Game program, information processing system, and game processing method

JP2024071578A5Pending Publication Date: 2025-11-06NINTENDO CO LTD
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Patent Information

Application Number
JP2024049970
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-26
Publication Date
2025-11-06

AI Technical Summary

Technical Problem

Existing game technologies make it difficult for players to control non-player characters (NPCs) to move closer to player characters according to their intentions, leading to unintended movements and potential player discomfort.

Method used

A game program and system that controls NPCs to accompany player characters, allowing them to stop within a predetermined range, adjust movement speed relative to the player, and set target positions based on player actions, ensuring NPCs follow intended movements and interactions.

Benefits of technology

Facilitates player control over NPC movements, reducing unintended actions and enhancing gameplay operability by allowing closer interaction with NPCs and improving strategic options.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To facilitate an operation to cause a player character to approach a non-player character according to a user's intension.SOLUTION: An information processing system performs control to move a non-player character so as to accompany a player character, and control to stop the movement of the non-player character within a first range in response to the stop of the movement of the player character. The information processing system executes control corresponding to the non-player character in response to the fact that a second operation input is made in predetermined positional relations indicating that the player character and the non-player character are close to each other. In a case where the player character resumes the movement after the stop, if the player character is positioned within a second range including the first range, the non-player character does not resume the movement accompanying the player character, but resumes the movement accompanying the player character in response to the fact that the player character goes out of the second range.SELECTED DRAWING: Figure 14
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Description

[Technical field]

[0001] The present invention relates to a game program, an information processing system, and a game processing method for controlling a player character and a non-player character in a game. [Background technology]

[0002] Conventionally, there is a technique for controlling a player character and a non-player character in a game. In such a technique, when the player character moves, the non-player character is moved together with the player character, and when the player character stops, the non-player character is stopped (for example, see Patent Document 1). Also, when the player character is not being operated by a user, the player character is automatically moved so as to approach a nearby non-player character, and the player character is made to perform an action against the non-player character. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2018-086085 A Summary of the Invention [Problem to be solved by the invention]

[0004] In the above technology, since the non-player characters move when the user operates the player character, it may be difficult for the user to perform an operation to move the player character closer to the non-player character in accordance with the user's intention.

[0005] Therefore, an object of the present invention is to provide a game program, an information processing system, and a game processing method that make it easier for a user to perform an operation to bring a player character closer to a non-player character in accordance with his or her intention. [Means for solving the problem]

[0006] In order to solve the above problems, the present invention employs the following configurations (1) to (16).

[0007] (1) One example of the present invention is a game program for causing a computer to execute game processing. The game program causes the computer to function as a player character control means, a non-player character control means, and a first control execution means. The player character control means moves a player character in a virtual space in response to a first operation input by a user. The non-player character control means performs movement control including at least a control for moving a non-player character to accompany the player character in response to the movement of the player character in the virtual space, and a control for stopping the movement of the non-player character within a first range including the player character in response to the stop of the movement of the player character. The first control execution means executes a first control corresponding to the non-player character in response to a second operation input by the user being performed in a state where the player character and the non-player character are in a predetermined positional relationship indicating that they are close to each other. When the player character resumes movement after being stopped, the non-player character control means (1) does not resume control of the movement of the non-player character to accompany the player character when the player character is located within a second range including the first range, even if the player character moves, and (2) resumes control of the movement of the non-player character to accompany the player character in response to the player character moving out of the second range.

[0008] According to the above configuration (1), it is possible to facilitate an operation for moving a player character closer to a non-player character in accordance with the user's intention.

[0009] (2) In the above configuration (1), the non-player character control means may perform movement control for the plurality of non-player characters, and may stop the movement of each of the plurality of non-player characters within the first range in response to the stop of the movement of the player character.

[0010] According to the above configuration (2), it is possible to facilitate an operation for moving a player character closer to a plurality of non-player characters.

[0011] (3) In the above configuration (2), the non-player character control means may, in response to the stop of movement of the player character, stop the movement of each of the plurality of non-player characters at a position where the player character is surrounded by the plurality of non-player characters.

[0012] According to the above configuration (3), it is possible for the player character to easily approach any of the non-player characters.

[0013] (4) In the above configuration (2), the first control execution means may allow re-execution of the first control corresponding to the non-player character on condition that a predetermined time has elapsed since the execution of the first control corresponding to the non-player character.

[0014] According to the above configuration (4), the player can be motivated to perform the first control not only for one non-player character but also for other non-player characters, and the player can be motivated to progress through the game using multiple non-player characters.

[0015] (5) In any of the above configurations (1) to (4), the non-player character control means may move the non-player character in response to movement of the player character so that when the player character faces forward and moves forward, the non-player character is positioned in front of the player character.

[0016] According to the above configuration (5), each non-player character is more likely to be included in the game image, making it easier for the user to grasp the position of each non-player character.

[0017] (6) In any of the above configurations (1) to (5), the non-player character control means may, in response to the player character moving toward a non-player character when the non-player character is moving to accompany the player character, make the moving speed of the non-player character slower than the moving speed of the player character.

[0018] According to the above configuration (6), it is possible to make it easier for the player character to approach the non-player character even while the non-player character is moving.

[0019] (7) In any of the above configurations (1) to (6), if a non-player character is located outside the first range at the time the player character stops moving, the non-player character control means may move the non-player character into the first range and then stop the non-player character.

[0020] According to the above configuration (7), even if a non-player character is located at a distance when the movement of the player character stops, it is possible to make the player character approach the non-player character more easily.

[0021] (8) In any of the above configurations (1) to (7), the game program may further cause the computer to function as a target setting means, which sets a stop target position, which is a target for a non-player character to stop moving in response to a stop of the player character's movement, within a first range based on the position where the player character has stopped moving.

[0022] According to the above feature (8), by setting a stop target position, it is possible to easily control the movement of a non-player character to a position close to the player character.

[0023] (9) In the above configuration (8), the predetermined positional relationship may be a relationship in which the non-player character is located within a third range set based on the position of the player character. The non-player character control means may perform movement control for the plurality of non-player characters. The target setting means may set each of the stop target positions of the plurality of non-player characters such that two stop target positions are not simultaneously located within the third range.

[0024] According to the above configuration (9), it is possible to make it difficult for a situation to arise in which the first control for multiple non-player characters can be performed simultaneously, thereby reducing the possibility that the user will perform the first control corresponding to a non-player character that is not intended by the user.

[0025] (10) In the above configuration (8) or (9), if a non-player character is located within the first range when the player character stops moving, the non-player character control means may stop movement of the non-player character regardless of whether the non-player character is located at a stop target position or not.

[0026] According to the above configuration (10), it is possible to reduce the possibility that a non-player character will move away from a player character when the player character stops moving, and it is possible to reduce the possibility that the player will feel uncomfortable about such behavior.

[0027] (11) In the above configuration (8) or (9), the non-player character control means may stop the movement of a non-player character when the non-player character is located within a fourth range which is a range within the first range, regardless of whether the non-player character is located at a stop target position, and when the non-player character is located outside the fourth range, move the non-player character to the stop target position.

[0028] The above configuration (11) can reduce the likelihood that the player will feel uncomfortable with the above-mentioned behavior, and can also increase the number of cases in which the companion character moves to and stops at the target stopping position when transitioning to standby mode.

[0029] (12) In any of the above configurations (1) to (11), the second range may be a range inside at least one of the first range and a range within a predetermined distance from the non-player character.

[0030] According to the above configuration (12), it is possible to reduce the possibility that the player character will leave the second range against the player's intention, causing the non-player character to start moving against the player's intention.

[0031] (13) In any of the above configurations (1) to (12), the predetermined positional relationship may be a relationship in which the non-player character is located within a third range set based on the position of the player character. The game program may further cause the computer to function as a second control execution means. The second control execution means executes a second control corresponding to the object in response to a second operation input by the user being performed in a state in which the object is located within a fourth range set based on the position of the player character. The non-player character control means may stop the non-player character at a position that is not within the third range based on the position of the player character in a state in which the object is located within the fourth range.

[0032] According to the above configuration (13), it is possible to make it difficult for a situation to arise in which a first control regarding a non-player character and a second control regarding an object can be performed simultaneously, thereby reducing the possibility that a user will perform an unintended first control or second control.

[0033] (14) In any of the above configurations (1) to (13), the first control may be a control for transitioning a non-player character to a preparation state for a third control corresponding to the non-player character. The game program may further cause the computer to function as a third control execution means. When the non-player character is in the preparation state for the third control, the third control execution means executes the third control toward a specified direction or position in response to a third operation input including a direction or position designation by the user being performed.

[0034] According to the above configuration (14), it is possible to reduce the possibility of an erroneous operation occurring, such as the third control being performed in a direction or position unintended by the user, or the third control being performed unintended.

[0035] (15) In any of the above configurations (1) to (14), the non-player character control means may move the non-player character when a battle condition for the non-player character to battle another character is satisfied, regardless of whether the player character is outside the second range or not.

[0036] According to the above feature (15), it is possible to cause the non-player characters to perform natural movements for combat.

[0037] (16) In any of the configurations (1) to (15) above, the first control may be control for the non-player character to attack another character. The player character control means may perform control for the player character to attack another character in response to a fourth operation input by the user.

[0038] According to the above configuration (16), it is possible to increase attack options and improve the strategic nature of the game.

[0039] Another example of the present invention may be an information processing device or an information processing system that executes the processes in the above (1) to (16). Also, another example of the present invention may be an information processing method that executes the processes in the above (1) to (16). Effect of the Invention

[0040] According to the above game program, information processing system, or game processing method, it is possible to facilitate an operation for moving a player character closer to a non-player character in accordance with the user's intention. [Brief description of the drawings]

[0041] [Figure 1] A diagram showing an example of a state in which a left controller and a right controller are attached to a main unit. [Diagram 2] A diagram showing an example of the state when the left controller and the right controller are removed from the main unit. [Diagram 3] Six-sided views showing an example of a main unit [Figure 4] Six-sided diagram showing an example of the left controller [Diagram 5] Six-sided diagram showing an example of the right controller [Figure 6] FIG. 1 is a block diagram showing an example of the internal configuration of a main unit. [Figure 7] A block diagram showing an example of the internal configuration of the main unit, the left controller, and the right controller. [Figure 8] FIG. 13 is a diagram showing an example of a game image when a player character causes a companion character to perform a skill action; [Figure 9] FIG. 13 is a diagram showing an example of a game image in a situation where a companion character is in a ready state; [Figure 10] FIG. 13 is a diagram showing an example of a game image in a situation where a friend character has performed a skill action; [Figure 11] FIG. 13 is a diagram showing an example of a game image when each companion character is moving in the accompanying mode; [Figure 12] A diagram showing an example of the arrangement of each character in the accompanying mode. [Figure 13] FIG. 13 shows an example of each character when the player character changes the moving direction in the accompanying mode. [Figure 14] FIG. 13 is a diagram showing an example of the arrangement of each character in standby mode. [Figure 15] FIG. 13 is a diagram showing an example of how an action target object is arranged near a player character; [Figure 16] FIG. 13 is a diagram showing an example of the arrangement of each character in standby mode. [Figure 17] FIG. 13 is a diagram showing an example of a stop determination range; [Figure 18] FIG. 13 is a diagram showing an example of a game image in an aiming mode; [Figure 19] FIG. 13 is a diagram showing an example of the arrangement of each character when a designated companion character is set in the companion mode; [Figure 20]FIG. 13 is a diagram showing an example of the arrangement of each character when a designated companion character is set in the standby mode; [Figure 21] FIG. 13 is a diagram showing an example of various data used in information processing in the game system; [Figure 22] A flowchart showing an example of the flow of a game process executed by the game system. [Diagram 23] A flowchart showing an example of the flow of a game process executed by the game system. [Figure 24] A sub-flowchart showing an example of a detailed flow of the accompanying mode process in step S13 shown in FIG. 22. [Diagram 25] A sub-flowchart showing an example of a detailed flow of the standby mode process in step S14 shown in FIG. 22. [Figure 26] A sub-flowchart showing an example of a detailed flow of the standby mode process in step S14 shown in FIG. 22. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0042] [1. Game system configuration] A game system according to an example of this embodiment will be described below. An example of the game system 1 in this embodiment includes a main unit (information processing device; in this embodiment, it functions as a game device main unit) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 are each detachable from the main unit 2. In other words, the game system 1 can be used as an integrated device by attaching the left controller 3 and the right controller 4 to the main unit 2. The game system 1 can also be used as a separate device from the main unit 2, the left controller 3, and the right controller 4 (see FIG. 2). The hardware configuration of the game system 1 of this embodiment will be described below, and then the control of the game system 1 of this embodiment will be described.

