen 60 illustrated in
Next, description is given of processing executed by the game device 10.
As illustrated in
Further, the microprocessor 14 (operation subject setting section 82a) updates the operation subject data (S202).
As illustrated in
If it is determined that the above-mentioned time has arrived, it is determined whether or not the player character X is being selected by the plurality of users as the operation subject candidate (S302). If the player character X is being selected by the plurality of users as the operation subject candidate, one of those plurality of users is selected based on the priority data (S303). Specifically, the user having the highest priority among those plurality of users is selected. Then, the “operation subject player ID” of the selected user is updated to the ID of the player character X (S304).
Meanwhile, if the player character X is not being selected by the plurality of users as the operation subject candidate, in other words, if the player character X is selected by only one user as the operation subject candidate, the “operation subject player ID” of the user is updated to the ID of the player character X (S305).
After execution of the update processing for the operation subject data, the microprocessor 14 (game situation data update section 82) executes the update processing for the priority data. In other words, as illustrated in
After execution of the update processing for the priority data, the microprocessor 14 (display control section 84) updates the game screen 60 (S206).
In this step, first, a field-of-view image representing the virtual three-dimensional space 50 is viewed from the virtual camera 59 is formed in the VRAM. At this case, in order to display the cursor images 62a to 62c on the game screen 60, in the virtual three-dimensional space 50, the objects corresponding to the cursor images 62a, 62b, and 62c are located above the heads of the player characters 56 as the operation subjects of the users A, B, and C, respectively. Further, in order to display the marker images 64a to 64f on the game screen 60, the objects corresponding to the marker images 64a, 64b, 64c, 64d, 64e, and 64f are located at the feet of the player characters 56a, 56b, 56c, 56d, 56e, and 56f, respectively. Note that instead of locating the objects corresponding to the cursor images 62a to 62c and the marker images 64a to 64f in the virtual three-dimensional space 50, the cursor images 62a to 62c and the marker images 64a to 64f may be displayed on the game screen 60 by rendering the cursor images 62a to 62c and the marker images 64a to 64f in the field-of-view image formed in the VRAM.
A scoring situation and the elapsed time period are rendered in the image rendered in the VRAM, and the game screen 60 is formed in the VRAM. The game screen 60 formed in the VRAM is displayed on the monitor 32 at a predetermined time.
On the game device 10 described above, if the player character 56 that can be operated by the user (in other words, player character 56 being selected by one or the plurality of users as the operation subject candidate) is in the state of being operated by the computer, the marker images (marker images 64d, 64e, and 64f of
Note that the present invention is not limited to the foregoing embodiment.
For example, as described below, the marker image is not limited to the modes illustrated in
For example, on the game screen 60 illustrated in
Further, for example, in the marker images 64d and 64e, the partial regions 70a to 70c may not be the fan-shaped regions. In other words, the partial regions 70a, 70b, and 70c may be set in a mode different from the modes illustrated in
Further, for example, in the marker images 64d and 64e, the area of the partial region corresponding to a user may be set based on the priority of the user.
Further, for example, in the marker images 64d and 64e, the display mode (for example, density or transparency) of the partial region corresponding to a user may be set based on the priority of the user. For example, in the case where the priority order of the users A, B, and C is “B, C, A”, the partial region 70b corresponding to the user B having the highest priority may be set to have a higher density than any other partial regions 70a and 70c. Further, the partial region 70a corresponding to the user A having the lowest priority may be set to have a lower density than any other partial regions 70b and 70c.
Further, for example, the marker image may be set as an image other than that having an oval shape. Further, as long as the marker image is displayed in the position based on the position of the player character 56, the marker image 64 may be displayed in a position other than at the feet of the player character 56. For example, the marker image may be a balloon image. In this case, the marker image may be displayed in the vicinity of the face of the player character 56. Further, in this case, the display mode (for example, contents or shape of a balloon) for the marker image may be set based on the selection result data (see
Further, for example, the marker image may be displayed in association with only the player character 56 being operated by the computer at that time among the player characters 56 selected by one or the plurality of users as the operation subject candidates. In other words, with regard to the player characters 56 which are the operation subjects of the users A, B, and C, the marker image may not be displayed. For example, on the game screen 60 illustrated in
Further, for example, instead of displaying the marker image, the display mode for the player character 56 itself may be changed. For example, on the game screen 60 illustrated in
Further, for example, if a pass to the player character 56d is executed on the game screen 60 illustrated in
Further, for example, at least one user may not select the operation subject candidate. For example, the users A and B may select the operation subject candidate, and the user C may not select the operation subject candidate. In this case, the operation subject of the user C may be switched among the player characters 56 not selected by the user A or B as the operation subject candidate. In other words, in this case, it is assumed that the user C selects, as the operation subject candidate, the player characters 56 not selected by the user A or B as the operation subject candidate.
Further, for example, the selection of the operation subject candidate (S104 of
Further, for example, the game executed on the game device 10 is not limited to the game in which a three-dimensional game space constituted of three coordinate elements is displayed on the game screen. The game executed on the game device 10 may be a game in which a two-dimensional game space constituted of two coordinate elements is displayed on the game screen. In other words, the game executed on the game device 10 may be a game in which the positions and the like of a ball and player characters are managed by the two coordinate elements.
Further, for example, the soccer game may be a network soccer game in which the users A, B, and C participate via a network. In this case, the configuration for providing the soccer game may include the game device of the user A, the game device of the user B, and the game device of the user C, and the game device of one of the users may be configured to function as a game server device. Alternatively, the configuration for providing the soccer game may include a game server device, a game terminal of the user A, a game terminal of the user B, and a game terminal of the user C.
Further, for example, the game executed on the game device 10 may be another sports game instead of the soccer game. For example, the present invention is also applicable to a game that simulates basketball that is played using a ball (moving object), or a game that simulates ice hockey that is played using a puck (moving object). Further, the present invention is also applicable to another game instead of the sports game. For example, the present invention is also applicable to an action game in which the state of a game character is changed from a first state of being operated by a computer to a second state of being operated by one of a plurality of users.
Number | Date | Country | Kind |
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2008185436 | Jul 2008 | JP | national |
Filing Document | Filing Date | Country | Kind | 371c Date |
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PCT/JP2009/060173 | 6/3/2009 | WO | 00 | 1/18/2011 |