Video game including effects for providing different experiences of the same video game world and a storage medium storing software for the video game
In a video game, various effects are used to convey the experience of a game world of different kinds of game characters and game objects. For example, if a game character is a dog, a visual effect may be used to convey a dog's red-green color blindness. If a game character is a mouse, another visual effect may be used convey a mouse's blurry vision.
1. A non-transitory computer readable medium storing program instructions which, when executed by one or more processors, provide a video game comprising:
a game world; and
audio effects for producing sound for a sound-producing event in a game world scene in dependence on an intrinsic characteristic ascribed to the hearing of a game character in the game world so that sound produced for the sound-producing event is heard by a player as if the player had the intrinsic hearing characteristic ascribed to the game character,
wherein first and second game characters in the game world each have a different intrinsic hearing characteristic ascribed thereto so that different sound is produced for the same sound-producing event in dependence on whether the sound is to be heard by the player as if the player had the intrinsic hearing characteristic ascribed to the first game character or to the second game character.
2. A non-transitory computer readable medium storing program instructions which, when executed by one or more processors, provide a video game comprising:
a game world; and
tactile effects for producing tactile output for a tactile-producing event in a game world scene in dependence on an intrinsic tactile-response characteristic ascribed to a game character in the game world so that the tactile output produced for the tactile-producing event is felt by a player as if the player had the intrinsic tactile-response characteristic ascribed to the game character,
wherein first and second game characters in the game world each have a different intrinsic tactile-response characteristic so that different tactile outputs are produced for the same tactile-producing event in dependence on whether the tactile producing event is to be felt by the player as if the player had the intrinsic tactile-response characteristic ascribed to the first game character or to the second game character.
3. An apparatus for use in controlling a progress of a game, the apparatus comprising: a memory that stores a program; and one or more processors configured to access the program from the memory, and to execute the program to enable a game to be interactively played in accordance with player interactions, the processor being configured to: generate a game world and produce sound for a sound-producing event in the game world in dependence on an intrinsic characteristic ascribed to the hearing of a character in the game world so that the sound produced for the sound-producing event is heard by a player as if the player had the hearing characteristic ascribed to the character, wherein first and second game characters in the game world each have a different intrinsic hearing characteristic ascribed thereto so that different sound is produced for the same sound-producing event in dependence on whether the sound is to be heard by the player as if the player had the intrinsic hearing characteristic ascribed to the first game character or to the second game character.
4. An apparatus for use in controlling a progress of a game, the apparatus comprising: a memory that stores a program; and one or more processors configured to access the program from the memory, and to execute the program to enable a game to be interactively played in accordance with player interactions, the processor being configured to: generate a game world including a character and produce tactile output for a tactile-producing event in a game world scene in dependence on an intrinsic tactile-response characteristic ascribed to a game character in the game world so that the tactile output produced for the tactile- producing event is felt by a player as if the player had the intrinsic tactile-response characteristic ascribed to the game character, wherein first and second game characters in the game world each have a different intrinsic tactile-response characteristic so that different tactile outputs are produced for the same tactile-producing event in dependence on whether the tactile producing event is to be felt by the player as if the player had the intrinsic tactile-response characteristic ascribed to the first game character or to the second game character.