[0043] Fig. 1 is a diagram showing an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. As shown in Fig. 1, the left controller 3 and the right controller 4 are each attached to and integrated with the main unit 2. The main unit 2 is a device that executes various processes (e.g., game processes) in the game system 1. The main unit 2 includes a display 12. The left controller 3 and the right controller 4 are devices that include an operation unit that allows the user to perform input.

[0044] Fig. 2 is a diagram showing an example of a state in which the left controller 3 and the right controller 4 have been removed from the main unit 2. As shown in Figs. 1 and 2, the left controller 3 and the right controller 4 are detachable from the main unit 2. In the following, the left controller 3 and the right controller 4 may be collectively referred to as "controller."

[0045] Fig. 3 is a six-sided view showing an example of the main unit 2. As shown in Fig. 3, the main unit 2 includes a substantially plate-shaped housing 11. In this embodiment, the main surface of the housing 11 (in other words, the front surface, i.e., the surface on which the display 12 is provided) is generally rectangular in shape.

[0046] The shape and size of the housing 11 are arbitrary. As an example, the housing 11 may be of a size that is portable. Furthermore, the main unit 2 alone or an integrated device in which the left controller 3 and the right controller 4 are attached to the main unit 2 may be a portable device. Furthermore, the main unit 2 or the integrated device may be a handheld device. Furthermore, the main unit 2 or the integrated device may be a portable device.

[0047] 3, the main unit 2 includes a display 12 provided on a main surface of a housing 11. The display 12 displays an image generated by the main unit 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device.

[0048] The main unit 2 also has a left side terminal 17, which is a terminal through which the main unit 2 performs wired communication with the left controller 3, and a right side terminal 21 through which the main unit 2 performs wired communication with the right controller 4.

[0049] As shown in FIG. 3, the main unit 2 includes a slot 23. The slot 23 is provided on the upper side of the housing 11. The slot 23 has a shape that allows a predetermined type of storage medium to be attached thereto. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) dedicated to the game system 1 and the same type of information processing device. The predetermined type of storage medium is used, for example, to store data used in the main unit 2 (e.g., application save data, etc.) and / or programs executed in the main unit 2 (e.g., application programs, etc.). The main unit 2 also includes a power button 28.

[0050] FIG. 4 is a six-sided view showing an example of the left controller 3. As shown in FIG. 4, the left controller 3 includes a housing 31. In this embodiment, the housing 31 has a vertically long shape, that is, a shape that is long in the up-down direction (i.e., the y-axis direction shown in FIG. 1 and FIG. 4). The left controller 3 can also be held in a vertically long orientation when removed from the main unit 2. The housing 31 has a shape and size that allows it to be held in one hand, particularly the left hand, when held in a vertically long orientation. The left controller 3 can also be held in a horizontally long orientation. When the left controller 3 is held in a horizontally long orientation, it may be held with both hands.

[0051] The left controller 3 includes an analog stick 32. As shown in FIG. 4, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a direction input unit capable of inputting a direction. By tilting the analog stick 32, the user can input a direction according to the tilt direction (and input a magnitude according to the tilt angle). Note that the left controller 3 may include a cross key or a slide stick capable of slide input, instead of an analog stick, as the direction input unit. Also, in this embodiment, input is possible by pressing the analog stick 32.

[0052] The left controller 3 includes various operation buttons. The left controller 3 includes four operation buttons 33 to 36 (specifically, a right button 33, a down button 34, an up button 35, and a left button 36) on the main surface of the housing 31. Furthermore, the left controller 3 includes a record button 37 and a - (minus) button 47. The left controller 3 includes a first L button 38 and a ZL button 39 on the upper left of the side of the housing 31. The left controller 3 also includes a second L button 43 and a second R button 44 on the side of the housing 31 that is attached when the left controller 3 is attached to the main unit 2. These operation buttons are used to give instructions according to various programs (for example, OS programs and application programs) executed on the main unit 2.

[0053] In addition, the left controller 3 is equipped with a terminal 42 that enables the left controller 3 to communicate with the main unit 2 via wire.

[0054] FIG. 5 is a six-sided view showing an example of the right controller 4. As shown in FIG. 5, the right controller 4 includes a housing 51. In this embodiment, the housing 51 has a vertically long shape, that is, a shape that is long in the up-down direction. The right controller 4 can also be held in a vertically long orientation when removed from the main unit 2. The housing 51 has a shape and size that allows it to be held in one hand, particularly the right hand, when held in a vertically long orientation. The right controller 4 can also be held in a horizontally long orientation. When the right controller 4 is held in a horizontally long orientation, it may be held with both hands.

[0055] The right controller 4, like the left controller 3, includes an analog stick 52 as a direction input unit. In this embodiment, the analog stick 52 has the same configuration as the analog stick 32 of the left controller 3. The right controller 4 may include a cross key or a slide stick capable of slide input, instead of the analog stick. The right controller 4, like the left controller 3, includes four operation buttons 53 to 56 (specifically, an A button 53, a B button 54, an X button 55, and a Y button 56) on the main surface of the housing 51. The right controller 4 further includes a + (plus) button 57 and a home button 58. The right controller 4 also includes a first R button 60 and a ZR button 61 on the upper right of the side surface of the housing 51. The right controller 4 also includes a second L button 65 and a second R button 66, like the left controller 3.

[0056] In addition, the right controller 4 is equipped with a terminal 64 for enabling the right controller 4 to communicate with the main unit 2 via wire.

[0057] Fig. 6 is a block diagram showing an example of the internal configuration of main unit 2. In addition to the configuration shown in Fig. 3, main unit 2 includes components 81, 83-85, and 91 shown in Fig. 6. Some of these components 81, 83-85, and 91 may be mounted on an electronic circuit board as electronic components and housed in housing 11.

[0058] The main unit 2 includes a processor 81. The processor 81 is an information processing unit that executes various types of information processing executed in the main unit 2, and may be composed of only a CPU (Central Processing Unit), or may be composed of a SoC (System-on-a-chip) including multiple functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various types of information processing by executing an information processing program (e.g., a game program) stored in a storage unit (specifically, an internal storage medium such as a flash memory 84, or an external storage medium inserted in the slot 23, etc.).

[0059] The main unit 2 includes a flash memory 84 and a dynamic random access memory (DRAM) 85 as examples of internal storage media built into the main unit 2. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is a memory used mainly for storing various data (which may be programs) saved in the main unit 2. The DRAM 85 is a memory used for temporarily storing various data used in information processing.

[0060] The main device 2 includes a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to the slot 23, and reads and writes data from and to a predetermined type of storage medium (e.g., a dedicated memory card) inserted in the slot 23 in response to an instruction from the processor 81.

[0061] The processor 81 appropriately reads and writes data from and to the flash memory 84, DRAM 85, and each of the above storage media to execute the above information processing.

[0062] The main unit 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 performs wireless communication with the left controller 3 and / or the right controller 4. Any communication method may be used between the main unit 2 and the left controller 3 and right controller 4, but in this embodiment, the controller communication unit 83 performs communication with the left controller 3 and the right controller 4 in accordance with the Bluetooth (registered trademark) standard.

[0063] The processor 81 is connected to the above-mentioned left side terminal 17 and right side terminal 21. When the processor 81 performs wired communication with the left controller 3, it transmits data to the left controller 3 via the left side terminal 17, and receives operation data from the left controller 3 via the left side terminal 17. When the processor 81 performs wired communication with the right controller 4, it transmits data to the right controller 4 via the right side terminal 21, and receives operation data from the right controller 4 via the right side terminal 21. In this way, in this embodiment, the main unit 2 can perform both wired communication and wireless communication with the left controller 3 and the right controller 4, respectively.

[0064] The display 12 is also connected to the processor 81. The processor 81 displays on the display 12 an image generated (for example, by executing the above-mentioned information processing) and / or an image acquired from the outside.

[0065] Fig. 7 is a block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. Note that details of the internal configuration of the main unit 2 are omitted in Fig. 7 because they are shown in Fig. 6.

[0066] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in FIG. 7, the communication control unit 101 is connected to each component including the terminal 42. In this embodiment, the communication control unit 101 can communicate with the main unit 2 by both wired communication via the terminal 42 and wireless communication not via the terminal 42. The communication control unit 101 controls the communication method by which the left controller 3 communicates with the main unit 2. That is, when the left controller 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. Also, when the left controller 3 is detached from the main unit 2, the communication control unit 101 performs wireless communication with the main unit 2 (specifically, the controller communication unit 83). The wireless communication between the controller communication unit 83 and the communication control unit 101 is performed according to, for example, the Bluetooth (registered trademark) standard.

[0067] The left controller 3 also includes a memory 102, such as a flash memory. The communication control unit 101 is configured with, for example, a microcomputer (also called a microprocessor), and executes firmware stored in the memory 102 to perform various processes.

[0068] The left controller 3 includes buttons 103 (specifically, buttons 33 to 39, 43, 44, and 47). The left controller 3 also includes an analog stick (referred to as "stick" in FIG. 7) 32. Each button 103 and analog stick 32 repeatedly outputs information relating to operations performed on them to the communication control unit 101 at appropriate timing.

[0069] The communication control unit 101 acquires information related to the input (specifically, information related to the operation, or the detection results by the sensor) from each input unit (specifically, each button 103 and analog stick 32). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing a specified process on the acquired information) to the main unit 2. The operation data is repeatedly transmitted once every specified time. The interval at which the information related to the input is transmitted to the main unit 2 may or may not be the same for each input unit.

[0070] By transmitting the above operation data to the main unit 2, the main unit 2 can obtain the input performed on the left controller 3. In other words, the main unit 2 can determine the operations performed on each button 103 and analog stick 32 based on the operation data.

[0071] The left controller 3 is equipped with a power supply unit 108. In this embodiment, the power supply unit 108 has a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to each part of the left controller 3 (specifically, each part that receives power from the battery).

[0072] As shown in FIG. 7, the right controller 4 includes a communication control unit 111 that communicates with the main unit 2. The right controller 4 also includes a memory 112 that is connected to the communication control unit 111. The communication control unit 111 is connected to each component including the terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and the memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main unit 2 by both wired communication via the terminal 64 and wireless communication (specifically, communication in accordance with the Bluetooth (registered trademark) standard) that does not go through the terminal 64, and controls the method of communication that the right controller 4 uses with the main unit 2.

[0073] The right controller 4 has input units similar to those of the left controller 3. Specifically, it has buttons 113 and an analog stick 52. These input units have the same functions as those of the left controller 3, and operate in the same manner.

[0074] The right controller 4 is equipped with a power supply unit 118. The power supply unit 118 has the same functions as the power supply unit 108 of the left controller 3, and operates in the same manner.

[0075] [2. Overview of processing in the game system] An overview of information processing executed in the game system 1 will be described below. In this embodiment, the game system 1 executes a game in which a plurality of characters including a player character operated by a player (also called a user) appear in a virtual game space. In addition to the player character, a companion character who is a companion of the player character also appears in the game. The player character progresses through the game by, for example, working together with the companion character to defeat an enemy character.

[0076] The companion characters are non-player characters whose actions are automatically controlled by the game system 1. That is, the action content of the companion characters is basically determined by the game system 1. However, in this embodiment, the player character can give instructions to the companion characters, and the companion characters perform a predetermined skill action in response to the instructions from the player character. The skill action is an action that uses the abilities of the companion characters, and the specific content is arbitrary. The skill action may be, for example, an action to attack an enemy, or an action to recover or assist an ally (i.e., the player character and other companion characters). In this embodiment, the skill action performed in response to the instructions of the player character is set for each companion character. In this embodiment, each companion character performs a skill action unique to each companion character in response to the instructions of the player character.

