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US20110118019A1 - Game device, method for controlling game device, program, and information storage medium - Google Patents

Game device, method for controlling game device, program, and information storage medium Download PDF

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Publication number
US20110118019A1
US20110118019A1 US13/054,710 US200913054710A US2011118019A1 US 20110118019 A1 US20110118019 A1 US 20110118019A1 US 200913054710 A US200913054710 A US 200913054710A US 2011118019 A1 US2011118019 A1 US 2011118019A1
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US
United States
Prior art keywords
state
game
users
game character
user
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
Application number
US13/054,710
Inventor
Ippei Kondo
Keiichiro Kurashige
Shuji Yamamoto
Atsushi Omura
Naohiro Iizuka
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Konami Digital Entertainment Co Ltd
Original Assignee
Konami Digital Entertainment Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Konami Digital Entertainment Co Ltd filed Critical Konami Digital Entertainment Co Ltd
Assigned to KONAMI DIGITAL ENTERTAINMENT CO., LTD. reassignment KONAMI DIGITAL ENTERTAINMENT CO., LTD. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: IIZUKA, NAOHIRO, KONDO, IPPEI, KURASHIGE, KEIICHIRO, OMURA, ATSUSHI, YAMAMOTO, SHUJI
Publication of US20110118019A1 publication Critical patent/US20110118019A1/en
Abandoned legal-status Critical Current

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Classifications

    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/306Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying a marker associated to an object or location in the game field
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6623Methods for processing data by generating or executing the game program for rendering three dimensional images for animating a group of characters
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8011Ball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8088Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game involving concurrently several players in a non-networked game, e.g. on the same game console

