The invention relates to a video game apparatus and a program for providing a game full of reality and interests by introducing language elements, such as foreign languages, and elements of elevating level of a player character.
A well-known conventional configuration of a video game, such as an adventure game and a role-playing game is that a player searches and obtains various kinds of items by moving a player character on a field and uses these items in the game so as to advance a scenario.
The game configuration tends to be simplified only by searching, finding and obtaining the items on the field, and even if kinds of items are increased so as to improve the game interests, a repeated item search in the game brings the player a feeling of a kind of work, thereby the player's motivation to continue the game is sometimes dampened.
But, it is important to increase the kinds of items usable in the game in order to provide the game full of reality and interests, and for doing so, it was to necessary to develop the video game apparatus that implements an item search system for reducing a feeling of the work associated with the player's item searching operation, through which the player is able to enjoy the item searching process.
Under these situations, an object of the invention is to provide the video game apparatus ad the program that implements an item search system for reducing a feeling of the work associated with the player's item searching operation, through which the player is able to enjoy the item searching process.
A first aspect of the invention is a game apparatus (1) in which a scenario proceeds in such a way that a player character (PC) is moved on a field (FLD) produced in a three-dimensional virtual space in a memory (5) through a controller (10) so as to search and obtain items located on the field (FLD), comprising:
A second aspect of the invention is the game apparatus (1), wherein two or more kinds of languages are set as the kind of language (LK), and the language skill (LV) and the language level (GL) are controlled every kind of language (LK) that is set.
A third aspect of the invention is the game apparatus (1), the language level controller (9) executes such a process that a predetermined skill point (PT) is accumulated for the language skill (LV) of the player character (PC) whenever reading the sentence item (ST) and when the accumulated skill point (PT) reaches a predetermined value, the skill level (LV) of the language skill (LV) is raised by one step.
A fourth aspect of the invention is the game apparatus (1), wherein the process of accessing is executed by the instruction through the controller (10) in a state that the player character (PC) approaches the item disclosure object (MN) within a predetermined distance on the field (FLD).
A fifth aspect of the invention is the game apparatus (1), wherein the process of reading is executed by the instruction through the controller (10) in a state that the player character (PC) approaches the sentence item (ST) within a predetermined distance on the field (FLD).
A sixth aspect of the invention is the game apparatus (1), wherein two or more steps of language level (GL) are set, and two or more steps of skill level (LV) are also set, corresponding to the language level (GL).
A seventh aspect of the invention is a game program (PRO) in a computer (1) for advancing a scenario based upon the game program (PRO) in such a way that a player character (PC) is moved on a field (FLD) that is produced in a three dimensional virtual space in a memory (5) through a controller (10) so as to search and obtain items (IT) that are located on the field (FLD), the program (PRO) for getting the computer (1) to function as the following:
An eighth aspect of the invention is a game apparatus (1) for advancing a scenario in such a way that a player character (PC) is moved on a field (FLD) that is produced in a virtual space in a memory (5) based upon an input by a player so as to search and obtain items located on the field, comprising:
According to the invention, the search of items is developed in the shape of 1. Search of the sentence item ST, 2. Obtaining of game information (TX) mentioned in the sentence item ST, on which the kind of language LK is set (Then, new information regarding the game scenario (game information) is provided), 3. Raise of the language skill (LV) of the corresponding kind of language LK, 4. Search of the item disclosure object (MN), 5. Access to the item disclosure object (MN) (in this case also, new information regarding the game scenario (game information) is provided), and 6. Disclosure of new item (IT) on the field (FLD). Therefore, the action purpose of the player on the filed (FLD) is not only to search for items, but to obtain game information (TX), that is, to add a pleasure of obtaining intellectual information to the game, and the player is able to search the items having no feeling of work even if more items are located on the field (FLD), thereby exhibiting various kinds of scenario effects. In addition, it is possible to provide the player with much information as the game itself without a difficulty and to provide a serious, various game.
Besides, two or more kinds of language (LK) are set, so that it is possible to control the language skill (LV) and the language level (GL) every kind of language (LK) that is set, to change the kind or the category of the game information that is offered every language, thereby developing the scenario in various ways.
Furthermore, the language skill (LV) of the player character (PC) is processed in such a way that a predetermined point (PT) is accumulated whenever reading the sentence item (ST) and the skill level (LV) of the language skill is raised by one step when the accumulated skill point (PT) reaches a predetermined value, so that it is possible to control the language skill in the shape of the skill level (LV) even if many sentence items (ST) are located and to provide the system that is easily understandable for the player.
The number in parentheses shows the corresponding element in the drawings for the sake of convenience, accordingly, the descriptions are not restricted and bound by the descriptions on the drawings.
An embodiment of the invention is now explained, referring to appended drawings.