[0077] [2-1. Processing to make a companion character perform a skill action] Hereinafter, with reference to Figs. 8 to 10, an action when the player character makes the friend character perform a skill action will be described. Fig. 8 is a diagram showing an example of a game image when the player character makes the friend character perform a skill action. As shown in Fig. 8, during a game, the game system 1 displays a game image representing a game space around the player character 201 on the display 12. In the example shown in Fig. 8, the player character 201 and five friend characters 202 to 206 are placed in the game space. Note that in this embodiment, as shown in Fig. 8, it is assumed that the five friend characters 202 to 206 appear in the game space. Note that the number of friend characters appearing in the game space is arbitrary.

[0078] In the example shown in FIG. 8, the player character 201 approaches the friend character 202. In this way, the player character 201 can issue a preparation instruction to the friend character by approaching the friend character. The preparation instruction is an instruction to the friend character to enter a preparation state in which a skill action can be performed. In other words, in response to the preparation instruction being issued, the friend character enters a preparation state in which a skill action can be performed.

[0079] In this embodiment, an action range is set in an area in front of the player character 201 within a predetermined distance from the player character 201 (see FIG. 15 described later). Although details will be described later, in this embodiment, the player character 201 can perform an action on an object (meaning including a companion character) within the action range. This action is an action according to the object, such as an action to give a companion character a preparation instruction or an action to obtain an item. When a companion character is located within the action range of the player character 201, the player character 201 can give the companion character a preparation instruction.

[0080] 8, in a situation in which the player character 201 can give a preparation instruction to the friend character 202, the game system 1 displays a preparation instruction image 208 indicating the preparation instruction together with the image of the game space. This makes it possible to notify the player that a preparation instruction is possible. Note that the preparation instruction image 208 is displayed near the player character 201 or the friend character 202 to notify the player of the friend character to which the preparation instruction is to be given. The preparation instruction image 208 also includes an image indicating an operation input for giving a preparation instruction (here, an input of pressing the A button 53 of the right controller 4). This makes it possible to notify the player of the operation input for giving a preparation instruction.

[0081] In response to a preparation instruction being given in the situation shown in FIG. 8 (i.e., an operation input for giving a preparation instruction being given), the game system 1 sets the companion character 202 that is the target of the preparation instruction to a ready state. FIG. 9 is a diagram showing an example of a game image in a situation in which the companion character 202 is in a ready state. Here, the skill action of the companion character 202 is to generate wind from behind the player character 201 toward the front of the player character 201. Therefore, the game system 1 causes the companion character 202 in the ready state to perform an action of moving behind the player character 201 (see FIG. 9). By generating wind, the companion character 202 can, for example, blow away an object placed in the game space with the wind or move the player character 201 using an item that glides through the air with the wind (i.e., the player character 201 receives the wind and moves through the air). In addition, when a companion character enters a preparation state, the game system 1 may display an effect image corresponding to the skill action or have the companion character perform a preparatory action corresponding to the skill action so that the user is aware of the preparation state and the content of the skill action.

[0082] When a friend character is in a ready state, the player character 201 can make the friend character perform a skill action by issuing an execution instruction to the friend character. As shown in FIG. 9, when the friend character 202 is in a ready state, the game system 1 displays an execution instruction image 209 indicating an execution instruction together with an image of the game space. This can notify the player that an execution instruction is possible. Note that the execution instruction image 209 is displayed near the player character 201 or the friend character 202 to notify the player of the friend character that is the target of the execution instruction. Also, the execution instruction image 209 includes an image indicating an operation input for issuing an execution instruction (here, an input to press the A button 53 of the right controller 4). This can notify the player of the operation input for issuing an execution instruction.

[0083] In response to an execution instruction being given (i.e., an operation input for giving an execution instruction being given) in the situation shown in FIG. 9, the game system 1 causes the companion character 202 that is the target of the execution instruction to perform a skill action. FIG. 10 is a diagram showing an example of a game image in a situation in which the companion character 202 has performed a skill action. In the example shown in FIG. 10, the companion character 202 performs a skill action of generating wind in front of the player character 201 in response to the execution instruction. The player can specify the direction of the wind by specifying the direction of the player character 201 through an operation to change the direction of the player character 201 (for example, an operation on the analog stick 32 of the left controller 3), and can generate wind in the specified direction in response to the execution instruction.

[0084] In the example shown in FIG. 10, the player specifies the direction in which the friend character 202 performs the skill action. Here, the player may specify the target position of the skill action for another skill action performed by a friend character other than the friend character 202. For example, the skill action may be an action of performing a predetermined attack at a position specified by the player in the game space. Specifically, the skill action may be an action of the friend character performing a remote attack at the position where the arrow hits when the player character shoots an arrow in response to the player's operation. The skill action may be an action of the player character performing a projectile attack in the direction in which the player character faces in response to the player's operation. In addition, the skill actions performed by each friend character may include an action that does not require the direction and position to be specified. For example, the skill action of a friend character may be an action of attacking the entire surroundings around the friend character, or an action of combining with the player character.

[0085] In the example shown in FIG. 10, the operation input for issuing an execution instruction is the same as the operation input for issuing a preparation instruction, that is, pressing the A button 53 of the right controller 4. This allows the player to issue preparation instructions and execution instructions with an operation that is easy to understand, and improves the operability of the operation for making the friend character perform a skill action. However, the operation input for issuing an execution instruction for other skill actions may be different from the operation input for issuing a preparation instruction. For example, for a skill action in which the friend character performs a remote attack on the position where the arrow has landed, the operation input for the player character to shoot the arrow functions as the operation input for issuing an execution instruction. The operation input for shooting the arrow may be different from the input to the A button 53.

[0086] As described above, in this embodiment, the player character first issues a preparation instruction to the companion character, and then issues an execution instruction to the companion character in the preparation state in response to the preparation instruction, thereby causing the companion character to perform a skill action. That is, in response to an operation input by the user in a state in which the player character and the companion character are in a predetermined positional relationship indicating that they are close to each other (specifically, the companion character is located in the action range), the game system 1 transitions the companion character to a preparation state for control corresponding to the companion character (specifically, a control for causing a skill action to be performed). Then, in the case in which the companion character is in the preparation state, in response to an operation input by the user including a direction or position designation (specifically, an input consisting of an input designating the direction of the player character and an input for an execution instruction) is performed, the game system 1 executes the above control toward the designated direction or position. In order for the player character to be in a predetermined positional relationship with the companion character, it is necessary for the player character to approach the companion character, but there is a possibility that the player character moves toward the companion character. At this time, if a skill action is immediately executed in response to the operation input, the skill action may be executed, for example, in a direction from the player character toward the companion character, contrary to the player's intention. In this regard, according to the above, since the player issues a preparation command and then issues an execution command by specifying a direction or a position, it is possible to reduce the possibility of erroneous operation, such as performing a skill action in an unintended direction or position, or performing a skill action without the intention of performing the skill action, thereby improving the operability of the game.

[0087] The above-mentioned "operation input including the designation of a direction or a position by the user" may be only an input specifying a direction or a position. For example, the game system 1 may cause the companion character to perform a skill action in the direction (i.e., the direction of the player character) designated at the time when a predetermined time has elapsed since the companion character was put into a ready state in response to a preparation instruction. The above-mentioned "operation input including the designation of a direction or a position by the user" may be performed by an input specifying a direction or a position and an input releasing the input for issuing a preparation instruction. For example, after putting the companion character into a ready state by an input for pressing the A button 53 (at this time, the A button 53 is kept pressed), the game system 1 may accept an input for designating a direction, and then, in response to the release of the pressing of the A button 53, cause the companion character to perform a skill action in the direction designated at the time of the release.

[0088] In another embodiment, the game system 1 may receive an execution instruction without receiving a preparation instruction. That is, the game system 1 may receive an execution instruction when a companion character is located within the action range of the player character, and may cause the companion character to perform a skill action in response to the execution instruction given by the player.

[0089] In this embodiment, when a friend character performs a skill action, the friend character cannot execute the skill action again unless a predetermined waiting time has elapsed since the skill action was performed. That is, the game system 1 allows the friend character to execute the control of the skill action again on the condition that the waiting time has elapsed since the execution of the control of the skill action corresponding to the friend character. This can prevent the player from being too advantageous by having the friend character execute the skill action at a high frequency. In addition, immediately after having a friend character execute a skill action, the player can be motivated to execute the skill action not only for one friend character but also for other friend characters. This can motivate the player to cooperate with multiple friend characters to advance the game. The waiting time for each friend character may be the same for each friend character, or may be different for each friend character. Also, although not shown, if a companion character enters the action range of the player character before the waiting time has elapsed after a skill action is performed, the game system 1 may display an image (e.g., a gauge indicating the remaining time) indicating the time remaining until the waiting time for the companion character has elapsed.

[0090] In another embodiment, the game system 1 may allow a companion character to perform a skill action again after the companion character performs a skill action without waiting for the waiting time. In another embodiment, instead of setting a waiting time for a skill action for each companion character, the game system 1 may set a waiting time for an execution instruction by the player character to any companion character. In other words, the game system 1 may allow an execution instruction by the player character to each companion character on the condition that a waiting time has elapsed since the player character gave an execution instruction to any companion character.

[0091] [2-2. Processing to control the movement of companion characters] Next, a process of controlling the movement of each of the companion characters will be described. In this embodiment, the game system 1 controls the movement of each of the companion characters 202 to 206 in response to the movement of the player character 201. In this embodiment, the game system 1 can take at least one of an accompanying mode and a standby mode as a control mode for controlling the movement of each of the companion characters 202 to 206. In the accompanying mode, the game system 1 controls the movement of each of the companion characters 202 to 206 to accompany the player character 201 in response to the movement of the player character 201. In the standby mode, the game system 1 stops the movement of the companion characters 202 to 206 and makes them wait in place. In the standby mode, the game system 1 controls the movement of each of the companion characters 202 to 206 in response to the stop of the movement of the player character 201 within a predetermined range (a reference range to be described later) including the player character 201. As described above, the game system 1 can control the movement of a plurality of companion characters. Furthermore, the game system 1 can easily bring the player character 201 close to a desired fellow character among a plurality of fellow characters, and can easily give instructions regarding the above-mentioned skill actions.

[0092] In other embodiments, the game system 1 may be capable of controlling the movement and the like of each of the companion characters 202 to 206 in a control mode different from the accompanying mode and the standby mode.

[0093] FIG. 11 is a diagram showing an example of a game image when each of the companion characters 202-206 is moving in the accompanying mode. In the accompanying mode, each of the companion characters 202-206 moves so as to accompany the player character 201 in response to the movement of the player character 201. Although details will be described later, each of the companion characters 202-206 is controlled so as to move in substantially the same direction as the movement direction of the player character 201 near the player character 201. In the example shown in FIG. 11, it is assumed that the player character 201 is moving toward the back side in the game image in response to an operation input by the player. At this time, each of the companion characters 202-206 moves toward the back side in response to the player character 201 moving toward the back side in the game image (see the arrows shown in FIG. 11).

[0094] Note that "moving to accompany the player character" refers to a movement mode in which the companion character moves in approximately the same direction as the player character near the player character, but is not limited to a movement mode in which the companion character always moves within a certain distance from the player character. In the accompany mode, the companion character may move away from the player character for some reason (for example, to avoid an obstacle, etc.). In other words, in the case of "moving to accompany the player character", the positional relationship between the player character and the companion character does not need to be fixed. Also, in the case of "moving to accompany the player character", the companion character moves in approximately the same direction as the moving direction of the player character, but the moving direction of the companion character and the moving direction of the player character do not need to always strictly match. For example, while the companion character is moving to accompany the player character, the game system 1 may move the companion character in a direction different from the moving direction of the player character, for example, for the purpose of avoiding an obstacle or for the purpose of making the movement of the companion character look natural.

[0095] Fig. 12 is a diagram showing an example of the arrangement of each of the characters 201-206 in the accompanying mode. In this embodiment, the game system 1 sets a target position for each of the fellow characters 202-206, and controls the movement of each of the fellow characters 202-206 by moving the fellow characters 202-206 toward the target position. In the accompanying mode, the game system 1 sets movement target positions 211-215 for each of the fellow characters 202-206 (see Fig. 12).