Definitions

  • the present invention relates to a game device, a method for controlling a game device, a program, and an information storage medium.
  • 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.
  • a game sports game, basketball game, ice hockey game, or the like
  • 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
  • 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.
  • 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.
  • a control method for a game device 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.
  • 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.
  • 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
  • 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.
  • an information storage medium is a computer-readable information storage medium storing the above-mentioned program.
  • 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.
  • 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.
  • 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.
  • 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.
  • a control method for a game device 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.
  • 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.
  • 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
  • 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.
  • an information storage medium is a computer-readable information storage medium storing the above-mentioned program.
  • 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.
  • FIG. 1 is a diagram illustrating a hardware configuration of a game device according to an embodiment of the present invention.
  • FIG. 2 is a diagram illustrating a flow of a soccer game.
  • FIG. 3 is a diagram illustrating an example of a screen for causing a user to select an operation subject candidate.
  • FIG. 4 is a diagram illustrating an example of a virtual three-dimensional space.
  • FIG. 5 is a diagram illustrating an example of a game screen during a match.
  • FIG. 6 is a diagram for describing a marker image.
  • FIG. 7 is a diagram for describing the marker image.
  • FIG. 8 is a diagram illustrating another example of the game screen during the match.
  • FIG. 9 is a diagram for describing the marker image.
  • FIG. 10 is a diagram for describing the marker image.
  • FIG. 11 is a functional block diagram of the game device.
  • FIG. 12 is a diagram illustrating an example of selection result data.
  • FIG. 13 is a diagram illustrating an example of operation subject data.
  • FIG. 14 is a diagram illustrating an example of priority data.
  • FIG. 15 is a flowchart illustrating processing executed by the game device.
  • FIG. 16 is a flowchart illustrating processing executed by the game device.
  • FIG. 17 is a diagram for describing the marker image.
  • FIG. 18 is a diagram for describing the marker image.
  • a game device 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.
  • a consumer game machine stationary game machine
  • PDA personal digital assistant
  • a personal computer a server computer, or the like.
  • 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.
  • FIG. 1 is a diagram illustrating an overall configuration of a game device 10 according to the embodiment of the present invention.
  • the game device 10 includes a consumer game machine, a monitor 32 , a speaker 34 , and an optical disk 36 (information storage medium).
  • the monitor 32 and the speaker 34 are connected to the consumer game machine 11 .
  • a house-use television set is used as the monitor 32
  • a speaker built into the house-use television set is used as the speaker 34 .
  • 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 .
  • the optical disk 36 is used for supplying the program or the data to the consumer game machine 11 .
  • another information storage medium such as a memory card, may be used.
  • 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 1/60 th of a second), and then transfers an operation signal indicating a result of the scanning to the microprocessor 14 via the bus 12 .
  • the microprocessor 14 determines the user's game operation based on the operation signal.
  • the controller 30 may be connected to the consumer game machine 11 by wire or wireless.
  • a soccer game that simulates a soccer match between a first team and a second team is executed.
  • 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.
  • the second team may be operated by one or a plurality of users.
  • FIG. 2 is a diagram illustrating an example of a flow of the soccer game. As illustrated in FIG. 2 , first, the users A, B, and C select their own team (first team) to operate from among a plurality of teams prepared in advance (S 101 ).
  • the users A, B, and C set tactics for their own team (S 102 ).
  • a formation and an operation of the team are set.
  • 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).
  • 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.
  • 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 (S 103 ).
  • a screen for selecting the player characters that are to participate in the match is displayed on the monitor 32 .
  • the users A, B, and C select the player characters to be assigned to respective positions of the formation set in Step S 102 . For example, in a case where eighteen player characters belong to the team, eleven player characters are selected from among those eighteen player characters.
  • 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 (S 104 ).
  • the user A can operate only the player character selected by the user A as the operation subject candidate.
  • the user B can operate only the player character selected by the user B as the operation subject candidate
  • 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.
  • 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 .
  • FIG. 3 illustrates an example of the selection screen.
  • a selection screen 40 illustrated in FIG. 3 includes of a formation field 42 and a participating player field 44 .
  • a formation selected in Step S 102 is displayed in the formation field 42 .
  • the formation displayed on the formation field 42 of FIG. 3 is a formation generally called “4-3-3”, in which four defenders (DF 1 , DF 2 , DF 3 , and DF 4 ), three midfielders (MF 1 , MF 2 , and MF 3 ), three forwards (FW 1 , FW 2 , and FW 3 ), and a goalkeeper (GK) are deployed.
  • a list of the player characters selected in Step S 103 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 .
  • the player characters assigned to “DF 1 ”, “DF 2 ”, and “MF 1 ” are selected by the user A.
  • the player characters assigned to “MF 1 ”, “MF 2 ”, “MF 3 ”, and “FW 2 ” are selected by the user B.
  • the player characters assigned to “MF 1 ”, “FW 1 ”, “FW 2 ”, and “FW 3 ” are selected by the user C.
  • the player characters assigned to “DF 1 ” or “DF 2 ” are selected only by the user A, and hence those player characters are able to be operated only by the user A.
  • the player character assigned to “FW 2 ” is selected by the users B and C, and hence this player character is able to be operated by the users B and C.
  • the player character assigned to “MF 1 ” is selected by the users A, B, and C, and hence this player character is able to be operated by the users A, B, and C.
  • 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, “DF 1 ” or “MF 1 ”).
  • 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 (S 105 ).
  • FIG. 4 illustrates an example of the virtual three-dimensional space.
  • a field 52 that is an object representing a soccer field is located in a virtual three-dimensional space 50 .
  • Goals 54 that are each an object representing a soccer goal, a player character 56 that is an object representing a soccer player, and a ball 58 that is an object representing a soccer ball, are Located on the field 52 .
  • One of the goals 54 is associated with the first team, and the other is associated with the second team.
  • the ball 58 moves to an inside of the goal 54 associated with any one of the teams, a scoring event for the other team occurs.
  • eleven player characters 56 belonging to the first team and eleven player characters 56 belonging to the second team are located on the field 52 .
  • eleven player characters 56 selected from among the player characters belonging to the first team in Step S 103 of FIG. 2 and eleven player characters 56 selected by the computer from among the player characters belonging to the second team are located on the field 52 at a time a match is started.
  • the player character 56 and the ball 58 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 ”.
  • 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 .
  • the virtual camera 59 moves around within the virtual three-dimensional space 50 based on movement of the ball 58 .
  • FIG. 5 illustrates an example of the game screen during the match.
  • Seven player characters 56 a, 56 b, 56 c, 56 d, 56 e, 56 f, and 56 g are displayed on a game screen 60 illustrated in FIG. 5 .
  • the six player characters 56 a to 56 f are the player characters 56 belonging to the first team, and the remaining player character 56 g is the player character 56 belonging to the second team.
  • the player characters 56 a, 56 b, 56 c, 56 d, 56 e, and 56 f are the player character 56 assigned to “DF 1 ”, “MF 2 ”, “FW 1 ”, “MF 1 ”, “FW 2 ”, and “DF 2 ”, respectively.
  • cursor images 62 a, 62 b, and 62 c are displayed above heads of the player characters 56 a, 56 b, and 56 c, respectively.
  • the cursor images 62 a, 62 b, and 62 c indicate that the player characters 56 a, 56 b, and 56 c are being operation subjects of the users A, B, and C, respectively.
  • the cursor image 62 a indicates that the player character 56 a is being operated by the user A. In this case, the player character 56 a performs an action based on an operation by the user A.
  • the player character 56 b performs an action based on an operation by the user B
  • the player character 56 c performs an action based on an operation by the user C.
  • the player characters 56 d, 56 e, 56 f, and 56 g that are not being the operation subjects of the users A, B, and C each perform an action based on an operation by the computer (microprocessor 4 ).
  • marker images 64 a, 64 b, 64 c, 64 d, 64 e, and 64 f are displayed at the feet of the player characters 56 a, 56 b, 56 c, 56 d, 56 e, and 56 f, respectively.
  • Those marker images 64 a, 64 b, 64 c, 64 d, 64 e, and 64 f play a role of indicating one or a plurality of users selecting the player characters 56 a, 56 b, 56 c, 56 d, 56 e, and 56 f, respectively, as the operation subject candidates. Note that no marker image is displayed at the feet of the player characters 56 not selected by any user as the operation subject candidate.
  • a color of the marker image corresponding to the player character 56 is set to a color corresponding to the user.
  • the user A selects the player characters 56 a and 56 f assigned to “DF 1 ” and “DF 2 ”, respectively, as the operation subject candidates (see FIG. 3 ), and hence the color of the marker images 64 a and 64 f is set to the color corresponding to the user A.
  • the user B selects the player character 56 b assigned to “MF 2 ” as the operation subject candidate (see FIG. 3 ), and hence the color of the marker image 64 b is set to the color corresponding to the user B.
  • the user C selects the player character 56 c assigned to “FW 1 ” as the operation subject candidate (see FIG. 3 ), and hence the color of the marker image 64 c is set to the color corresponding to the user C.
  • 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.
  • FIG. 6 is a diagram for describing the marker image 64 d illustrated in FIG. 5 .
  • the marker image 64 d is a marker image corresponding to the player character 56 d assigned to “MF 1 ”. Further, the users selecting the player character 56 d assigned to “MF 1 ” as the operation subject candidate are the three users A, B, and C (see FIG. 3 ). Therefore, the marker image 64 d includes a partial region 70 a corresponding to the user A, a partial region 70 b corresponding to the user B, and a partial region 70 c corresponding to the user C. In the example illustrated in FIG. 6 , the marker image 64 d is divided into three fan-shaped regions 72 , 74 , and 76 .
  • the fan-shaped region 76 on the right side is set as the partial region 70 a for the user A.
  • the color of the partial region 70 a for the user A is set to the color corresponding to the user A (in other words, the same color as the marker images 64 a and 64 f ).
