Video game including effects for providing different first person 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 video game system comprising:
an input device; and
an image processing system receiving input signals based on inputs supplied to the input device and, based at least in part on the input signals, producing displays for a video game for display on a display device, the video game comprising:
a possessing game character capable of possessing a plurality of different host game characters during game play; and
visual effects provided so that different first person displays of a same game world scene are produced for display on the display device depending on an intrinsic characteristic of the eyes of the host game character possessed by the possessing game character.
2. The video game system according to claim 1 , wherein the video game further comprises audio effects provided so that different sounds for a same sound-generating event are produced depending on hearing characteristics of the host game character possessed by the possessing game character.
3. The video game system according to claim 1 , wherein the possessed host game character comprises an animal character.
4. The video game system according to claim 1 , wherein the possessed host game character comprises a human character.
5. The video game system according to claim 1 , wherein the visual effects are time dependent during the time that the possessing game character possesses a particular one of the plurality of different host game characters.
6. The video game system according to claim 1 , wherein the visual effects are at least partly user-configurable.
7. The video game system according to claim 1 , wherein one or more game world objects are not changed by the visual effects.
8. The video game system according to claim 1 , wherein the possessing game character is a ghost.
9. The video game system according to claim 1 , wherein the visual effects convey color blindness of the possessed host game character.
10. The video game system according to claim 1 , wherein the visual effects convey near-sightedness of the possessed host game character.
11. The video game system according to claim 1 , wherein the visual effects convey far-sightedness of the possessed host game character.
12. The video game system according to claim 1 , wherein the visual effects convey a wide field of view of the possessed host game character.
13. The video game system according to claim 1 , wherein the visual effects convey a narrow field of view of the possessed host game character.
14. The video game system according to claim 1 , wherein the visual effects convey a monochrome vision of the possessed host game character.
15. The video game system according to claim 1 , wherein the visual effects are obtained using textures.
16. A non-transitory storage medium storing video game instructions executable by a graphics system to play a video game, the video game comprising:
a possessing game character capable of possessing different host game characters during game play; and
visual effects provided so that different first person displays of a same game world scene are produced depending on an intrinsic characteristic of the eyes of the host game character possessed by the possessing game character.
17. The storage medium according to claim 16 , wherein the video game instructions are executable by a hand-held graphics system.
18. The storage medium according to claim 16 , wherein the video game instructions are executable by a game console.
19. The storage medium according to claim 16 , wherein the video game instructions are executable by a personal computer.
20. The storage medium according to claim 16 , wherein the video game instructions are executable by a personal computer running an emulator program.
21. A video game method performed using an image processing system, the video game method comprising:
controlling, based at least in part on inputs to an input device, a possessing game character to possess a plurality of different host game characters during game play; and
producing, by the image processing system for display on a display device, different first person displays of a same game world scene depending on an intrinsic characteristic of the eyes of the host game character possessed by the possessing game character.
22. The video game method according to claim 21 , further comprising producing different sounds for a same sound-producing event in the game world depending on the hearing characteristics of the host game character possessed by the possessing game character.
23. The video game method according to claim 21 , further comprising producing different tactile sensations for a same tactile-sensation-producing event in the game world depending on tactile-response characteristics of the host game character possessed by the possessing game character.
24. The video game method according to claim 21 , wherein the possessed host game character comprises an animal character.
25. The video game method according to claim 22 , wherein the possessed host game character comprises a human character.
26. The video game method according to claim 21 , wherein the possessing game character is a ghost.
27. The storage medium according to claim 16 , wherein the visual effects are time dependent during the time that the possessing game character possesses a particular one of the plurality of different host game characters.
28. The storage medium according to claim 16 , wherein the visual effects are at least partly user-configurable.
29. The storage medium according to claim 16 , wherein one or more game world objects are not changed by the visual effects.
30. The storage medium according to claim 16 , wherein the possessing game character is a ghost.
31. The storage medium according to claim 16 , wherein the visual effects convey color blindness of the possessed host game character.
32. The storage medium according to claim 16 , wherein the visual effects convey near-sightedness of the possessed host game character.
33. The storage medium according to claim 16 , wherein the visual effects convey far-sightedness of the possessed host game character.
34. The storage medium according to claim 16 , wherein the visual effects convey a wide field of view of the possessed host game character.
35. The storage medium according to claim 16 , wherein the visual effects convey a narrow field of view of the possessed host game character.
36. The storage medium according to claim 16 , wherein the visual effects convey a monochrome vision of the possessed host game character.
37. The storage medium according to claim 16 , wherein the visual effects are obtained using textures.
38. A non-transitory storage medium storing video game instructions executable by a graphics system to play a video game, the video game comprising:
a possessing game character capable of possessing different host game characters during game play; and
visual effects provided to produce a display of a game world scene when the possessing game character does not possess one of the host game characters and to produce a different display of the same game world scene when the possessing game character possesses one of the host game characters, wherein the different display is a first person display based on an intrinsic characteristic of the eyes of the host game character possessed by the possessing game character.