[0096] The movement target positions 211-215 are set based on the movement direction (which can also be said to be the orientation of the player character 201) and the position of the player character 201. In this embodiment, the movement target positions 211-215 are set at predetermined positions diagonally forward with respect to the movement direction of the player character 201 (see FIG. 12). In the example shown in FIG. 12, three movement target positions 213-215 out of the five movement target positions 211-215 are set on the left side of the player character 201. However, the game system 1 may set three movement target positions out of the five movement target positions 211-215 on the right side of the player character 201 depending on the game situation (for example, the movement target position 215 may be set in front of the movement target position 212 instead of being set in front of the movement target position 214). For example, if the number of companion characters located to the right of the player character 201 is greater than the number of companion characters located to the left at the time of setting the movement target positions, three of the five movement target positions 211 to 215 may be set to the right of the player character 201.

[0097] When the movement target positions are set as described above, the game system 1 sets a correspondence relationship between the friend characters and the movement target positions (i.e., the movement target positions to which each friend character should move). The correspondence relationship is set so that a plurality of friend characters are not associated with the same movement target position (i.e., a different movement target position is associated with each friend character). In this embodiment, the game system 1 sets the correspondence relationship based on the current position of each friend character and each movement target position. Specifically, the correspondence relationship is set so that the distance between each friend character and each corresponding movement target position is minimized. For example, the game system 1 sets the correspondence relationship so that the total distance when each friend character moves to each movement target position is minimized. Therefore, in the example shown in FIG. 12, each friend character 202 to 206 is associated with the movement target position closest to itself, and each friend character 202 to 206 moves toward the movement target position (see the dotted arrow shown in FIG. 12). According to the above, it is possible to reduce the possibility that each friend character 202 to 206 moves, for example, crossing each other. Therefore, each of the fellow characters 202 to 206 can be quickly moved to the movement target position, and the behavior of each of the fellow characters 202 to 206 during movement can be made natural.

[0098] The method of setting the above-mentioned correspondence relationship is arbitrary. In another embodiment, the above-mentioned correspondence relationship may be fixed regardless of the positional relationship between the friend character and the movement target position. For example, the friend character 202 may always be associated with the movement target position 211 diagonally in front of the right of the player character 201, and the friend character 202 may always be controlled to move toward the movement target position 211.

[0099] When the correspondence between the friend characters and the movement target positions is set, the game system 1 moves each of the friend characters 202 to 206 toward the corresponding movement target positions. The game system 1 only needs to move the friend characters toward the movement target positions, and does not necessarily need to move the friend characters so as to reach the movement target positions. For example, the game system 1 may set an upper limit on the movement speed and move the friend characters toward the movement target positions. In this embodiment, the game system 1 sets the movement speed of the friend characters to a speed at which the friend characters reach the movement target positions when the friend characters can reach the movement target positions corresponding to the friend characters at a speed equal to or lower than the upper limit speed, and sets the movement speed to the upper limit speed when the friend characters cannot reach the movement target positions. In this embodiment, the upper limit speed is set to a speed higher than the upper limit of the movement speed of the player character 201 so that the friend characters can easily reach the movement target positions. The upper limit speed may be different for each friend character, or may be the same. The upper limit speed of the friend characters does not need to be constant, and may be variably controlled according to the game situation.

[0100] In the accompanying mode, the game system 1 repeatedly executes a process of setting a movement target position and a process of moving each of the companion characters 202 to 206 toward the movement target position at predetermined time intervals (specifically, every frame time). That is, the movement target position is sequentially changed and set according to the movement of the player character 201, and each of the companion characters 202 to 206 repeats moving toward the sequentially changing movement target position. As a result, in the accompanying mode, each of the companion characters 202 to 206 moves so as to accompany the player character 201. For example, when the player character 201 moves straight, the movement target position is set so as to move in the same direction as the moving direction of the player character 201 so that the positional relationship with the player character 201 does not change, and as a result, each of the companion characters 202 to 206 also moves in the same direction as the moving direction of the player character 201. Although the positional relationship between the player character 201 and the movement target position does not change as described above, the corresponding relationship between the movement target position and the fellow character may change depending on the arrangement of each fellow character.

[0101] As described above, in this embodiment, each of the movement target positions 211 to 215 is set in front of the player character 201 (see FIG. 12). As a result, the game system 1 moves the companion character in accordance with the movement of the player character 201 so that the companion character is positioned in front of the player character 201 when the player character 201 faces forward and moves forward. That is, in the accompanying mode, each of the companion characters 202 to 206 moves in front of the player character 201. According to this, in the accompanying mode, when the virtual camera for generating a game image is set to face the front of the player character 201, each of the companion characters 202 to 206 is likely to be within the field of view of the virtual camera. As a result, a game image including each of the companion characters 202 to 206 (see FIG. 11) is likely to be generated. Therefore, the player can easily grasp the position of each of the companion characters 202 to 206 in the accompanying mode. In other embodiments, the placement of the companion characters 202 to 206 in the accompanying mode may be arbitrary, and some companion characters may be controlled to move behind the player character 201.

[0102] In this embodiment, the player character 201 and the companion characters 202-206 are arranged in a V shape when viewed from above (see FIG. 12). That is, the characters 201-206 are arranged at different positions in the left-right direction, so that when the virtual camera is set to face forward of the player character 201, the characters 201-206 are arranged so that they are easy to see without overlapping. Note that the above phrase "arranged in a V shape" is not limited to the manner in which the characters 201-206 are arranged to form an exact V shape, but includes the meaning of an arrangement in which the characters are arranged to broaden horizontally as they go forward.

[0103] In addition, the companion character does not always have to be located in front of the player character in the accompanying mode. As described above, the companion character may move away from the player character for some reason (for example, to go around an obstacle), and at that time, the companion character may be located behind the player character.

[0104] In addition, in the accompanying mode, when a companion character is located away from the player character, the game system 1 may rearrange (or warp) the companion character to a position close to the player character. For example, when a companion character is located away from the player character by a predetermined distance or more, the game system 1 may cause the companion character to once exit the game space and then rearrange the companion character to a position close to the player character. This allows the companion character located away from the player character to quickly reach the movement target position. When rearranging the companion character as described above, the game system 1 may set the rearrangement position to a position outside the field of view of the virtual camera. This can reduce the possibility that the player feels uncomfortable when the companion character suddenly appears near the player character.

[0105] Fig. 13 is a diagram showing an example of the arrangement of the characters 201 to 206 when the player character 201 changes its moving direction in the companion mode. The example shown in Fig. 13 shows a situation in which the player character 201 has changed its moving direction from the state in which it was moving in the upward direction in Fig. 13 to the state in which it is moving toward the companion characters 202 and 203. In the example shown in Fig. 13, since the player character 201 was moving in the upward direction in Fig. 13 until just before, the companion characters 202 to 206 are arranged above the player character 201 in Fig. 13.

[0106] As shown in FIG. 13, when the player character 201 moves toward the companion characters 202 and 203 in the accompanying mode, it is presumed that the player intends to move the player character 201 closer to the companion character 202 or 203 and give instructions regarding a skill action to the companion character 202 or 203. In contrast, in the accompanying mode, as described above, each companion character 202 to 206 moves toward a movement target position based on the moving direction of the player character 201, so that even if the player character 201 moves toward the companion characters 202 and 203, the companion characters 202 and 203 move in a direction away from the player character 201. As a result, it is difficult for the player character 201 to catch up with the companion characters 202 and 203, and it may be difficult to give instructions regarding a skill action to the companion characters 202 or 203.

[0107] Therefore, in this embodiment, when the player character 201 moves toward a companion character, the game system 1 reduces the movement speed of the companion character so that the player character 201 can easily approach the companion character. In the example shown in Fig. 13, the game system 1 reduces the movement speed of the companion characters 202 and 203 that the player character 201 is approaching (see the arrows shown in Fig. 13). This allows the player character 201 to easily catch up with the companion characters 202 and 203.

[0108] In the example shown in FIG. 13, the movement speeds of the other companion characters 204-206 are not reduced, and the movement speeds set in the normal manner described above (i.e., if the companion character can reach the movement target position corresponding to the companion character at a speed equal to or lower than the upper limit speed, the speed at which the companion character reaches the movement target position; if the companion character cannot reach the movement target position, the upper limit speed) are maintained. In addition, as shown in FIG. 13, if the player character 201 changes the movement direction, the movement target positions of the companion characters 204-206 may change significantly, and the movement target positions may become positions far from the companion characters corresponding to the companion characters. However, if the upper limit speed of each companion character 204-206 is set faster than the movement speed of the player character 201, the movement speeds of the companion characters 204-206 become faster than the movement speed of the player character 201, and therefore, in the above case, the companion characters 204-206 can reach the movement target positions.

[0109] As described above, in this embodiment, when a companion character is moving in the accompanying mode, the game system 1 makes the movement speed of the companion character slower than the movement speed of the player character in response to the player character moving toward the companion character. This allows the player character to easily catch up with the companion character, making it easier to give instructions to the companion character even in the accompanying mode. Note that in other embodiments, the game system 1 does not need to execute a process of changing the movement speed of the companion character depending on whether the player character is moving toward the companion character.

[0110] Note that the specific method for determining whether the player character is moving toward the companion character is arbitrary. For example, the game system 1 determines that the player character is moving toward the companion character when the angle between the moving direction of the player character and the line segment extending from the player character to the companion character is less than a predetermined angle, and determines that the player character is not moving toward the companion character when the angle is equal to or greater than the predetermined angle.

[0111] Furthermore, making the movement speed of the companion character slower than the movement speed of the player character includes, for example, changing the movement speed of the companion character to a speed lower than the normal upper limit of the movement speed of the player character, changing the upper limit of the movement speed to a speed lower than normal, or changing to a speed lower than the current movement speed of the player character. Making the movement speed of the companion character slower than the movement speed of the player character includes setting the movement speed of the companion character to 0 (i.e., stopping the movement). The movement speed of the player character may be controlled so as to change according to an operation input by the player (for example, according to the degree to which the analog stick 32 of the left controller 3 is tilted).

[0112] 14 is a diagram showing an example of the arrangement of the characters 201-206 in the standby mode. In this embodiment, the game system 1 transitions the control mode from the accompanying mode to the standby mode when the movement of the player character 201 stops in the accompanying mode. In the standby mode, the companion characters 202-206 that were moving in the accompanying mode are controlled to stop within a reference range 220 based on the player character 201.

[0113] In the standby mode, as in the accompanying mode, the game system 1 sets a target position for each of the companion characters 202-206. Specifically, in the standby mode, stop target positions 221-225 are set for each of the companion characters 202-206 (see FIG. 14). Each of the companion characters 202-206 is controlled to move to and stop at the stop target positions 221-225 under certain conditions.

[0114] In this embodiment, in the standby mode, the game system 1 sets a reference range 220 based on the position of the player character 201. Specifically, the reference range 220 is a range within a first distance from the position of the player character 201 (see FIG. 14). As shown in FIG. 14, each of the set stop target positions 221 to 225 is located within the above-mentioned reference range 220.

[0115] As described above, in this embodiment, the game system 1 sets the stop target position, which is the target at which the companion character stops moving in response to the stop of the player character's movement, within a reference range based on the position at which the player character stops moving. According to this, when the player character stops moving, the companion characters are arranged around the player character, so that the player character can easily approach the companion characters. Therefore, it becomes easier for the player to give instructions regarding skill actions to the companion characters.

[0116] In this embodiment, each of the stop target positions 221-225 is set near the outer periphery of the reference range 220. For example, each of the stop target positions 221-225 is set at a position (see FIG. 16 ) such that, when each of the fellow characters 202-205 is located at the stop target positions 221-225, a part of an additional range described below that is set based on the position of each of the fellow characters 202-205 is outside the reference range 220. However, in other embodiments, each of the stop target positions 221-225 may be set at any position within the reference range 220. Also, in other embodiments, each of the stop target positions 221-225 may be set at a position outside the reference range 220.