A video game apparatus 1 as a computer to which the present invention is applied has a main controller 2, as shown in
Respective blocks of the main controller 2, the game program memory 5, the field development section 6, the map development section 7, the language skill controller 9, the game progress controller 12 and the game image producer 13 that comprises the video game apparatus 1 as shown in
The video game apparatus 1 has the above-mentioned configuration. When a player plays the game with the video game apparatus 1, the main controller 2 displays a predetermined game image IM on the display 11 through the game progress controller 12, the game image producer 13 and the like based upon the game program PRO stored in the game program memory 5 via wireless, a communication line, such as a cable, or memory elements with a well-known method, so that a play environment of the game is regulated.
In order to do so, a field FLD where a player character can move based upon the game program PRO is produced in a three dimensional virtual space produced in a memory space in the game image producer 13, and objects, such as a river BJ1, a ground BJ2, a tree BJ3, a player character PC and the like, are located on the field FLD based upon the game program PRO, as shown in
As shown in
Many other items (not shown) are located on the field FLD through the field development section 6. By setting of the game program PRO, the player character PC that is operated by the player through the controller 10 freely obtains these items, and the obtained items can be used in various ways for the progress of a scenario.
The player character PC can freely move on the field FLD through an operation of the controller 10, and during the movement, the player character is able to meet the monument MN or the sentence item ST through the operation of the player. The game progress controller 12 executes a language skill control program LSC in
In a case where the notice sign informing that the sentence item ST exists near the player character PC moving on the field FLD is displayed (or the player character PC approaches the sentence item ST within a predetermined distance) and the player wishes to read the sentence item ST, the player instructs to do an approach action, reading the sentence item ST through the operation of the controller 10. If the player does not operate the controller, that is, does not input the approach action, the sentence item ST is not read by the player character PC.
As shown in
When the language skill control program LSC judges in Step S3 that the player instructs the player character PC to read the sentence item ST on the field FLD through the controller 10, the game progress controller 12 enters Step S4 and performs a process of specifying the identification number LN of the sentence item ST that the player character is going to read on the field FLD, referring to the sentence item control table TB1. After specifying the identification number LN of the sentence item ST, the program enters Step S5, and performs a process of reading out the text TX corresponding to the sentence item ST of the identification number LN and displaying on the display 11 through the game image producer 13. As already mentioned, the text TX is indicated by the common understanding language that the player is able to understand, and the player is able to easily understand the contents.
When indicating the text TX of the sentence item ST that the player instructed to read on the display 11, the language skill controller 9 enters Step S6 of the language skill control program LSC and performs a process of rewriting and updating the contents of the language skill table TB2 for the player that is stored in the game program memory 5, by adding a predetermined point to a skill point for the kind of language Lk that is set on the sentence item ST. That is, language skill of the player is stored in the language skill table TB2 for each kind of language LK, as shown in
The player's language skill is determined by the skill level LV every kind of language LK that is shown in the language skill table TB2 stored in the program memory 5 for the player, and this skill level LV determines whether an approach sign mentioned in two or more monuments MN that are located on the field FLD is possible to be decoded or not.
That is, as shown in
That is, the language skill controller 9 controls the player character's decoding of the approach sign of each monument, such letter information, based upon the decoding control program KPR as shown in
In a case where the sign informing that the monument MN exists near the player character PC moving on the field FLD is displayed (or the player character PC approaches the monument MN within a predetermined distance) and the player wishes to access the monument MN, the player instructs to access the monument MN through the operation of the controller 10. If the player does not operate the controller, the player character PC does not access the monument MN.
When the reading control program KPR judged in Step S53 that the player instructed the player character PC to access the monument MN on the field FLD through the controller 10, the program enters Step S54, the game progress controller 12 specifies the monument MN that the player character PC is going to read on the field FLD from the coordinate position of the player character PC on the field FLD, referring to the monument table TB3 as shown in
After judging the accessibility to the monument MN, the game progress controller 12 executes an access process mentioned hereinafter and enters Step S57, and instructs the field development section 6 and the map development section 7 to execute such a disclosure process that items IT005, IT008 and IT090 stored in the disclosure item DI column of the monument table TB3 that correspond to the identification number MN, M001, are located and displayed on the field and a map. At the same time, the game progress controller 12 gets the game image producer 13 to display an access image where the player character PC is reading the sentence shown in the monument MN as shown in
Regarding the items instructed to be displayed, such as IT005, IT008 and IT090, the field development section 6 locates and develops the respective items IT005, IT008 and IT090 on the field FLD as objects as shown in
When displaying the map MAP, the map development section 7 displays each monument MN at the same time, and clearly indicates the positional relation between each monument MN and each item IT005, IT008 and IT090. The position to be displayed of each item on the field FLD is determined by the game program PRO, and each item corresponding to the monument MN is not indicated on the map MAP and the field FLD as long as the player character does not access the approach sign that is defined (set) on the monument.