  • the fan-shaped region 72 on the bottom is set as the partial region 70 b for the user B.
  • the color of the partial region 70 b for the user B is set to the color corresponding to the user B (in other words, the same color as the marker image 64 b ).
  • the fan-shaped region 74 on the left side is set as the partial region 70 c for the user C.
  • the color of the partial region 70 c for the user C is set to the color corresponding to the user C (in other words, the same color as the marker image 64 c ).
  • FIG. 6 illustrates a case where the marker image 64 d is viewed from an upwardly slanting direction, and hence the marker image 64 d has an oval shape. If the marker image 64 d is viewed from directly above, the marker image 64 d has a circular shape. The same holds true for the marker image 64 d illustrated in FIGS. 9 , 7 , and 8 described later, and also the same holds true for the marker image 64 e in FIGS. 7 and 10 described later.
  • FIG. 7 is a diagram for describing the marker image 64 e illustrated in FIG. 5 .
  • the marker image 64 e is a marker image corresponding to the player character 56 e assigned to “FW 2 ”. Further, the users selecting the player character 56 e assigned to “FW 2 ” as the operation subject candidate are the two users B and C (see FIG. 3 ). Therefore, the marker image 64 e includes the partial region 70 b corresponding to the user B and the partial region 70 c corresponding to the user C. In the example illustrated in FIG. 7 , the marker image 64 e is divided into two fan-shaped regions (semi-circular regions) 78 and 79 .
  • the fan-shaped region 78 on the bottom is set as the partial region 70 b for the user B.
  • the color of the partial region 70 b for the user B is set to the color corresponding to the user B (in other words, the same color as the marker image 64 b ).
  • the fan-shaped region 79 on the upper side is set as the partial region 70 c for the user C.
  • the color of the partial region 70 c for the user C is set to the color corresponding to the user C (in other words, the same color as the marker image 64 c ).
  • the player character 56 a is in possession of the ball 58 .
  • the player character 56 d is in a state of being operated by the computer (in other words, state of being the operation subject of none of the users), and hence the user that is to operate the player character 56 d is selected from among the users A, B, and C selecting the player character 56 d as the operation subject candidate.
  • the user that is to operate the player character 56 d is selected based on a given priority order.
  • the priority order of the users A, B, and C is set to, for example, “B, C, A”.
  • the priority order “B, C, A” indicates a state in which the user B has the highest priority and the user A has the lowest priority.
  • the user B having the highest priority is chosen as the user that is to operate the player character 56 d, and the operation subject of the user B is changed from the player character 56 b to the player character 56 d.
  • FIG. 8 illustrates the game screen 60 in this case.
  • the cursor image 62 b that indicates the operation subject of the user B is displayed above the head of the player character 56 d, and the player character 56 d performs an action according to the operation by the user B.
  • the priority of the user is set to be lowest.
  • the player character 56 a operated by the user A is in possession of the ball 58 , and hence the priority order is set to, for example, “B, C, A” so that the user A has the lowest priority.
  • the state shifts from the state illustrated in FIG. 5 to the state illustrated in FIG.
  • the player character 56 d operated by the user B comes into a state of being in possession of the ball 58 , and hence the priority order is updated from “B, C, A” to “C, A, B” so that the user B has the lowest priority.
  • the priority order is updated from “B, C, A” to “C, A, B” so that the user B has the lowest priority.
  • the users B and C may become unhappy.
  • by performing such a setting that the priority of the user that is operating the player character 56 in possession of the ball 58 becomes lowest it becomes possible to prevent an occurrence of such an inconvenience as described above.
  • the user B having the higher priority of the users B and C selecting the player character 56 e as the operation subject candidate is chosen as the user that is to operate the player character 56 e.
  • the user A is chosen as the user that is to operate the player character 56 f because only the user A selects the player character 56 f as the operation subject candidate.
  • 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.
  • 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.
  • 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.
  • the fan-shaped region 72 on the bottom which is closest to the virtual camera 59 is associated with the priority “1”.
  • the fan-shaped region 72 is associated with the user having the highest priority.
  • the fan-shaped region 74 on the upper left side of the fan-shaped region 72 is associated with the priority “2”.
  • the fan-shaped region 74 is associated with the user having the second highest priority.
  • 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.
  • FIG. 9 illustrates the marker image 64 d in a case where the priority order of the users A, B, and C is “C, B, A”, in other words, in a case where the priorities of the users B and C are exchanged.
  • the fan-shaped region 72 is set as the partial region 70 c corresponding to the user C
  • the fan-shaped region 74 is set as the partial region 70 b corresponding to the user B.
  • the position of the partial region 70 b corresponding to the user B and the position of the partial region 70 c corresponding to the user C are exchanged.
  • 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 56 d in a case where a pass to the player character 56 d is executed. For example, the user B is able to predict that the user B himself/herself is to operate the player character 56 d in a case where the pass to the player character 56 d is executed. Therefore, even if the pass to the player character 56 d is executed in actuality, the user B is able to start the operation of the player character 56 d without rushing.
  • the user C makes a reference as to which of the fan-shaped regions 72 , 74 , and 76 is set as the partial region 70 c in which the color corresponding to the user C himself/herself is set, to thereby grasp their current priority.
  • the user C references the position of the partial region 70 c in which the color corresponding to the user C himself/herself is set, to thereby grasp their current priority.
  • the marker image 64 d is displayed in a vicinity of the player character 56 d, and hence, by looking toward the player character 56 d, the users A, B, and C are able to immediately grasp which user is to operate the player character 56 d in a case where the pass to the player character 56 d is executed.
  • the fan-shaped region 78 on the bottom side which is closest to the virtual camera 59 is associated with the priority “1”.
  • the fan-shaped region 78 is associated with the user having the highest priority.
  • the fan-shaped region 79 on the upper side of the fan-shaped region 78 is associated with the priority “2”.
  • 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 64 e appears as illustrated in FIG. 7 . Note that FIG.
  • the fan-shaped region 78 is set as the partial region 70 c corresponding to the user C
  • the fan-shaped region 79 is set as the partial region 70 b corresponding to the user B.
  • the position of the partial region 70 b corresponding to the user B and the position of the partial region 70 c corresponding to the user C are exchanged.
  • 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 56 e in a case where a pass to the player character 56 e is executed.
  • the user B is able to grasp in advance that the user B himself/herself is to operate the player character 56 e in a case where the pass to the player character 56 e is executed. Therefore, even if the pass to the player character 56 e is executed in actuality, the user B is able to start the operation of the player character 56 e without rushing.
  • the user C makes a reference as to which of the fan-shaped regions 78 and 79 is set as the partial region 70 c in which the color corresponding to the user C himself/herself is set, to thereby grasp their current priority.
  • the user C references the position of the partial region 70 c in which the color corresponding to the user C himself/herself is set, to thereby grasp their current priority.
  • the marker image 64 e is displayed in the vicinity of the player character 56 e, and hence, by looking toward the player character 56 e, the users A, B, and C are able to immediately grasp which user is to operate the player character 56 e in a case where the pass to the player character 56 e is executed.
  • the entirety of the marker image 64 d is set to have a color corresponding to the user B (in other words, color of the marker image 64 b ). Further, if the state shifts from the state illustrated in FIG. 5 to the state illustrated in FIG. 8 , the priority order is updated from “B, C, A” to “C, A, B”, and hence the marker image 64 e is updated to the state illustrated in FIG. 10 on the game screen 60 illustrated in FIG. 8 .
  • FIG. 11 is a functional block diagram mainly illustrating functions related to the present invention among the functions implemented by the game device 10 .
  • the game device 10 includes a game data storage section 80 , a game situation data update section 82 , and a display control section 84 .
  • the game data storage section 80 is implemented mainly by, for example, the main memory 16 and the optical disk 36 .
  • the game situation data update section 82 and the display control section 84 are implemented mainly by, for example, the microprocessor 14 .
  • the game data storage section 80 stores data necessary to execute a soccer game.
  • 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 S 101 and S 102 of FIG. 2 is also stored in the game data storage section 80 .
  • selection result data data indicating selection results obtained in Steps S 103 and S 104 of FIG. 2 (hereinafter, referred to as “selection result data”) is stored in the game data storage section 80 .
  • FIG. 12 is a diagram illustrating an example of the selection result data.
  • the selection result data illustrated in FIG. 12 includes a “player ID”, a “participation flag”, a “position”, and an “operation subject candidate flag”.
  • 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.
  • the game data storage section 80 includes a game situation data storage section 80 a.
  • the game situation data storage section 80 a 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 80 a. 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.
  • 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 80 a.
  • 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 80 a.
  • 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 80 a.
  • FIG. 13 illustrates an example of the operation subject data.
  • an “operation subject player ID” represents the player ID of the player character 56 that is being operated by the user of the present time.
  • priority data that indicates the current priority of the users A, B, and C is also stored in the game situation data storage section 80 a.
  • FIG. 4 illustrates an example of the priority data.
  • the priority data illustrated in FIG. 14 represents data indicating the priority order of the users A, B, and C.
  • the priority data illustrated in FIG. 14 indicates the state in which the user B has the highest priority, the user C has the second highest priority, and the user A has the lowest priority.
  • the priority data and the above-mentioned selection result data (see FIG. 12 ) play a role of data (selection control data) for selecting one of the plurality of users A, B, and C as the user that is to operate the player character 56 .
  • 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 82 a (setting means) as a functional block for updating the operation subject data.
  • the operation subject setting section 82 a 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 .