[0117] As shown in FIG. 14, in this embodiment, the stop target positions 221-225 are set so as to surround the player character 201. Specifically, the stop target positions 221-225 are set to the right rear, right front, left rear, left front, and front of the player character 201, respectively. In other words, when there are three or more stop target positions, each stop target position is set so that the player character 201 is located inside a polygon having each stop target position as a vertex. Therefore, in response to the stop of the movement of the player character 201, the game system 1 stops the movement of each of the multiple companion characters 202-206 at a position where the player character 201 is surrounded by the multiple companion characters 202-206. According to this, the companion characters 202-206 are arranged in a positional relationship that allows the player character 201 to easily approach any of the companion characters 202-206, so that the player can easily give instructions regarding skill actions to any of the companion characters 202-206. In addition, since the companion characters can be easily arranged with a certain distance between them, it becomes difficult for multiple companion characters to be included simultaneously within the action range of the player character 201. If multiple companion characters are included simultaneously within the action range of the player character 201, there is a possibility that the player may give instructions regarding skill actions to companion characters that he or she does not intend, but by setting the stop target positions 221-225 as described above, such a possibility can be reduced.

[0118] Furthermore, in this embodiment, the game system 1 sets each of the stop target positions 221-225 so that two stop target positions are not simultaneously located within the action range. More specifically, the game system 1 sets each of the stop target positions 221-225 so that the distance between any two stop target positions is longer than the width of the longest part of the action range. This makes it possible to more reliably reduce the possibility that the player issues a skill action instruction to an unintended friend character, as described above.

[0119] Note that the positions at which each of the companion characters 202-206 stops in the standby mode are arbitrary, and each of the companion characters 202-206 does not need to stop in an arrangement that surrounds the player character 201. For example, in other embodiments, each of the companion characters 202-206 may stop in a position in front of the player character 201. Also, for example, in other embodiments, each of the stopping target positions 221-225 may be set in an arrangement in which two stopping target positions may be located within the action range at the same time.

[0120] When the stop target positions are set as described above, the game system 1 sets a correspondence between the friend characters and the stop target positions (i.e., the stop target positions to which each friend character should move). The correspondence between the friend characters and the stop target positions may be set in the same manner as in the case of setting the correspondence between the friend characters and the movement target positions described above. In other words, the game system 1 sets the above correspondence so that the distance between each friend character and each corresponding movement target position is minimized.

[0121] The method for setting the correspondence between the friend characters and the stop target positions is arbitrary. The method for setting the correspondence between the friend characters and the stop target positions may be different from the method for setting the correspondence between the friend characters and the movement target positions. For example, in other embodiments, the correspondence between the friend characters and the stop target positions may be fixed regardless of the positional relationship between each friend character and each stop target position.

[0122] In this embodiment, the game system 1 sets the stop target positions 221 to 225 at the start of the standby mode (that is, at the time when the player character 201 stops moving).

[0123] When the correspondence between the friend characters and the stop target positions is set, the game system 1 controls the movement of each of the friend characters 202-206 based on the stop target positions. In the example shown in Fig. 14, the game system 1 moves the friend characters 203, 205, and 206 that are located outside the reference range 220 among the friend characters 202-206 to the corresponding stop target positions and then stops them. As a result, in the standby mode, each of the friend characters 203, 205, and 206 stops within the reference range 220. For example, in the accompanying mode, when the companion characters 203, 205, and 206 are positioned near the respective movement target positions set in front of the player character 201, if the player character 201 stops, causing the companion characters 203, 205, and 206 to be positioned as shown in FIG. 14, since the companion characters 203, 205, and 206 are positioned outside the reference range 220 when the standby mode is entered, they move to the respective stop target positions 222, 224, and 225 before stopping.

[0124] As described above, in this embodiment, if a companion character is located outside the reference range at the time when the player character stops moving, the game system 1 moves the companion character into the reference range 220 and then stops the companion character. This allows companion characters to be positioned around the player character when the player character stops moving, making it easier for the player to give instructions regarding skill actions to the companion character. Note that in other embodiments, any control method can be used to stop the companion character when the player character stops moving, and the game system 1 may stop the companion character at a position outside the reference range 220.

[0125] As described above, if a fellow character is located outside the reference range at the time of transition to standby mode, the fellow character basically stops at a stop target position within the reference range 220. However, if an object on which the player character can take an action (called an "action target object") is placed near the stop target position, the fellow character stops at a position different from the stop target position.

[0126] FIG. 15 is a diagram showing an example of a state in which an action target object 227 is arranged near the player character 201. The action target object 227 is, for example, an item that the player character 201 can obtain, a door that the player character 201 can open, or a non-player character (a non-player character different from a companion character) that the player character 201 can talk to. As described above, the game system 1 sets the action range 228 based on the position and orientation of the player character 201. In this embodiment, the action range 228 is a range within a predetermined distance from the player character 201, and a range of a predetermined angle to the left and right with the forward direction of the player character 201 as the center (see FIG. 15). The shape and size of the action range 228 are arbitrary.

[0127] When an action target object 227 is placed within the action range 228 of the player character 201, the player character 201 performs an action on the action target object 227 in response to a predetermined operation input by the player. The action is determined for each action target object. For example, when the action target object is an item, the player character 201 performs an action to acquire the item, and when the action target object is the non-player character, the player character 201 performs an action to talk to the non-player character. In this embodiment, the predetermined operation input is the same as the operation input for issuing the preparation command, and specifically, it is an input to press the A button 53 of the right controller 4.

[0128] In the example shown in FIG. 15, an action target object 227 is placed in the game space, and a stop target position 222 corresponding to the friend character 203 is set near the action target object 227. In the example shown in FIG. 15, for example, when the player character 201 approaches the action target object 227 to perform an action on the action target object 227, the stop target position 222 is included in the action range 228 of the player character 201. Therefore, if the friend character 203 is located at the stop target position 222, both the action target object 227 and the friend character 203 will be included in the action range 228 in the situation shown in FIG. 15. In this case, the game system 1 adopts, for example, one of the objects included in the action range 228 as the action target. For example, the object closest to the player character 201 is adopted as the action target. Therefore, when the player wishes to make the action target object 227 the action target, the player does not simply move the player character 201 so that the action target object 227 is included within the action range 228, but must also move the action target object 227 to a position closer than the companion character 203, or move the companion character 228 to a position and orientation such that it is not included within the action range 228.

[0129] Therefore, in this embodiment, when the stop target position 222 corresponding to the friend character 203 located outside the reference range at the time of transition to the standby mode is set near the action target object 227, the game system 1 stops the friend character 203 at a position away from the action target object 227. Specifically, in a state in which the action target object 227 is located within the action range 228, the game system 1 stops the friend character 203 at a position 222' (which may be a position within the reference range 220) where the friend character 203 is not included in the action range 228. That is, the game system 1 changes the stop target position corresponding to the friend character 203 to the above position 222', so that the friend character 203 moves to the position 222' and then stops. Note that the above position 222' can also be said to be a position where the distance between the action target object 227 and the friend character 203 is longer than the width of the longest part of the action range 228. According to the above, it is possible to make it less likely that a situation will arise in which the player character 201 is able to perform an action on both the action target object 227 and the companion character 203, making it easier for the player to operate the player character 201 to perform these actions.

[0130] If an action target object newly appears near the stop target position while a friend character that was outside the reference range at the time of transition to the standby mode is moving to the stop target position, the game system 1 changes the stop target position to a position away from the action target object. This makes it easier for the player to operate the player character to take an action on the friend character or the action target object, even if an action target object newly appears near the stop target position after transition to the standby mode.

[0131] In the example shown in FIG. 14, among the companion characters 202-206, the companion characters 202 and 204 located within the reference range 220 at the time of the standby mode stop moving on the spot (i.e., at the position at the time of the standby mode) without moving to the stop target position. In this way, if the companion character is located within the reference range 202 when the player character 201 stops moving, the game system 1 stops the movement of the companion character regardless of whether the companion character is located at the stop target position. For example, in the case where the companion characters 202 and 204 are arranged as shown in FIG. 14 because the player character 201 stops in a state in which the companion characters 202 and 204 have not reached the movement target positions set in front of the player character 201 in the accompanying mode, the companion characters 202 and 204 located near the player character 201 are located within the reference range 220 at the time of the standby mode, and therefore stop on the spot without moving to the stop target positions 221 and 223, respectively.

[0132] If a companion character continues to move near the player character 201 when the player character 201 stops moving, the companion character may move away from the player character 201 when the player character 201 stops moving, and the player may feel uncomfortable with such behavior of the companion character. In response to this, according to this embodiment, companion characters that are already near the player character 201 (i.e., located within the reference range 220) when the player character 201 stops moving are immediately stopped moving, thereby reducing the above possibility.

[0133] If the action target object is located near a friend character located within the reference range at the time of entering the standby mode, the game system 1 stops the friend character at a position away from the action target object. That is, in the above case, the game system 1 moves the friend character from the position at the time of entering the standby mode to a position away from the action target object and then stops the friend character. The stopping position may be determined in the same manner as in the case of determining the position at which the friend character 203 is stopped in the example shown in FIG. 15 (position 222' shown in FIG. 15). According to the above, even if the action target object is located near a friend character located within the reference range at the time of entering the standby mode, it is possible to make it easier for the player to perform an operation to cause the player character to perform an action on the friend character or the action target object.

[0134] In the standby mode, each of the companion characters 202 to 206 stops moving within the reference range 220 as described above. Note that while the companion characters stop moving in the standby mode, the game system 1 may cause the companion characters to perform actions that do not involve movement, such as swinging their bodies or stamping their feet. This allows the companion characters to behave naturally.

[0135] FIG. 16 is a diagram showing an example of the arrangement of the characters 201 to 206 in the standby mode. In this embodiment, even if the player character 201 resumes movement during the standby mode, the game system 1 does not resume the accompanying mode immediately after the movement, and transitions from the standby mode to the accompanying mode when the player character 201 leaves a predetermined stop range 229. That is, while the player character 201 moves within the stop range 229, the game system 1 does not transition the control mode from the standby mode to the accompanying mode, and the control mode is maintained in the standby mode (see FIG. 16). In addition, the stop range 229 is a range including the reference range 220 (see FIG. 16), as will be described in detail later. Therefore, in the standby mode, each of the companion characters 202 to 206 is located within the stop range 229. As described above, even if the player character 201 moves to approach a companion character in order to give an instruction regarding a skill action, for example, in the standby mode, the companion character does not move because the transition to the accompanying mode is not made. Therefore, the player character 201 can easily approach a desired fellow character and can easily give instructions regarding skill actions to the fellow character.

[0136] Meanwhile, in response to the player character 201 going out of the stop range 229, the game system 1 transitions the control mode from the standby mode to the accompanying mode (see FIG. 16). After transitioning to the accompanying mode, as described above, the game system 1 resumes control of moving the companion characters 202 to 206 to accompany the player character 201.

[0137] In this embodiment, the stop range 229 includes the above-mentioned reference range 220 set at the start of the standby mode and the additional ranges 231 to 235 based on the positions of the fellow characters 202 to 206. Specifically, the stop range 229 is a range inside at least one of the reference range 220 and each of the additional ranges 231 to 235. The additional ranges 231 to 235 are a range within a second distance from the positions of the fellow characters 202 to 206. For example, the second distance is set shorter than the first distance, which is the radius of the reference range 220. As a result, the outer periphery of the stop range 229 is composed of a part of the outer periphery of the reference range 220 and a part of the outer periphery of each of the additional ranges 231 to 235 (however, in FIG. 16, the outer periphery of the stop range 229 is shown slightly outside the outer periphery of the reference range 220 and each of the additional ranges 231 to 235 for the purpose of making the stop range 229 easier to see).

[0138] For example, when the player character 201 approaches the companion character to give the above-mentioned preparation instruction, the player character 201 may go a little too far and move outside the reference range 220. If the stop range 229 is the same as the reference range 220, the player character 201 will leave the stop range 229 against the player's will in the above-mentioned case. As a result, the companion character starts moving when the standby mode is switched to the accompanying mode, making it difficult for the player character 201 to give instructions to the companion character. In this embodiment, therefore, the stop range 229 is set to include the additional ranges 231 to 235 in addition to the reference range 220, so that the player character 201 is less likely to leave the stop range 229 in the above-mentioned case. This reduces the possibility that the player character 201 will leave the stop range 229 against the player's will, making it easier to give instructions to the companion character.

[0139] In other embodiments, the shape and size of the stop range 229 may be arbitrary, and the stop range 229 may be set to the same range as the reference range 220.

