Amusement devices: games – Including means for processing electronic data – Skill level adjustment
Reexamination Certificate
1998-09-02
2001-09-18
Harrison, Jessica J. (Department: 3713)
Amusement devices: games
Including means for processing electronic data
Skill level adjustment
C463S001000, C463S009000, C463S030000, C463S037000, C463S043000, C273S14800B, C273S430000, C434S236000
Reexamination Certificate
active
06290602
ABSTRACT:
BACKGROUND OF THE INVENTION
1. Field of the Invention
The present invention relates to a video game and, more specifically, to a technique for automatically classifying a character or personality of a player based on choices casually made by the player in response to questions offered in a role-playing game (RPG) so as to control the development of the game to reflect the player's personality.
2. Description of the Prior Art
There have been known personality analyses using computers and computer psychological games for analogizing human personalities. In such personality analyses or psychological games, the human personalities are statistically classified in advance and, by analyzing the contents of answers to questions made by a player, it is judged whether the player's personality corresponds to any one of the classified human personalities.
Accordingly, in the conventional personality analyses or psychological games, the player accomplishes one's purpose once the result of judgment is obtained. Thus, once having experienced it, the player is not likely to repeat joining it since the same judgment result would be expected.
Further, the conventional personality analyses or psychological games put too much weight on personality judgment and fail to give sufficient consideration to entertainment factors such as game scenarios, and thus tend to be boring.
SUMMARY OF THE INVENTION
Therefore, it is an object of the present invention to provide an improved game development control method.
It is another object of the present invention to provide a video game apparatus for carrying out the foregoing game development control method.
It is another object of the present invention to provide a storage medium storing a game program representing the foregoing game development control method.
According to one aspect of the present invention, there is provided a method for a game development control in a video game apparatus, wherein a counterpart character interacting with a player character operated by a player and a behavioral environment of the player character are displayed according to a game scenario, and given options to be responded by the player character are offered to the player, the method comprising the steps of assigning personality point values in consideration of human personalities to at least a part of the options, respectively; accumulating the personality point value corresponding to a response made by the player to every offer of the options so as to derive an accumulated personality point value for each of the human personalities; classifying a personality of the player based on the accumulated personality point values for the respective human personalities; and changing at least one of a speech content of the counterpart character, a fighting content with the counterpart character and the behavioral environment of the player character depending on the classified personality of the player.
According to another aspect of the present invention, there is provided a video game apparatus comprising a display section displaying a counterpart character which interacts with a player character operated by a player; an option managing section holding given options to be responded by the player character and assigning personality point values in consideration of human personalities to at least a part of the options, respectively; a personality point managing section offering the options to the player according to a game scenario, and accumulating the personality point value corresponding to a response made by the player to every offer of the options so as to derive an accumulated personality point value for each of the human personalities; a personality classifying section classifying a personality of the player based on the accumulated personality point values for the respective human personalities; and a section changing at least one of a speech content of the counterpart character and a fighting content with the counterpart character depending on the personality of the player classified at the personality classifying section.
According to another aspect of the present invention, there is provided a video game apparatus comprising a display section displaying a behavioral environment of a player character operated by a player; an option managing section holding given options to be responded by the player character and assigning personality point values in consideration of human personalities to at least a part of the options, respectively; a personality point managing section offering the options to the player according to a game scenario, and accumulating the personality point value corresponding to a response made by the player to every offer of the options so as to derive an accumulated personality point value for each of the human personalities; a personality classifying section classifying a personality of the player based on the accumulated personality point values for the respective human personalities; and a section changing the behavioral environment of the player character depending on the personality of the player classified at the personality classifying section.
It may be arranged that the personality point value is a random value.
According to another aspect of the present invention, there is provided a storage medium storing a game program which allows a computer with a display unit to work as a video game apparatus when executed by the computer, the game program allowing the computer to execute the steps of displaying a counterpart character interacting with a player character operated by a player and a behavioral environment of the player character according to a game scenario; assigning personality point values in consideration of human personalities to at least a part of given options to be responded by the player character, and offering the options to the player; accumulating the personality point value corresponding to a response made by the player to every offer of the options so as to derive an accumulated personality point value for each of the human personalities; classifying a personality of the player based on the accumulated personality point values for the respective human personalities; and changing at least one of a speech content of the counterpart character, a fighting content with the counterpart character and the behavioral environment of the player character depending on the classified personality of the player.
It may be arranged that the options include options about behavioral environments of the player character to be chosen by the player.
It may be arranged that the options include options about answers to a question made by the counterpart character.
It may be arranged that the personality of the player is classified so as to be one of the human personalities having the greatest accumulated personality point value.
It may be arranged that the game program allows the computer to further execute the step of causing a particular character to offer given words to the player which differ depending on the classified personality of the player.
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Cherubin Yveste G
Harrison Jessica J.
Konami Co. Ltd.
Lerner David Littenberg Krumholz & Mentlik LLP
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