For this reason, the player is motivated to positively access the approach sign of the monument MN on the field FLD. It is not always necessary to associate the contents shown by the approach sign that is set on each monument MN with the items IT005, IT008 and IT090 corresponding to the monument MN, and the location of new item is only disclosed by accessing the approach sign that is set on the monument MN. In a case where the approach sign is comprised of the letter information, it is indicated with the common understanding language that the player is able to understand irrespective of the kind of language LK that is set on each monument MN.
It is not always necessary to set meaningful letter information on the approach sign that is set on the monument MN as a proof of a success of the player's access, and some kind of a sign for an incentive to make the player character access the monument MN and to disclose the disclosure item that is set on the monument MN, such as a design shown on the surface of the object of the monument MN, letters including letter information, illustration and sound, may be set, and these may be outputted in response to the success of the player character PC's access. In such a case, the player character PC is able to clear Step S53 of the decoding control program KPR of
The player is able to use the item in such a way that the player moves the player character PC on the field FLD, referring to the position of each item that is newly indicated on the map MAP so as to find the item located on the field FLD, and obtains such an item. If the monument MN is decoded, “0 (zero)” is stored at the decoding flag of the monument table TB3 as shown in
In a case of the monument MN, which identification number MN is M003 of
The program enters Step S58 after such a judgment the monument MN is disabled to be decoded, and a process of impossibility to decode is done. In other words, regarding the monument MN, a non-decoding sign showing that the player character PC has not yet decoded the letter information LI of the monument MN is displayed on the map MAP as shown in
The player is able to advance the scenario in such a way that he (or she) searches various kinds of the sentence items ST located on the field FLD, making the player character PC move on the field FLD, and reads the sentence item ST so as to accumulate the language skill of the player character PC for each kind of language LK, and approaches the item disclosure object located on the field FLD, such as the monument MN and discloses the item that is set every item disclosure object with the thus increased language skill.
With such a configuration, the player is freed from the simple repetition work, only gathering the item located on the field FLD earnestly, and is able to obtain information regarding a new progress of the game from approach signs, such as the text TX mentioned in the sentence item ST and the letter information LI that is defined by the item disclosure object, and the scenario development that is complex and varied is possible thereby.
Besides, the text TX and the letter information LI that are set on each sentence item ST and the item disclosure object are set by the common understanding language that is sufficient understandable for general players, irrespective the kind of language LK that is set on each sentence item ST and the disclosure object, so that the game having a new originality, in which a concept of plural languages is introduced, can be offered without complicating the game progress more than required.
Even if the judgment in Step S56 of the decoding control program KPR is that the skill level LV of the player character PC does not reach the language level GL that is set on the monument at the time of judgment of Step S56, and the process of being impossible to decode has been thus done, it is possible for the player to read the sentence of the item disclosure object that he (or she) was not be able to read till then in such a way after such a process of being impossibility to decode, he (or she) finds out many sentence items ST, moving the player character PC on the field FLD and repeatedly reads the texts TX that are set on the sentence items ST so as to obtain the skill point of the corresponding kind of language LK and to raise the skill level LV.
The search for items is thus developed in the shape of 1. Search of the sentence item ST, 2. Reading of the text TX that is set on the kind of language LK indicated in the sentence item ST (Then, new information regarding the game scenario (game information) is provided), 3. Raise of the language skill of the corresponding kind of language LK, 4. Search of the item disclosure objects, 5. Obtaining of the approach sign that is defined on the item disclosure object (in this case also, new information regarding the game scenario (game information) is provided), and 6. Disclosure of the new item on the field FLD. Therefore, the action purpose of the player on the filed FLD is not only to search for items, but to obtain game information, such as the text TX and the approach sign, so that it is possible to add such a pleasure of obtaining intellectual information to the game, and the player is able to search the items having no feeling of work even if more items are located on the field FLD, thereby exhibiting various kinds of scenario effects. In addition, it is possible to provide the player with much information as the game itself without a difficulty and to provide a serious, various game. Of course, such a conventional development and a method that the items simply located on the field FLD are searched and obtained, moving the player character on the field are used together, thereby providing the highly interesting game.
The invention was mentioned as such an instance that the process of searching the items that is set on the scenario so as to collect by the player character PC is developed in the shape of 1. Search of the sentence items ST, 2. Reading of the text TX that is set on the kind of language LK indicated in the sentence item ST, 3. Raise of the language skill of the corresponding kind of language LK, 4. Search of the item disclosure object, 5. Obtaining of the approach sign that is defined on the item disclosure object, and 6. Disclosure of the new item on the field FLD. But, the essence of the invention is that the process of locating the items on the field is done in the shape of (A) a process of executing the action for raising some skill (the language skill in the embodiment, but the other proper skill may be set) regarding the player character PC, (B) a process of judging the skill level of the player character PC and judging whether such a level reaches a predetermined one, and (C) a process of disclosing a site on which a new item is located on the field when the judgement is the player character PC has the skill level is the same as a predetermined one or higher, and the important point of the invention is that the process of locating the items on the field is done in two steps, obtaining of the skill and disclosure of the item corresponding thereto.