[0140] The determination of whether or not the player character is located within the stopping range may be performed by a process of setting a stopping range and determining whether or not the player character is located within the set stopping range, or may be performed by a process of determining whether or not the player character is located within at least one of the reference range and the additional range without directly setting a stopping range. The latter process can be said to essentially perform the above-mentioned determination based on the stopping range.

[0141] As described above, in this embodiment, the reference range is used to determine whether or not to stop a non-player character on the spot when transitioning to the standby mode. Here, in other embodiments, the game system 1 may make the above determination using a stop determination range different from the reference range.

[0142] FIG. 17 is a diagram showing an example of the range for stop determination. In the example shown in FIG. 17, the range for stop determination 241 is a range within the reference range 220. That is, the range for stop determination 241 is smaller than the reference range 220, and the whole range for stop determination 241 is included within the reference range 220. Specifically, in the example shown in FIG. 17, the reference range 220 is a circular area centered on a position a predetermined distance forward from the position of the player character 201 at the time of transition to the standby mode. Also, the range for stop determination 241 is a circular area centered on the position of the player character 201 and having a smaller radius than the reference range 220. Note that "the range for stop determination 241 is a range within the reference range 220" means that a part of the outer periphery of the range for stop determination 241 overlaps with a part of the outer periphery of the reference range 220. Also, in another example, the range for stop determination 241 may be a range that does not include the position of the player character 201. The specific positions, sizes, and shapes of the reference range 220 and the range for stop determination 241 are arbitrary. For example, both the reference range 220 and the stop determination range 241 may be circular areas centered on the position of the player character 201 .

[0143] 17, the game system 1 sets each of the stop target positions 221-225 within the reference range 220, similar to the above embodiment. In this modification, each of the stop target positions 221-225 is located outside the stop determination range 241. Note that in other examples, each of the stop target positions 221-225 may be set to be located within the stop determination range 241.

[0144] In the above modification, when transitioning to the standby mode, the game system 1 sets the reference range 220 and the range for stop determination 241. Then, the game system 1 stops on the spot the companion characters (the companion characters 202 and 204 in the example shown in FIG. 17) located within the range for stop determination 241 when transitioning to the standby mode. In other words, the game system 1 stops the movement of the companion characters located within the range for stop determination 241 when transitioning to the standby mode, regardless of whether the companion characters are located at the stop target position or not.

[0145] On the other hand, for a companion character (companion characters 203, 205, and 206 in the example shown in FIG. 17) located outside the stop determination range 241 at the time of transition to the standby mode, the game system 1 moves the companion character to a stop target position and then stops the companion character. Therefore, in this modified example, a companion character (companion character 206 in the example shown in FIG. 17) located outside the stop determination range 241 even if located within the reference range 220 at the time of transition to the standby mode will move to the stop target position. Note that in this modified example, the stop target position is located near the outer periphery of the reference range 220 (see FIG. 17) as in the above embodiment. Therefore, in the example shown in FIG. 17, the companion character 206 located within the reference range 220 and outside the stop determination range 241 at the time of transition to the standby mode will move in a direction away from the player character 201. Furthermore, in this modified example, as in the above embodiment, any fellow characters that are located outside the reference range 220 when transitioning to standby mode (fellow characters 203 and 205 in the example shown in FIG. 17) will move to a stop target position, moving from a position outside the reference range 220 to a position within the reference range 220 and then stopping. As a result, in this modified example, as in the above embodiment, each of the fellow characters 202 to 206 will stop moving within the reference range 220 in standby mode.

[0146] As in the above modification, when the player character stops moving, if the companion character is located within the stop determination range 241, which is a range within the reference range 220, the game system 1 may stop the movement of the companion character regardless of whether the companion character is located at the stop target position, and when the companion character is located outside the stop determination range 241, the companion character may move to the stop target position. This can increase the number of cases in which the companion character moves to the stop target position and stops when transitioning to the standby mode compared to the above embodiment. Also, with regard to companion characters near the player character 201 when transitioning to the standby mode (i.e., companion characters within the stop determination range 241), the movement is stopped on the spot in the above modification as in the above embodiment. Therefore, in this modification as in the above embodiment, the possibility that the player feels uncomfortable when the companion character near the player character 201 continues to move when the player character 201 stops moving can be reduced.

[0147] In this embodiment, the companion characters 202-206 do not generally move during standby mode, but in the following first to third exceptional cases, the companion characters may move even during standby mode. Note that when the following first to third exceptional cases occur, the companion characters move in a direction different from the moving direction of the player character, or move in a direction unrelated to the moving direction of the player character. In this respect, the companion characters' movement when the following first to third exceptional cases occur can be said to be a different type of movement from the companion characters' movement in the accompanying mode.

[0148] The first exception is when a companion character becomes ready to fight. Here, in this embodiment, the companion character is controlled by the game system 1 so that it can take one of a non-fighting state and a combat-ready state as a state related to fighting with an enemy character. The non-fighting state is a state in which the companion character does not fight, and the combat-ready state is a state in which the companion character is ready to fight (i.e., a state in which the companion character can perform actions related to fighting). When the companion character becomes ready to fight, the companion character is controlled to perform an action related to an attack on the enemy character (i.e., an action of moving toward the enemy character that is the target of attack, or an action of attacking the enemy character). In this embodiment, the game system 1 transitions the companion character from a non-fighting state to a combat-ready state in response to a predetermined combat condition being satisfied. The specific content of the combat condition is arbitrary. For example, the combat condition is that the companion character itself or the player character is discovered by the enemy character, or that the companion character itself discovers the enemy character. It should be noted that when the battle conditions are no longer met, for example because an enemy character is defeated, the companion character is controlled to return from a battle-ready state to a non-battle state.

[0149] The game system 1 controls the actions of a companion character who is in a combat-ready state because the combat conditions have been met, based on a combat action algorithm. Therefore, even in standby mode, a companion character who is in a combat-ready state may move (for example, move closer to an enemy character) as a result of the action being controlled based on the combat action algorithm.

[0150] When a companion character returns from a combat-capable state to a non-combat state during standby mode, the game system 1 stops the companion character within the above-mentioned reference range. For example, if the position of the companion character at the time of returning to the non-combat state is within the above-mentioned reference range, the game system 1 may stop the companion character on the spot, and if the position of the companion character at the time of returning to the non-combat state is outside the above-mentioned reference range, the game system 1 may move the companion character to a stop target position and then stop the companion character.

[0151] In addition, not only in the standby mode but also in the accompanying mode, a companion character may be in a combat-ready state. In this case, the game system 1 controls the movement of the companion character regardless of the target position (the movement target position in the accompanying mode). In other words, even during movement in the accompanying mode, the game system 1 may set the companion character to a combat-ready state and cause the companion character to perform a movement related to combat regardless of the movement target position.

[0152] As described above, in this embodiment, when a battle condition is satisfied for a companion character to battle another character, the game system 1 moves the companion character regardless of whether the player character is outside the stopping range. This allows the companion character to perform natural actions for battle even in standby mode. Note that, in other embodiments, the game system 1 may move the companion character toward a target position (i.e., a moving target position or a stopping target position) in a battle-ready state as in a non-battle state.

[0153] The movement of the companion character in the battle-ready state may be controlled in consideration of the target position or the reference range, or may be controlled without consideration of the target position and the reference range. In the former case, the game system 1 may move the companion character within a predetermined range centered on the target position or within a reference range.

[0154] In this embodiment, the player character can also attack the enemy character. Specifically, the game system 1 controls the player character to attack other characters (e.g., enemy characters) in response to an operation input by the user. For example, the player character performs an action of attacking the enemy character with a weapon equipped by the player character in response to the operation input. Note that the operation input is different from the operation input by the player character to give instructions to a companion character, and is, for example, an input in which the player character presses the Y button 56 of the right controller 4 while holding a weapon. As described above, according to this embodiment, the player can have the player character itself attack, and can also have the companion character attack in response to an instruction from the player character. This can increase the options for attack, improving the strategic nature of the game.

[0155] The second exception is when the action target object is placed near a companion character that is stopped during standby mode. The above case is, for example, when an item appears near the companion character, or when a non-player character that the player character 201 can talk to moves near the companion character. In the above case, if the companion character is stopped as it is, it becomes difficult for the player to make the player character take an action on the intended target between the action target object and the companion character, as in the case described in FIG. 15.

[0156] Therefore, when the action target object appears near the fellow character stopped during the standby mode, the game system 1 moves the fellow character to a position away from the action target object and stops the fellow character. The position to stop the fellow character may be determined in the same manner as when the position to stop the fellow character is determined in the example shown in FIG. 15. In the above case, if the fellow character is located at a position different from the stop target position (for example, because it was located within a reference range at the time when the standby mode was entered) and the stop target position is a position away from the action target object, the game system 1 may move the fellow character to the stop target position. According to the above, even when an action target object appears near the fellow character during the standby mode, it is possible to make it easier for the player to perform an operation to cause the player character to perform an action on the fellow character or the action target object.

[0157] In the accompanying mode, a movement target position may be set near the action target object. In this case, the game system 1 may change the movement target position to a position away from the action target object in the same manner as when changing the stop target position in the standby mode (see FIG. 15).

[0158] As described above, in this embodiment, in response to an operation input by the player when an action target object is located within an action range set based on the position of the player character, the game system 1 executes control corresponding to the action target object (for example, control to make the player character obtain an item, or control to make the player character talk to a non-player character). In addition, the game system 1 stops the companion character at a position that is not within the action range based on the position of the player character when the action target object is located within the action range (i.e., a position where the player character cannot give instructions to the companion character in a state where the player character can perform an action on the action target object). Specifically, in this embodiment, the game system 1 stops the companion character at a position away from the action target object in three cases: a case where a companion character located outside the reference range at the time of entering the standby mode is stopped within the reference range (see FIG. 15), a case where a companion character located within the reference range at the time of entering the standby mode is stopped within the reference range, and a case where an action target object appears near the companion character after entering the standby mode (i.e., the second exception above). According to the above, it is possible to make it difficult for a situation to occur in which the player character is able to perform an action on both the action target object and the companion character, so that it is possible to make it easier for the player to perform an operation to make the player character perform these actions. Note that, in another embodiment, the game system 1 may stop the companion character at a position away from the action target object only in any one or two of the above three cases.

[0159] In other embodiments, the first action range in which the player character can give instructions to the companion character and the second action range in which the player character can take an action on the action target object may have different shapes and / or sizes. Even if these action ranges are different from each other, the game system 1 stops the companion character at a position where the companion character is not within the first action range when the action target object is located within the second action range, as in this embodiment. For example, when the first action range is larger than the second action range, the game system 1 may stop the companion character at a position where the distance between the action target object and the companion character is longer than the width of the longest part of the first action range. According to the above, as in this embodiment, it is possible to make it difficult for a situation to occur in which the player character can take an action on both the action target object and the companion character.

[0160] The third exception is when an operation in the aiming mode is performed. Here, in this embodiment, the game system 1 is capable of generating game images in a normal mode and an aiming mode as modes for generating game images. The normal mode is a mode in which a game image is generated based on a virtual camera arranged in a position behind the player character (see, for example, FIG. 8). On the other hand, the aiming mode is a mode in which a game image is generated based on a virtual camera arranged in a position closer to the player character than in the normal mode. In this embodiment, for example, when the player character uses a specific weapon or item, the mode for generating game images is set to the aiming mode.

[0161] FIG. 18 is a diagram showing an example of a game image in the aiming mode. The example shown in FIG. 18 shows a state in which the player character 201 is about to launch a remote attack. At this time, as shown in FIG. 18, the game image is generated in the aiming mode. In the aiming mode, the game system 1 changes the orientation of the virtual camera in response to an operation input by the player specifying a direction (for example, an operation input to the analog stick 52 of the right controller 4). Note that in this embodiment, the player character 201 launches a remote attack toward an aiming mark 251 displayed near the center of the game image. Therefore, the player can change the line of sight direction and the direction in which the remote attack is launched in the game image by the above-mentioned operation input.

[0162] In this embodiment, a game image including the player character 201 is generated in the aiming mode as in the normal mode, but in other embodiments, a game image not including the player character 201 (a so-called first-person perspective game image) may be generated in the aiming mode. Also, game images may be generated in the aiming mode not only when the player character 201 performs a remote attack, but also when other items are used (for example, when an item is used whose direction of use is specified by the player) or when a virtual photograph is taken in a virtual space.