  • the operation subject setting section 82 a 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 FIG. 12 ) and the priority data (see FIG. 14 ) described above. If the player character 56 is being selected by only one user as the operation subject candidate, the operation subject setting section 82 a sets the player character 56 as the operation subject of the user. Meanwhile, if the player character 56 is being selected by the plurality of users as the operation subject candidate, the operation subject setting section 82 a sets the player character 56 as the operation subject of the user selected based on the priority data from among those plurality of users. Note that, for example, if the player character 56 is set as the operation subject of the user B, the “operation subject player ID” of the user B is updated to the player ID of the player character 56 .
  • the display control section 84 displays the game screen 60 as illustrated in, for example, FIG. 5 or FIG. 8 on the monitor 32 .
  • the marker image is displayed in association with the player character 56 being selected by one or the plurality of users as the operation subject candidate. Further, the marker image is set based on the selection result data (see FIG. 12 ) and the priority data (see FIG. 14 ) described above. For example, a display mode for the marker image displayed in association with the player character 56 being selected by only one user as the operation subject candidate is set to a display mode corresponding to the user. Further, the display mode for the marker image displayed in association with the player character 56 being selected by the plurality of users as the operation subject candidate is set based on the priorities of those plurality of users. Note that the display mode for the marker image is, for example, the color, pattern, design, or shape of the marker image.
  • the marker image 64 f is displayed in a position decided based on the position of the player character 56 f being selected by only the user A as the operation subject candidate, and the color of the marker image 64 f is set to the color corresponding to the user A.
  • the marker image 64 d is displayed in a position decided based on the position of the player character 56 d being selected by the users A, B, and C as the operation subject candidate, and the design of the marker image 64 d is set based on the priorities of the users A, B, and C.
  • the marker image 64 d includes the partial region 70 a having the display mode (in this embodiment, color) corresponding to the user A, the partial region 70 b having the display mode corresponding to the user B, and the partial region 70 c having the display mode corresponding to the user C.
  • the positions of the partial regions 70 a, 70 b, and 70 c are decided based on the priority order of the users A, B, and C.
  • FIG. 15 is a flowchart mainly illustrating processing related to the present invention from among processing executed by each game device 10 during the match every predetermined cycle (for example, 1/60 th of a second).
  • the microprocessor 14 executes the processing illustrated in FIG. 15 according to a program stored in the optical disk 36 .
  • the game situation data update section 82 and the display control section 84 are realized.
  • the microprocessor 14 updates the state data on the player character 56 , the ball 58 , and the virtual camera 59 (S 201 ).
  • the state (for example, position or posture) of the player character 56 which is the operation subject of the user A is updated based on the operation by the user A.
  • the state of the player character 56 which is the operation subject of the user B is updated based on the operation by the user B
  • the state of the player character 56 which is the operation subject of the user C is updated based on the operation by the user C.
  • the states of the other player characters 56 in other words, the player characters 56 being played by the computer, are updated based on a predetermined algorithm.
  • the state (for example, position or moving direction) of the ball 58 is updated.
  • the state (for example, position) of the virtual camera 59 is updated based on the position of the ball 58 .
  • FIG. 6 is a flowchart illustrating an example of a processing executed in this step.
  • player character X the player character 56 (hereinafter, referred to as “player character X”), which is being selected by one or the plurality of users as the operation subject candidate and which is being operated by the computer at the present time, as the operation subject of any one of the users (S 301 ), has arrived. For example, it is determined that the above-mentioned time has arrived in a case where a player character X comes into the state of being in possession of the ball 58 or in a case where it is predicted that the player character X may come into the state of being in possession of the ball 58 .
  • the case where the player character X comes into the state of being in possession of the ball 58 refers to a case where, for example, a distance between the current position of the player character X and the current position of the ball 58 becomes smaller than a predetermined distance. Further, the case where it is predicted that the player character X may come into the state of being in possession of the ball 58 refers to a case where, for example, a distance between the current position or a predicted future position of the player character X and a predicted future position of the ball 58 becomes smaller than a predetermined distance.
  • the player character X is being selected by the plurality of users as the operation subject candidate (S 302 ). 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 (S 303 ). 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 (S 304 ).
  • the “operation subject player ID” of the user is updated to the ID of the player character X (S 305 ).
  • the microprocessor 14 executes the update processing for the priority data.
  • the microprocessor 14 After execution of the update processing for the priority data, the microprocessor 14 (display control section 84 ) updates the game screen 60 (S 206 ).
  • a field-of-view image representing the virtual three-dimensional space 50 is viewed from the virtual camera 59 is formed in the VRAM.
  • the objects corresponding to the cursor images 62 a, 62 b, and 62 c are located above the heads of the player characters 56 as the operation subjects of the users A, B, and C, respectively.
  • the objects corresponding to the marker images 64 a, 64 b, 64 c, 64 d, 64 e, and 64 f are located at the feet of the player characters 56 a, 56 b, 56 c, 56 d, 56 e, and 56 f, respectively.
  • the cursor images 62 a to 62 c and the marker images 64 a to 64 f may be displayed on the game screen 60 by rendering the cursor images 62 a to 62 c and the marker images 64 a to 64 f 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.
  • the marker images (marker images 64 d, 64 e, and 64 f of FIG. 5 ) are displayed in association with the player character 56 .
  • the marker image indicates which of the users is to operate the player character 56 in a case where the state of the player character 56 is caused to change 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.
  • the user references the marker image to thereby predict whether or not the player character 56 is to be operated by himself/herself in a case where the state of the player character 56 shifts from the state of being operated by the computer to the state of being operated by the user.
  • the marker image is not limited to the modes illustrated in FIG. 5 to FIG. 10 .
  • the color of the entire marker image 64 d may be set to the color corresponding to the user having the highest priority among the users A, B, and C selecting the player character 56 d as the operation subject candidate. For example, if the priority order of the users A, B, and C is “B, A, C”, the color of the entire marker image 64 d may be set to the color corresponding to the user B.
  • the marker image 64 d in this case becomes the same as the marker image 64 b of FIG. 5 . This even allows the users A, B, and C to predict which of the users is to operate the player character 56 d in a case where a pass to the player character 56 d is executed. For example, the user B is able to predict that the user B is to operate the player character 56 d in a case where a pass to the player character 56 d is executed.
  • the partial regions 70 a to 70 c may not be the fan-shaped regions.
  • the partial regions 70 a, 70 b, and 70 c may be set in a mode different from the modes illustrated in FIG. 5 to FIG. 10 .
  • FIGS. 17 and 18 are diagrams illustrating examples of the marker image 64 d in this case.
  • FIG. 17 illustrates the example of the marker image 64 d in the case where the priority order of the users A, B, and C is “B, C, A”.
  • the partial region 70 b for the user B having the highest priority has the largest area
  • the partial region 70 a for the user A having the lowest priority has the smallest area.
  • FIG. 18 illustrates the example of the marker image 64 d in the case where the priority order of the users A, B, and C is “C, B, A”.
  • the partial region 70 c for the user C having the highest priority has the largest area.
  • 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 70 b corresponding to the user B having the highest priority may be set to have a higher density than any other partial regions 70 a and 70 c. Further, the partial region 70 a corresponding to the user A having the lowest priority may be set to have a lower density than any other partial regions 70 b and 70 c.
  • 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 .
  • 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 FIG. 12 ) and the priority data (see FIG. 14 ) described above.
  • the contents of the balloon of the marker image may indicate the user having the highest priority among the users selecting the player character 56 corresponding to the marker image as the operation subject candidate.
  • a character string that indicates the priority order of those plurality of users for example, “B, C, A” may be displayed.
  • 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.
  • the marker image may not be displayed.
  • the marker images 64 a, 64 b, and 64 c may not be displayed.
  • the display mode for the player character 56 itself may be changed.
  • the colors of the player characters 56 a to 56 f may be set based on the selection result data (see FIG. 12 ) and the priority data (see FIG. 14 ) described above.
  • the color of the player character 56 f may be set based on the color corresponding to the user A selecting the player character 56 f as the operation subject candidate.
  • the colors of the player characters 56 d and 56 e being selected by the plurality of users as the operation subject candidates may be set based on the color corresponding to the user having the highest priority among those plurality of users.
  • the users A, B, and C can predict which of the users is to operate the player character 56 in a case where a pass to one of the player characters 56 d, 56 e, and 56 f is executed.
  • the user B is able to predict that the user B is to operate the player character 56 d in a case where a pass to the player character 56 d is executed.
  • one of the users A, B, and C may be selected based on a probability set based on the priority data. For example, if the priority order of the users A, B, and C is “B, C, A”, the probabilities of the users A, B, and C are set so that the user B has the highest probability, the user C has the second highest probability, and the user A has the lowest probability.
  • At least one user may not select the operation subject candidate.
  • the users A and B may select the operation subject candidate, and the user C may not select the operation subject candidate.
  • 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.
  • the selection of the operation subject candidate may be omitted.
  • the operation subjects of the users A, B, and C are switched among the player characters 56 belonging to the first team.
  • one of the users A, B, and C is selected based on the priority data as the user that is to operate the player character 56 .
  • 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.
  • 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.
  • the soccer game may be a network soccer game in which the users A, B, and C participate via a network.
  • 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.
  • 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.
  • the game executed on the game device 10 may be another sports game instead of the soccer game.
  • 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).
  • the present invention is also applicable to another game instead of the sports game.
  • 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.