[0163] When a game image is generated in the aim mode in the standby mode as described above, the game system 1 moves the companion character so as to be outside the field of view of the virtual camera. For example, when a companion character is positioned within the field of view of the virtual camera due to an operation input that changes the direction of the virtual camera, the companion character moves to a position outside the field of view of the virtual camera and then stops. This makes it possible to prevent the companion character from blocking the view in the aim mode, and makes it easier for the player to operate in the aim mode. Note that the game system 1 may move a companion character that is likely to enter the field of view of the virtual camera before the companion character is positioned within the field of view of the virtual camera, or may move the companion character after the companion character is positioned within the field of view of the virtual camera.

[0164] In addition, not only in the standby mode but also in the accompanying mode, the game system 1 may generate a game image in the aiming mode. At this time, not only in the standby mode but also in the accompanying mode, the game system 1 may move the companion character so as to be outside the field of view of the virtual camera. For example, when the movement target position is within the field of view of the virtual camera, the game system 1 may change the movement target position so as to be outside the field of view.

[0165] In other embodiments, the battle mode in which the companion character is in the above-mentioned combat state and the above-mentioned aiming mode may be set as one of the control modes for controlling the movement of each companion character. That is, the game system 1 may control the movement of the companion character by shifting from the accompanying mode or the standby mode to the battle mode or the aiming mode under certain conditions. In addition, in this embodiment, the method for controlling the movement of each companion character is changed by changing the above-mentioned control mode, but in other embodiments, the control mode does not need to be set, and the method for controlling the movement of each companion character may be changed by any processing. That is, the game system 1 may control the movement of the non-player character as described above by a control method corresponding to the satisfied condition in response to the satisfaction of a condition such as the player character leaving the stop range, the player character stopping, or the non-player character being in a combat state, without setting the control mode.

[0166] In the above, a case has been described as an example in which the target positions (i.e., the movement target positions in the accompanying mode, or the stop target positions in the standby mode) are set to have a predetermined positional relationship based on the position and orientation of the player character in the accompanying mode and the standby mode. Here, the game system 1 may set each target position by changing it from the position that has a predetermined positional relationship with the player character in a specific situation. The target positions may be set to different positions depending on the game situation, for example, as described below.

[0167] For example, if the target position is set at a position that satisfies the above-mentioned predetermined positional relationship, there may be cases where the companion character cannot move to the target position. For example, there may be cases where there is no ground at the target position (i.e., in the air) or where the target position is inside a wall. In such cases, the game system 1 sets the target position to an appropriate position (i.e., a position where the companion character can move). Therefore, for example, when the player character is located on a narrow road with cliffs on both sides, or when the player character is located on a narrow road with walls on both sides, the target position may be set to a position on the road. In this case, the game system 1 may set the target position to a position behind the player character so that the player can easily see ahead of the player character.

[0168] For example, when the second or third exception occurs, the game system 1 may change the target position and move the companion character to the changed target position, instead of moving the companion character without changing the target position. For example, when the second exception occurs, the game system 1 may set the target position at a position away from the action target object. For example, when the third exception occurs, such as when the player character uses a remote attack, the game system 1 may change each target position to be behind the player character and control the companion character to move to the changed target position.

[0169] In this embodiment, the player can instruct each companion character to appear in or exit from the game space. Therefore, the number of companion characters appearing in the game space may be four or less. Therefore, in the accompanying mode and standby mode, the game system 1 sets target positions according to the number of companion characters appearing (i.e., the same number as the number).

[0170] In addition, when four or less target positions are set, the arrangement of each target position is arbitrary. In the present embodiment, in the accompanying mode, when four or less target positions are set, the game system 1 sets the target positions at positions ahead of the player character in the moving direction of the player character, as in the case of setting five target positions. In addition, in the standby mode, when four or less target positions are set, the game system 1 sets each stop target position to surround the player character, as in the case of setting five target positions (except when there is one stop target position). For example, when three target positions are set, each target position may be the same as the three stop target positions 211, 213, and 215 that are arranged to surround the player character 201 among the stop target positions 221 to 225 shown in FIG. 14. In addition, when four or less target positions are set, the game system 1 may set the target positions at positions different from the respective target positions when five target positions are set.

[0171] Furthermore, when the player character is in a specific situation, the game system 1 may cause the companion character to temporarily exit the game space regardless of the presence or absence of a command from the player. For example, the companion character may exit the game space while the player character is climbing a wall, gliding through the air, or falling. During the above, the game system 1 may or may not set a target position.

[0172] [2-3. Processing when a designated companion character is set] Next, a case where a designated companion character is set from among the companion characters will be described. In this embodiment, the game system 1 may set one of the companion characters as the designated companion character. Details will be described later, but for example, the companion character for which a preparation instruction was last given among the companion characters is set as the designated companion character. In this embodiment, the designated companion character is placed in a position closer to the player character than normal companion characters (i.e. companion characters other than the designated companion character) in the above-mentioned accompanying mode and standby mode. The designated companion character will be described below.

[0173] Fig. 19 is a diagram showing an example of the arrangement of each character when a designated companion character is set in the accompanying mode. In the example shown in Fig. 19, it is assumed that companion character 202 is set as the designated companion character. When a designated companion character is set in the accompanying mode, game system 1 sets designated movement target position 261, which is a movement target position corresponding to the designated companion character, as shown in Fig. 19.

[0174] When the designated movement target position 261 is set, four normal movement target positions are set (i.e., one less than the number of fellow characters appearing). In the example shown in FIG. 19, the normal movement target positions 211-214 are the same as when the designated movement target position 261 is not set (see FIG. 12), but may be different positions. In the example shown in FIG. 19, the designated movement target position 261 is set instead of the normal movement target position 215, but the designated movement target position 261 may be set instead of any one of the other movement target positions 211-214.

[0175] As shown in FIG. 19, the designated movement target position 261 is set to be the closest position to the player character 201 among the movement target positions 211-214 and 261. That is, the game system 1 sets the designated movement target position 261 so that the distance from the player character 201 to the designated movement target position 261 is shorter than each distance from the player character 201 to the normal movement target positions 211-214. Note that the control method for moving each companion character to each movement target position is the same when the designated companion character is set as when the designated companion character is not set. Therefore, the designated companion character 202 is controlled to move toward the designated movement target position 261, and is therefore likely to be disposed at the closest position to the player character 201 among the companion characters 202-206.

[0176] As a result, it is easier for the player character 201 to give instructions to the designated companion character 202 than to the normal companion characters 203 to 206. Here, it is considered that there may be situations in the game where the player wishes to give instructions to the companion character whom the player has instructed to perform a skill action again (i.e., without giving instructions to other companion characters). According to this embodiment, by setting a designated companion character, it is possible to make it easier for the player to give instructions to a desired companion character (i.e., the companion character set as the designated companion character) in the above-mentioned situation.

[0177] In the accompanying mode, the designated movement target position 261 is set in front of the player character 201, similar to the other movement target positions 211-214 (see FIG. 19). Therefore, when a designated companion character is set, as when it is not set, a game image (see FIG. 11) including each companion character 202-206 is more likely to be generated, and the player can more easily grasp the position of each companion character 202-206 in the accompanying mode.

[0178] Also, as described above, in the accompanying mode, in response to the player character moving toward at least one of the multiple companion characters, the game system 1 makes the movement speed of the companion character slower than the movement speed of the player character (see FIG. 13). Therefore, in the same manner as for the normal companion character, when the player character moves toward the designated companion character, the game system 1 makes the movement speed of the designated companion character slower than the movement speed of the player character. For example, the movement speed of the designated companion character may be changed to a speed lower than the upper limit of the movement speed of the player character, may be changed to a speed lower than the current movement speed of the player character, or may be changed to 0. As a result, the player character can easily approach the designated companion character, and therefore it is possible to easily give instructions to the designated companion character.

[0179] Fig. 20 is a diagram showing an example of the arrangement of each character when a designated companion character is set in the standby mode. In the example shown in Fig. 20, it is assumed that companion character 202 is set as the designated companion character. When a designated companion character is set in the standby mode, game system 1 sets designated stop target position 262, which is a stop target position corresponding to the designated companion character, as shown in Fig. 20.

[0180] When the designated stop target position 262 is set, four normal stop target positions are set (i.e., a number one less than the number of fellow characters appearing). In the example shown in FIG. 20, the normal stop target positions 222-225 are the same as when the designated stop target position 262 is not set (see FIG. 14), but may be different positions. In the example shown in FIG. 20, the designated stop target position 262 is set instead of the normal stop target position 221, but the designated stop target position 262 may be set instead of any one of the other stop target positions 222-225.

[0181] As shown in FIG. 20, the designated stop target position 262 is set to a position that is the closest to the player character 201 among the stop target positions 221-224 and 262. That is, the game system 1 sets the designated stop target position 262 so that the distance from the player character 201 to the designated stop target position 262 is shorter than each distance from the player character 201 to the normal stop target positions 222-225. Note that the control method for moving the companion character to the target position in the standby mode is the same when the designated companion character is set as when the designated companion character is not set. That is, the game system 1 stops the companion character whose position at the time of transition to the standby mode is within the above-mentioned reference range 220 at the spot, and moves the companion character whose position at the time of transition to the standby mode is outside the reference range 220 to the stop target position and then stops the companion character.

[0182] As described above, since the designated companion character 202 is likely to be placed near the player character 201 in the accompanying mode, if the designated companion character 202 is located within the reference range 220 when the accompanying mode is switched to the standby mode, the designated companion character 202 is placed near the player character 201. Also, even if the designated companion character 202 is located outside the reference range 220 when the accompanying mode is switched to the standby mode, the designated companion character 202 moves to the designated stop target position 262 near the player character 201 and then stops, so that the designated companion character 202 is placed near the player character 201. Therefore, even in the standby mode, the designated companion character 202 is likely to be placed at the position closest to the player character 201 among the companion characters 202 to 206.

[0183] As described above, in this embodiment, while the multiple companion characters are moving in response to the movement of the player character (i.e., during the accompanying mode), the game system 1 controls the movement of the multiple companion characters so that the distance between the designated companion character and the player character is closer than the distance between the normal companion character and the player character (see FIG. 19). In addition, in response to the stop of the player character's movement, the game system 1 stops the movement of the multiple companion characters so that the distance between the designated companion character and the player character is closer than the distance between the normal companion character and the player character. Specifically, the game system 1 sets the stop target positions of the multiple companion characters so that the distance between the designated companion character and the player character is closer than the distance between the normal companion character and the player character. This makes it easier for the designated companion character to be positioned closer to the player character both when the multiple companion characters are moving and when they are stopped. In addition, by using the stop target positions, the movement control of each companion character when stopping can be easily performed. In other embodiments, the game system 1 may control the movement of the multiple companion characters so that the distance between the designated companion character and the player character is closer than the distance between a normal companion character and the player character, only in either the accompanying mode or the standby mode.

[0184] The process of transitioning from the standby mode to the accompanying mode is the same whether or not a designated companion character is set. That is, when the player character resumes movement after stopping, the game system 1 does not resume the movement of the companion character in response to the movement of the player character (i.e., the movement controlled in the accompanying mode) while the player character is moving within the stopping range, but resumes the movement of the companion character in response to the movement of the player character in response to the player character going out of the stopping range.

[0185] In another embodiment, a stop range different from that used for a normal companion character may be used for the designated companion character. That is, the game system 1 may use a first stop range as the stop range for the designated companion character, and a second stop range as the stop range for the normal companion character, and set the first stop range narrower than the second stop range. Specifically, the second stop range may be a range inside at least one of the reference range and the additional range based on the position of the normal companion character, and the first stop range may be a range inside at least one of a circular range with a radius smaller than the reference range and the additional range based on the position of the designated companion character. According to the above, the game system 1 can start the movement control in the accompanying mode for the designated companion character at an earlier timing than the normal companion character. As a result, the designated companion character starts the movement accompanying the player character at an earlier timing than the normal companion character, making it easier to arrange the designated companion character in a position close to the player character.