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Abstract

To provide a game device 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 first state of being operated by a computer to a second state of being operated by any one of a plurality of users. A storage section (80) stores selection control data for selecting the any one of the plurality of users. A setting section (82 a) sets, 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. A display control section (84) sets, 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.

Description

    TECHNICAL FIELD
  • The present invention relates to a game device, a method for controlling a game device, a program, and an information storage medium.
  • BACKGROUND ART
  • 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.
  • Prior Art Document Patent Document
  • Patent Document 1: JP 2007-260157 A
  • DISCLOSURE OF THE INVENTION Problems to be Solved by the Invention
  • 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.
  • Means for Solving the Problems
  • 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.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is a diagram illustrating a hardware configuration of a game device according to an embodiment of the present invention.
  • FIG. 2 is a diagram illustrating a flow of a soccer game.
  • FIG. 3 is a diagram illustrating an example of a screen for causing a user to select an operation subject candidate.
  • FIG. 4 is a diagram illustrating an example of a virtual three-dimensional space.
  • FIG. 5 is a diagram illustrating an example of a game screen during a match.
  • FIG. 6 is a diagram for describing a marker image.
  • FIG. 7 is a diagram for describing the marker image.
  • FIG. 8 is a diagram illustrating another example of the game screen during the match.
  • FIG. 9 is a diagram for describing the marker image.
  • FIG. 10 is a diagram for describing the marker image.
  • FIG. 11 is a functional block diagram of the game device.
  • FIG. 12 is a diagram illustrating an example of selection result data.
  • FIG. 13 is a diagram illustrating an example of operation subject data.
  • FIG. 14 is a diagram illustrating an example of priority data.
  • FIG. 15 is a flowchart illustrating processing executed by the game device.
  • FIG. 16 is a flowchart illustrating processing executed by the game device.
  • FIG. 17 is a diagram for describing the marker image.
  • FIG. 18 is a diagram for describing the marker image.
  • BEST MODE FOR CARRYING OUT THE INVENTION
  • 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.
  • FIG. 1 is a diagram illustrating an overall configuration of a game device 10 according to the embodiment of the present invention. As illustrated in FIG. 1, the game device 10 includes a consumer game machine, a monitor 32, a speaker 34, and an optical disk 36 (information storage medium). The monitor 32 and the speaker 34 are connected to the consumer game machine 11. For example, a house-use television set is used as the monitor 32, and a speaker built into the house-use television set is used as the speaker 34.
  • 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.
  • FIG. 2 is a diagram illustrating an example of a flow of the soccer game. As illustrated in FIG. 2, first, the users A, B, and C select their own team (first team) to operate from among a plurality of teams prepared in advance (S101).
  • 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. FIG. 3 illustrates an example of the selection screen. A selection screen 40 illustrated in FIG. 3 includes of a formation field 42 and a participating player field 44.
  • A formation selected in Step S102 is displayed in the formation field 42. The formation displayed on the formation field 42 of FIG. 3 is a formation generally called “4-3-3”, in which four defenders (DF1, DF2, DF3, and DF4), three midfielders (MF1, MF2, and MF3), three forwards (FW1, FW2, and FW3), and a goalkeeper (GK) are deployed.
  • 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 FIG. 3, the player characters assigned to “DF1”, “DF2”, and “MF1” are selected by the user A. The player characters assigned to “MF1”, “MF2”, “MF3”, and “FW2” are selected by the user B. The player characters assigned to “MF1”, “FW1”, “FW2”, and “FW3” are selected by the user C. For example, the player characters assigned to “DF1” or “DF2” are selected only by the user A, and hence those player characters are able to be operated only by the user A. In addition, the player character assigned to “FW2” is selected by the users B and C, and hence this player character is able to be operated by the users B and C. In addition, the player character assigned to “MF1” is selected by the users A, B, and C, and hence this player character is able to be operated by the users A, B, and C.
  • 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. FIG. 4 illustrates an example of the virtual three-dimensional space. As illustrated in FIG. 4, a field 52 that is an object representing a soccer field is located in a virtual three-dimensional space 50. Goals 54 that are each an object representing a soccer goal, a player character 56 that is an object representing a soccer player, and a ball 58 that is an object representing a soccer ball, are Located on the field 52. One of the goals 54 is associated with the first team, and the other is associated with the second team. When the ball 58 moves to an inside of the goal 54 associated with any one of the teams, a scoring event for the other team occurs.
  • Although omitted in FIG. 4, eleven player characters 56 belonging to the first team and eleven player characters 56 belonging to the second team are located on the field 52. For example, eleven player characters 56 selected from among the player characters belonging to the first team in Step S103 of FIG. 2 and eleven player characters 56 selected by the computer from among the player characters belonging to the second team, are located on the field 52 at a time a match is started.
  • 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.
  • FIG. 5 illustrates an example of the game screen during the match. Seven player characters 56 a, 56 b, 56 c, 56 d, 56 e, 56 f, and 56 g are displayed on a game screen 60 illustrated in FIG. 5. The six player characters 56 a to 56 f are the player characters 56 belonging to the first team, and the remaining player character 56 g is the player character 56 belonging to the second team. Note that the description is made here assuming that the player characters 56 a, 56 b, 56 c, 56 d, 56 e, and 56 f are the player character 56 assigned to “DF1”, “MF2”, “FW1”, “MF1”, “FW2”, and “DF2”, respectively.
  • On the game screen 60 illustrated in FIG. 5, cursor images 62 a, 62 b, and 62 c are displayed above heads of the player characters 56 a, 56 b, and 56 c, respectively. The cursor images 62 a, 62 b, and 62 c indicate that the player characters 56 a, 56 b, and 56 c are being operation subjects of the users A, B, and C, respectively. For example, the cursor image 62 a indicates that the player character 56 a is being operated by the user A. In this case, the player character 56 a performs an action based on an operation by the user A. Further, the player character 56 b performs an action based on an operation by the user B, and the player character 56 c performs an action based on an operation by the user C. Note that the player characters 56 d, 56 e, 56 f, and 56 g that are not being the operation subjects of the users A, B, and C each perform an action based on an operation by the computer (microprocessor 4).
  • Further, on the game screen 60 illustrated in FIG. 5, marker images 64 a, 64 b, 64 c, 64 d, 64 e, and 64 f are displayed at the feet of the player characters 56 a, 56 b, 56 c, 56 d, 56 e, and 56 f, respectively. Those marker images 64 a, 64 b, 64 c, 64 d, 64 e, and 64 f play a role of indicating one or a plurality of users selecting the player characters 56 a, 56 b, 56 c, 56 d, 56 e, and 56 f, respectively, as the operation subject candidates. Note that no marker image is displayed at the feet of the player characters 56 not selected by any user as the operation subject candidate.
  • 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 56 a and 56 f assigned to “DF1” and “DF2”, respectively, as the operation subject candidates (see FIG. 3), and hence the color of the marker images 64 a and 64 f is set to the color corresponding to the user A. In a similar manner, only the user B selects the player character 56 b assigned to “MF2” as the operation subject candidate (see FIG. 3), and hence the color of the marker image 64 b is set to the color corresponding to the user B. Further, only the user C selects the player character 56 c assigned to “FW1” as the operation subject candidate (see FIG. 3), and hence the color of the marker image 64 c is set to the color corresponding to the user C.
  • 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.
  • FIG. 6 is a diagram for describing the marker image 64 d illustrated in FIG. 5. The marker image 64 d is a marker image corresponding to the player character 56 d assigned to “MF1”. Further, the users selecting the player character 56 d assigned to “MF1” as the operation subject candidate are the three users A, B, and C (see FIG. 3). Therefore, the marker image 64 d includes a partial region 70 a corresponding to the user A, a partial region 70 b corresponding to the user B, and a partial region 70 c corresponding to the user C. In the example illustrated in FIG. 6, the marker image 64 d is divided into three fan-shaped regions 72, 74, and 76. Of those three fan-shaped regions 72, 74, and 76, the fan-shaped region 76 on the right side is set as the partial region 70 a for the user A. The color of the partial region 70 a for the user A is set to the color corresponding to the user A (in other words, the same color as the marker images 64 a and 64 f). Further, the fan-shaped region 72 on the bottom is set as the partial region 70 b for the user B. The color of the partial region 70 b for the user B is set to the color corresponding to the user B (in other words, the same color as the marker image 64 b). In the same manner, the fan-shaped region 74 on the left side is set as the partial region 70 c for the user C. The color of the partial region 70 c for the user C is set to the color corresponding to the user C (in other words, the same color as the marker image 64 c). Note that FIG. 6 illustrates a case where the marker image 64 d is viewed from an upwardly slanting direction, and hence the marker image 64 d has an oval shape. If the marker image 64 d is viewed from directly above, the marker image 64 d has a circular shape. The same holds true for the marker image 64 d illustrated in FIGS. 9, 7, and 8 described later, and also the same holds true for the marker image 64 e in FIGS. 7 and 10 described later.
  • FIG. 7 is a diagram for describing the marker image 64 e illustrated in FIG. 5. The marker image 64 e is a marker image corresponding to the player character 56 e assigned to “FW2”. Further, the users selecting the player character 56 e assigned to “FW2” as the operation subject candidate are the two users B and C (see FIG. 3). Therefore, the marker image 64 e includes the partial region 70 b corresponding to the user B and the partial region 70 c corresponding to the user C. In the example illustrated in FIG. 7, the marker image 64 e is divided into two fan-shaped regions (semi-circular regions) 78 and 79. Of those two fan-shaped regions 78 and 79, the fan-shaped region 78 on the bottom is set as the partial region 70 b for the user B. The color of the partial region 70 b for the user B is set to the color corresponding to the user B (in other words, the same color as the marker image 64 b). Further, the fan-shaped region 79 on the upper side is set as the partial region 70 c for the user C. The color of the partial region 70 c for the user C is set to the color corresponding to the user C (in other words, the same color as the marker image 64 c).
  • On the game screen 60 illustrated in FIG. 5, the player character 56 a is in possession of the ball 58. In this state, if the user A performs a passing operation toward the player character 56 d, a pass is executed from the player character 56 a to the player character 56 d. In this case, the player character 56 d is in a state of being operated by the computer (in other words, state of being the operation subject of none of the users), and hence the user that is to operate the player character 56 d is selected from among the users A, B, and C selecting the player character 56 d as the operation subject candidate.
  • The user that is to operate the player character 56 d is selected based on a given priority order. In the state illustrated in FIG. 5, the priority order of the users A, B, and C is set to, for example, “B, C, A”. The priority order “B, C, A” indicates a state in which the user B has the highest priority and the user A has the lowest priority. In this case, the user B having the highest priority is chosen as the user that is to operate the player character 56 d, and the operation subject of the user B is changed from the player character 56 b to the player character 56 d. FIG. 8 illustrates the game screen 60 in this case. On the game screen 60 illustrated in FIG. 8, the cursor image 62 b that indicates the operation subject of the user B is displayed above the head of the player character 56 d, and the player character 56 d performs an action according to the operation by the user B.
  • 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 FIG. 5, the player character 56 a operated by the user A is in possession of the ball 58, and hence the priority order is set to, for example, “B, C, A” so that the user A has the lowest priority. Further, if the state shifts from the state illustrated in FIG. 5 to the state illustrated in FIG. 8, the player character 56 d operated by the user B comes into a state of being in possession of the ball 58, and hence the priority order is updated from “B, C, A” to “C, A, B” so that the user B has the lowest priority. For example, in the state illustrated in FIG. 5, if the user A is in charge of the operation of the player character 56 d as well in the case where a pass is performed from the player character 56 a to the player character 56 d, the users B and C may become unhappy. In this respect, as in this embodiment, by performing such a setting that the priority of the user that is operating the player character 56 in possession of the ball 58 becomes lowest, it becomes possible to prevent an occurrence of such an inconvenience as described above.
  • Note that on the game screen 60 illustrated in FIG. 5, if a pass is executed from the player character 56 a to the player character 56 e, the user B having the higher priority of the users B and C selecting the player character 56 e as the operation subject candidate is chosen as the user that is to operate the player character 56 e. Alternatively, on the game screen 60 illustrated in FIG. 5, if a pass is executed from the player character 56 a to the player character 56 f, the user A is chosen as the user that is to operate the player character 56 f because only the user A selects the player character 56 f as the operation subject candidate.
  • Here, description is given of another role played by the marker images 64 d and 64 e. 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 64 d, 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 64 d appears as illustrated in FIG. 6. Note that FIG. 9 illustrates the marker image 64 d in a case where the priority order of the users A, B, and C is “C, B, A”, in other words, in a case where the priorities of the users B and C are exchanged. In the marker image 64 d illustrated in FIG. 9, the fan-shaped region 72 is set as the partial region 70 c corresponding to the user C, and the fan-shaped region 74 is set as the partial region 70 b corresponding to the user B. In other words, in the marker image 64 d in this case, in comparison with the marker image 64 d illustrated in FIG. 6, the position of the partial region 70 b corresponding to the user B and the position of the partial region 70 c corresponding to the user C are exchanged.
  • By referencing the marker image 64 d, 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 56 d in a case where a pass to the player character 56 d is executed. For example, the user B is able to predict that the user B himself/herself is to operate the player character 56 d in a case where the pass to the player character 56 d is executed. Therefore, even if the pass to the player character 56 d is executed in actuality, the user B is able to start the operation of the player character 56 d 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 70 c 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 70 c in which the color corresponding to the user C himself/herself is set, to thereby grasp their current priority.
  • Note that the marker image 64 d is displayed in a vicinity of the player character 56 d, and hence, by looking toward the player character 56 d, the users A, B, and C are able to immediately grasp which user is to operate the player character 56 d in a case where the pass to the player character 56 d is executed.
  • Further, for example, in the marker image 64 e, 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 64 e appears as illustrated in FIG. 7. Note that FIG. 10 illustrates the marker image 64 e in the case where the priority order of the users A, B, and C is “C, B, A”, in other words, in the case where the priorities of the users B and C are exchanged. In the marker image 64 e illustrated in FIG. 10, the fan-shaped region 78 is set as the partial region 70 c corresponding to the user C, and the fan-shaped region 79 is set as the partial region 70 b corresponding to the user B. In other words, in the marker image 64 e in this case, in comparison with the marker image 64 e illustrated in FIG. 7, the position of the partial region 70 b corresponding to the user B and the position of the partial region 70 c corresponding to the user C are exchanged.
  • By referencing the marker image 64 e, 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 56 e in a case where a pass to the player character 56 e 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 56 e in a case where the pass to the player character 56 e is executed. Therefore, even if the pass to the player character 56 e is executed in actuality, the user B is able to start the operation of the player character 56 e 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 70 c 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 70 c in which the color corresponding to the user C himself/herself is set, to thereby grasp their current priority.
  • Note that the marker image 64 e is displayed in the vicinity of the player character 56 e, and hence, by looking toward the player character 56 e, the users A, B, and C are able to immediately grasp which user is to operate the player character 56 e in a case where the pass to the player character 56 e is executed.
  • Incidentally, on the game screen 60 illustrated in FIG. 8, in accordance with the player character 56 d becoming the operation subject of the user B, the entirety of the marker image 64 d is set to have a color corresponding to the user B (in other words, color of the marker image 64 b). Further, if the state shifts from the state illustrated in FIG. 5 to the state illustrated in FIG. 8, the priority order is updated from “B, C, A” to “C, A, B”, and hence the marker image 64 e is updated to the state illustrated in FIG. 10 on the game screen 60 illustrated in FIG. 8.
  • Next, description is given of a configuration for implementing the above-mentioned soccer game. FIG. 11 is a functional block diagram mainly illustrating functions related to the present invention among the functions implemented by the game device 10. As illustrated in FIG. 11, the game device 10 includes a game data storage section 80, a game situation data update section 82, and a display control section 84. The game data storage section 80 is implemented mainly by, for example, the main memory 16 and the optical disk 36. The game situation data update section 82 and the display control section 84 are implemented mainly by, for example, the microprocessor 14.
  • 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 FIG. 2 is also stored in the game data storage section 80.
  • Further, data indicating selection results obtained in Steps S103 and S104 of FIG. 2 (hereinafter, referred to as “selection result data”) is stored in the game data storage section 80. FIG. 12 is a diagram illustrating an example of the selection result data. The selection result data illustrated in FIG. 12 includes a “player ID”, a “participation flag”, a “position”, and an “operation subject candidate flag”.
  • 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 80 a. The game situation data storage section 80 a 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 80 a. 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 80 a. 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 80 a.
  • 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 80 a. FIG. 13 illustrates an example of the operation subject data. In the operation subject data illustrated in FIG. 13, an “operation subject player ID” represents the player ID of the player character 56 that is being operated by the user of the present time.
  • 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 80 a. FIG. 4 illustrates an example of the priority data. The priority data illustrated in FIG. 14 represents data indicating the priority order of the users A, B, and C. The priority data illustrated in FIG. 14 indicates the state in which the user B has the highest priority, the user C has the second highest priority, and the user A has the lowest priority. The priority data and the above-mentioned selection result data (see FIG. 12) play a role of data (selection control data) for selecting one of the plurality of users A, B, and C as the user that is to operate the player character 56.
  • 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 82 a (setting means) as a functional block for updating the operation subject data.
  • The operation subject setting section 82 a 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 82 a 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 FIG. 12) and the priority data (see FIG. 14) described above. If the player character 56 is being selected by only one user as the operation subject candidate, the operation subject setting section 82 a sets the player character 56 as the operation subject of the user. Meanwhile, if the player character 56 is being selected by the plurality of users as the operation subject candidate, the operation subject setting section 82 a sets the player character 56 as the operation subject of the user selected based on the priority data from among those plurality of users. Note that, for example, if the player character 56 is set as the operation subject of the user B, the “operation subject player ID” of the user B is updated to the player ID of the player character 56.
  • The display control section 84 displays the game screen 60 as illustrated in, for example, FIG. 5 or FIG. 8 on the monitor 32. In the case of this embodiment, the marker image is displayed in association with the player character 56 being selected by one or the plurality of users as the operation subject candidate. Further, the marker image is set based on the selection result data (see FIG. 12) and the priority data (see FIG. 14) described above. For example, a display mode for the marker image displayed in association with the player character 56 being selected by only one user as the operation subject candidate is set to a display mode corresponding to the user. Further, the display mode for the marker image displayed in association with the player character 56 being selected by the plurality of users as the operation subject candidate is set based on the priorities of those plurality of users. Note that the display mode for the marker image is, for example, the color, pattern, design, or shape of the marker image.
  • For example, on the game screen 60 illustrated in FIG. 5, the marker image 64 f is displayed in a position decided based on the position of the player character 56 f being selected by only the user A as the operation subject candidate, and the color of the marker image 64 f is set to the color corresponding to the user A. Further, the marker image 64 d is displayed in a position decided based on the position of the player character 56 d being selected by the users A, B, and C as the operation subject candidate, and the design of the marker image 64 d is set based on the priorities of the users A, B, and C. Specifically, the marker image 64 d includes the partial region 70 a having the display mode (in this embodiment, color) corresponding to the user A, the partial region 70 b having the display mode corresponding to the user B, and the partial region 70 c having the display mode corresponding to the user C. In addition, the positions of the partial regions 70 a, 70 b, and 70 c are decided based on the priority order of the users A, B, and C.
  • Next, description is given of processing executed by the game device 10. FIG. 15 is a flowchart mainly illustrating processing related to the present invention from among processing executed by each game device 10 during the match every predetermined cycle (for example, 1/60th of a second). The microprocessor 14 executes the processing illustrated in FIG. 15 according to a program stored in the optical disk 36. By execution of the processing illustrated in FIG. 15, the game situation data update section 82 and the display control section 84 are realized.
  • As illustrated in FIG. 15, first, the microprocessor 14 (game situation data update section 82) updates the state data on the player character 56, the ball 58, and the virtual camera 59 (S201). For example, the state (for example, position or posture) of the player character 56 which is the operation subject of the user A is updated based on the operation by the user A. In the same manner, the state of the player character 56 which is the operation subject of the user B is updated based on the operation by the user B, and the state of the player character 56 which is the operation subject of the user C is updated based on the operation by the user C. The states of the other player characters 56, in other words, the player characters 56 being played by the computer, are updated based on a predetermined algorithm. Further, the state (for example, position or moving direction) of the ball 58 is updated. Further, the state (for example, position) of the virtual camera 59 is updated based on the position of the ball 58.
  • Further, the microprocessor 14 (operation subject setting section 82 a) updates the operation subject data (S202). FIG. 6 is a flowchart illustrating an example of a processing executed in this step.
  • As illustrated in FIG. 16, it is first determined whether or not there a time to set the player character 56 (hereinafter, referred to as “player character X”), which is being selected by one or the plurality of users as the operation subject candidate and which is being operated by the computer at the present time, as the operation subject of any one of the users (S301), has arrived. For example, it is determined that the above-mentioned time has arrived in a case where a player character X comes into the state of being in possession of the ball 58 or in a case where it is predicted that the player character X may come into the state of being in possession of the ball 58. The case where the player character X comes into the state of being in possession of the ball 58 refers to a case where, for example, a distance between the current position of the player character X and the current position of the ball 58 becomes smaller than a predetermined distance. Further, the case where it is predicted that the player character X may come into the state of being in possession of the ball 58 refers to a case where, for example, a distance between the current position or a predicted future position of the player character X and a predicted future position of the ball 58 becomes smaller than a predetermined distance.
  • 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 FIG. 15, it is determined whether or not the player character 56 in possession of the ball 58 has been changed to another player character 56 (S203). If it is determined that the player character 56 in possession of the ball 58 has been changed to another player character 56, it is determined whether or not the player character 56 that is now in possession of the ball 58 is being operated by any one of the users A, B, and C (S204). If the player character 56 that is now in possession of the ball 58 is being operated by any one of the users A, B, and C, the priority data is updated so that the priority of the user is set to be lowest (S205).
  • 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 62 a to 62 c on the game screen 60, in the virtual three-dimensional space 50, the objects corresponding to the cursor images 62 a, 62 b, and 62 c 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 64 a to 64 f on the game screen 60, the objects corresponding to the marker images 64 a, 64 b, 64 c, 64 d, 64 e, and 64 f are located at the feet of the player characters 56 a, 56 b, 56 c, 56 d, 56 e, and 56 f, respectively. Note that instead of locating the objects corresponding to the cursor images 62 a to 62 c and the marker images 64 a to 64 f in the virtual three-dimensional space 50, the cursor images 62 a to 62 c and the marker images 64 a to 64 f may be displayed on the game screen 60 by rendering the cursor images 62 a to 62 c and the marker images 64 a to 64 f 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 64 d, 64 e, and 64 f of FIG. 5) are displayed in association with the player character 56. The marker image indicates which of the users is to operate the player character 56 in a case where the state of the player character 56 is caused to change 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. The user references the marker image to thereby predict whether or not the player character 56 is to be operated by himself/herself in a case where the state of the player character 56 shifts from the state of being operated by the computer to the state of being operated by the user.
  • 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 FIG. 5 to FIG. 10.
  • For example, on the game screen 60 illustrated in FIG. 5, the color of the entire marker image 64 d may be set to the color corresponding to the user having the highest priority among the users A, B, and C selecting the player character 56 d as the operation subject candidate. For example, if the priority order of the users A, B, and C is “B, A, C”, the color of the entire marker image 64 d may be set to the color corresponding to the user B. The marker image 64 d in this case becomes the same as the marker image 64 b of FIG. 5. This even allows the users A, B, and C to predict which of the users is to operate the player character 56 d in a case where a pass to the player character 56 d is executed. For example, the user B is able to predict that the user B is to operate the player character 56 d in a case where a pass to the player character 56 d is executed.
  • Further, for example, in the marker images 64 d and 64 e, the partial regions 70 a to 70 c may not be the fan-shaped regions. In other words, the partial regions 70 a, 70 b, and 70 c may be set in a mode different from the modes illustrated in FIG. 5 to FIG. 10.
  • Further, for example, in the marker images 64 d and 64 e, the area of the partial region corresponding to a user may be set based on the priority of the user. FIGS. 17 and 18 are diagrams illustrating examples of the marker image 64 d in this case. FIG. 17 illustrates the example of the marker image 64 d in the case where the priority order of the users A, B, and C is “B, C, A”. In the marker image 64 d illustrated in FIG. 17, the partial region 70 b for the user B having the highest priority has the largest area, and the partial region 70 a for the user A having the lowest priority has the smallest area. FIG. 18 illustrates the example of the marker image 64 d in the case where the priority order of the users A, B, and C is “C, B, A”. In the marker image 64 d illustrated in FIG. 18, the partial region 70 c for the user C having the highest priority has the largest area.
  • Further, for example, in the marker images 64 d and 64 e, 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 70 b corresponding to the user B having the highest priority may be set to have a higher density than any other partial regions 70 a and 70 c. Further, the partial region 70 a corresponding to the user A having the lowest priority may be set to have a lower density than any other partial regions 70 b and 70 c.
  • 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 FIG. 12) and the priority data (see FIG. 14) described above. For example, the contents of the balloon of the marker image may indicate the user having the highest priority among the users selecting the player character 56 corresponding to the marker image as the operation subject candidate. Alternatively, inside the balloon of the marker image corresponding to the player character 56 being selected by the plurality of users as the operation subject candidate, a character string that indicates the priority order of those plurality of users, for example, “B, C, A” may be displayed.
  • 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 FIG. 5, the marker images 64 a, 64 b, and 64 c may not be displayed.
  • 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 FIG. 5, the colors of the player characters 56 a to 56 f may be set based on the selection result data (see FIG. 12) and the priority data (see FIG. 14) described above. Specifically, the color of the player character 56 f may be set based on the color corresponding to the user A selecting the player character 56 f as the operation subject candidate. Further, the colors of the player characters 56 d and 56 e being selected by the plurality of users as the operation subject candidates may be set based on the color corresponding to the user having the highest priority among those plurality of users. This even allows the users A, B, and C to predict which of the users is to operate the player character 56 in a case where a pass to one of the player characters 56 d, 56 e, and 56 f is executed. For example, the user B is able to predict that the user B is to operate the player character 56 d in a case where a pass to the player character 56 d is executed.
  • Further, for example, if a pass to the player character 56 d is executed on the game screen 60 illustrated in FIG. 5, instead of selecting the user having the highest priority from among the users A, B, and C as the user that is to operate the player character 56 d, one of the users A, B, and C may be selected based on a probability set based on the priority data. For example, if the priority order of the users A, B, and C is “B, C, A”, the probabilities of the users A, B, and C are set so that the user B has the highest probability, the user C has the second highest probability, and the user A has the lowest probability.
  • 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 FIG. 2) may be omitted. In this case, the operation subjects of the users A, B, and C are switched among the player characters 56 belonging to the first team. In other words, in this case, for example, if a pass to the player character 56 being operated by the computer among the player characters 56 belonging to the first team is executed, one of the users A, B, and C is selected based on the priority data as the user that is to operate the player character 56.
  • 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.

Claims (10)

1. 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 comprising:
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.
2. A game device according to claim 1, wherein if the state of the game character is the first state, the display control means sets 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.
3. A game device according to claim 1, wherein:
the selection control data comprises 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 sets the display mode for the related image displayed in association with the game character based on the selection control data;
the related image comprises a partial region corresponding to the each of the plurality of users; and
a position, an area, or a display mode of the partial region is set based on the priority of the user corresponding to the partial region.
4. 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 comprising:
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.
5. (canceled)
6. A computer-readable information storage medium storing a program in non-transitory form, the program causing a 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 causing 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.
7. 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 comprising:
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.
8. 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 comprising:
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.
9. (canceled)
10. A computer-readable information storage medium storing a program in non-transitory form, the program causing a 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 causing 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.
US13/054,710 2008-07-16 2009-06-03 Game device, method for controlling game device, program, and information storage medium Abandoned US20110118019A1 (en)

Applications Claiming Priority (3)

Application Number Priority Date Filing Date Title
JP2008185436 2008-07-16
JP2008185436A JP4498445B2 (en) 2008-07-16 2008-07-16 GAME DEVICE, GAME DEVICE CONTROL METHOD, AND PROGRAM
PCT/JP2009/060173 WO2010007838A1 (en) 2008-07-16 2009-06-03 Game device, method for controlling game device, program, and information storage medium

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US20120115603A1 (en) * 2010-11-08 2012-05-10 Shuster Gary S Single user multiple presence in multi-user game
US20120182431A1 (en) * 2011-01-18 2012-07-19 Asanov Pavel Method and apparatus for sharing a physical activity between several people
US20150258455A1 (en) * 2014-03-12 2015-09-17 Nhn Entertainment Corporation Game method and system for league game
US9839853B2 (en) * 2014-03-12 2017-12-12 Nhn Entertainment Corporation Game method and system for league game
US20170144072A1 (en) * 2014-07-11 2017-05-25 Konami Digital Entertainment Co., Ltd. Game system, game control device, and information storage medium
US10821366B2 (en) * 2014-07-11 2020-11-03 Konami Digital Entertainment Co., Ltd. Game system, game control device, and information storage medium
US10661164B2 (en) * 2016-04-08 2020-05-26 Tencent Technology (Shenzhen) Company Limited Method for controlling character movement in game, server, and client
US20180290058A1 (en) * 2016-04-08 2018-10-11 Tencent Technology (Shenzhen) Company Limited Method for controlling character movement in game, server, and client
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US11733705B2 (en) 2018-01-16 2023-08-22 Sony Interactive Entertainment Inc. Moving body and moving body control method
US11780084B2 (en) 2018-01-16 2023-10-10 Sony Interactive Entertainment Inc. Robotic device, control method for robotic device, and program
US11648672B2 (en) 2018-01-16 2023-05-16 Sony Interactive Entertainment Inc. Information processing device and image generation method

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TW201004681A (en) 2010-02-01
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KR101130593B1 (en) 2012-04-02
WO2010007838A1 (en) 2010-01-21

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