[0186] In addition, when the above-mentioned first to third exceptions occur, the process of moving the companion character regardless of the target position is the same as when the designated companion character is set or not set. In addition, in another embodiment, when the designated companion character is in a battle-ready state, the game system 1 may be controlled to move the designated companion character to a position close to the player character. That is, the game system 1 may control the movement of the companion characters in a positional relationship in which the distance between the designated companion character and the player character is closer than the distance between a normal companion character and the player character during the movement of the companion character in response to the fulfillment of the battle condition. Specifically, the game system 1 may control the movement of the normal companion character for battle regardless of the target position, while controlling the movement of the designated companion character for battle so that the designated companion character moves within a predetermined range or a reference range centered on the designated stop target position or the designated movement target position. According to the above, it is possible to easily place the designated companion character in a position close to the player character even while the designated companion character is fighting.

[0187] Next, a method for setting the designated companion character will be described. In this embodiment, the game system 1 sets the companion character for which a preparation instruction was last given as the designated companion character, except for a specific game scene described later. Therefore, for example, when a designated companion character is set and a preparation instruction is given to a normal companion character, the designated companion character is replaced. That is, when a predetermined control corresponding to a normal companion character (i.e., a control for putting the companion character in a preparation state) is executed, the game system 1 changes the designated companion character that has been set up until then to a normal companion character, and sets the normal companion character for which the predetermined control is executed as a new designated companion character. Here, if there are too many designated companion characters, many companion characters are placed near the player character, and it becomes more likely that multiple companion characters will be included in the action range based on the player character. As a result, it may become more difficult for the player to give instructions to the companion character that he or she intends. In contrast, according to this embodiment, the designated companion character can be replaced, so that it is possible to prevent the designated companion character from becoming too many, and the above possibility can be reduced. Also, in this embodiment, the designated companion character can be replaced by a preparation instruction, so that the player does not need to perform a separate operation for replacement, and can easily perform the operation. In other embodiments, when a designated companion character is set and a preparation instruction is given to a normal companion character, the game system 1 may simply add a designated companion character without replacing the designated companion character as described above.

[0188] In this embodiment, the number of designated companion characters set at the same time is one, but in other embodiments, multiple companion characters may be set as the designated companion characters at the same time. However, the upper limit of the designated companion characters is set to be less than the number of companion characters that can accompany. When the number of designated companion characters set has already reached the upper limit, the game system 1 changes one of the designated companion characters set up until then to a normal companion character in response to the execution of control to set the normal companion character to a ready state, and sets the normal companion character for which the control has been executed as a new designated companion character. The above phrase "changing the designated companion character set up until then to a normal companion character" includes changing one of the designated companion characters to a normal companion character when multiple designated companion characters are set.

[0189] When the designated companion character is replaced as described above, the game system 1 also changes the correspondence between the companion character and the target position. That is, the companion character that is newly set as the designated companion character is associated with the designated movement target position or the designated stop target position, and the companion character that is changed back to the normal companion character is associated with the normal movement target position or the normal stop target position. This makes it easier for the new designated companion character to be positioned near the player character.

[0190] Also, as described above, in this embodiment, the game system 1 sets the companion character as a designated companion character in response to a preparation instruction being given to the companion character. Here, in this embodiment, the first control executed in response to the preparation instruction is a control for transitioning to a preparation state for a second control in which the companion character can affect other objects. Also, in the preparation state for the second control, the game system 1 executes the second control in response to an operation input by the user (i.e., an operation input for performing an execution instruction). Note that the second control may be one in which the companion character can affect other objects, and may be a control for causing the companion character to perform a skill action to attack an enemy character in this embodiment, or may be a control for causing the companion character to perform an action to destroy an object (e.g., a rock) placed in the game space. As described above, according to this embodiment, the player can set the designated companion character by a preparation instruction without causing the companion character to perform the second control that can affect other characters. Note that, in this embodiment, when the second control for causing the companion character to perform a skill action is executed, the companion character is restricted from performing a skill action again until the above-mentioned waiting time has elapsed. However, by setting a designated ally character by a preparation instruction as described above, it is possible to set a designated ally character without restricting the execution of skill actions.

[0191] In addition, in this embodiment, in a specific game scene, regardless of which of the companion characters was last instructed to prepare, a companion character according to that scene is set as the designated companion character. That is, in a specific game scene, the game system 1 sets a companion character associated with the specific game scene among a plurality of companion characters as the designated companion character. This makes it easier to give instructions to a specific companion character in a specific game scene. For example, in a specific game scene, a game may be designed so that a skill action by the companion character is effective in progressing the game, such as by appearing many enemy characters that are weak against attacks by a skill action by the companion character associated with the game scene, or by configuring a terrain so that the player can advance by utilizing the skill action. At this time, by setting a companion character suitable for the game scene as the designated companion character, it becomes easier for the player to progress through the game.

[0192] The specific game scene may be, for example, a specific period in a game scenario, a scene in which the player character is in a specific area, or a scene in which the player character fights a specific enemy character. Also, the game system 1 may associate different companion characters with each of a plurality of game scenes. In this way, the game system 1 can change the designated companion character for each of the plurality of game scenes.

[0193] In addition, in a specific game scene, when a friend character associated with the specific game scene is set as a designated friend character, even if the player character issues a preparation instruction to a normal friend character, the normal friend character is not set as a designated friend character (i.e., the designated friend character is not changed). However, in other embodiments, in response to the player character issuing a preparation instruction to a normal friend character in the above case, the normal friend character may be set as a designated friend character. Furthermore, in a specific game scene, when a friend character other than the friend character associated with the specific game scene is set as a designated friend character, in response to the designated friend character exiting the game space, the game system 1 may set the friend character associated with the specific game scene as a designated friend character.

[0194] In other embodiments, the above-mentioned specific game scene may not be set, and the process of setting a companion character corresponding to the specific game scene as a designated companion character may not be executed. Also, in other embodiments, the game system 1 may execute the process of setting a companion character corresponding to the specific game scene as a designated companion character, and may not execute the process of setting the companion character for which the preparation instruction was last given among the companion characters as a designated companion character. Furthermore, in other embodiments, the game system 1 may not execute the process of setting as a designated companion character.

[0195] In this embodiment, the game system 1 cancels the setting of the designated companion character when a predetermined cancellation condition is satisfied. The specific content of the cancellation condition is arbitrary. In this embodiment, when the designated companion character exits the game space by the instruction of the player, the setting of the designated companion character is cancelled. Therefore, the player can easily cancel the setting of the designated companion character by having the designated companion character exit the game space. In addition to the above cases, the setting of the designated companion character may also be cancelled, for example, when the game is suspended and then resumed using save data, or when the player character moves to a warp point set in the game space during the game.

[0196] [3. Specific examples of processing in game systems] Next, a specific example of information processing in the game system 1 will be described with reference to FIGS.

[0197] Fig. 21 is a diagram showing an example of various data used for information processing in the game system 1. The various data shown in Fig. 21 is stored in a storage medium accessible by the main unit 2 (for example, the flash memory 84, the DRAM 85, and / or a memory card inserted in the slot 23, etc.).

[0198] As shown in Fig. 21, the game system 1 stores a game program. The game program is a game program for executing game processing in this embodiment (specifically, the processing shown in Figs. 22 to 26). The game system 1 also stores player character data, friend character data, and designated friend character data.

[0199] The player character data is data related to the player character, and includes, for example, data indicating the position and orientation of the player character in the game space, data indicating the state of the player character (such as physical strength), and data indicating items held by the player character.

[0200] The companion character data is data related to the companion character. The companion character data is stored for each companion character. In this embodiment, the companion character data includes arrangement data, target position data, movement speed data, elapsed time data, and combat status data. The arrangement data indicates the position and orientation of the companion character in the game space. The target position data indicates a target position corresponding to the companion character among the target positions set by the game system 1. The movement speed data indicates the movement speed of the companion character. The remaining time data indicates the remaining time until the above-mentioned waiting time elapses when the companion character performs a skill action (i.e., until another skill action is possible). The combat status data indicates the combat status of the companion character (i.e., whether the companion character is in a non-combat state or a combat-ready state).

[0201] The designated ally character data is data that indicates the designated ally character that is being set. If a designated ally character is not set, the designated ally character data is not stored.

[0202] 22 and 23 are flowcharts showing an example of the flow of game processing executed by the game system 1. The game processing shown in Fig. 22 is started, for example, when an instruction to start the game is given by a player during execution of the game program. Note that, at the start of the game, each companion character may have appeared in the game space or may have exited from the game space.

[0203] In this embodiment, the processor 81 of the main unit 2 executes the game program stored in the game system 1 to execute the processes of the steps shown in FIGS. 22 to 26. However, in other embodiments, some of the processes of the steps may be executed by a processor (e.g., a dedicated circuit) other than the processor 81. In addition, if the game system 1 can communicate with another information processing device (e.g., a server), some of the processes of the steps shown in FIGS. 22 to 26 may be executed in the other information processing device. In addition, the processes of the steps shown in FIGS. 22 to 26 are merely examples, and the order of the processes of the steps may be changed as long as the same results are obtained, and other processes may be executed in addition to (or instead of) the processes of the steps.

[0204] 22 to 26, the processor 81 executes the processes of the steps shown in Fig. 22 to 26 by using a memory (for example, DRAM 85). That is, the processor 81 stores information (in other words, data) obtained by each processing step in the memory, and when using the information in the subsequent processing steps, reads the information from the memory and uses it.

[0205] In step S1 shown in Fig. 22, processor 81 controls the movement of the player character based on an operation input by the player. That is, processor 81 acquires operation data received from each controller via controller communication unit 83 and / or each terminal 17 and 21 at an appropriate timing, and controls the movement of the player character based on the acquired operation data. This allows the player character to move within the game space, perform an attacking action, or take an action on the above-mentioned action target object. Following step S1, the process of step S2 is executed.

[0206] In step S2, processor 81 controls the actions of characters other than the player character and the companion character (e.g., enemy characters). That is, processor 81 controls the actions of the other characters according to an algorithm defined in the game program. Following step S2, the process of step S3 is executed.

[0207] In step S3, the processor 81 determines whether or not to cause the companion character appearing in the game space to exit from the game space. Specifically, when an instruction to cause the companion character to exit from the game space is given by the player, or when a condition for causing the companion character to temporarily exit from the game space is satisfied, the processor 81 determines that the companion character is to exit from the game space. On the other hand, when the instruction is not given by the player and the condition is not satisfied, the processor 81 determines that the companion character is not to exit from the game space. Note that a specific method for the player to give an instruction to cause the companion character to exit from the game space is arbitrary. For example, the processor 81 may receive an operation input for an instruction to specify the companion character to be exited from the game space on a menu screen displayed in response to a predetermined operation input by the player. Also, the above condition is that the companion character is away from the player character by a predetermined distance or more, or that the player character is in the above-mentioned specific situation (specifically, a situation in which the player character climbs a wall or glides through the air). If the determination result in step S3 is positive, the process in step S4 is executed. On the other hand, if the result of the determination in step S3 is negative, the process in step S4 is skipped and the process in step S5 is executed.

[0208] In step S4, processor 81 causes the companion character to exit the game space. That is, processor 81 causes the companion character designated by the player or the companion character for which the above condition is satisfied to exit the game space. At this time, processor 81 updates the placement data included in the companion character data related to the exited companion character stored in memory to indicate that the companion character is not placed in the game space. Furthermore, if the companion character that exits is exited by instruction from the player and is a designated companion character, processor 81 cancels the setting of the designated companion character. That is, in this case, processor 81 deletes the designated companion character data stored in memory. Following step S4, the process of step S5 is executed.

[0209] In step S5, the processor 81 determines whether or not to make the companion character appear in the game space. Specifically, when an instruction to make the companion character appear in the game space is given by the player, or when a condition for a companion character that has temporarily exited the game space to reappear in the game space is satisfied, the processor 81 determines that the companion character will appear in the game space. On the other hand, when the instruction is not given by the player and the condition is not satisfied, the processor 81 determines that the companion character will not appear in the game space. Note that a specific method for the player to give an instruction to make the companion character appear in the game space is arbitrary. For example, the processor 81 may receive an operation input for an instruction to specify a companion character to appear in the game space on the above-mentioned menu screen. Also, the above-mentioned condition is that the companion character has been temporarily exited from the game space because the companion character has moved away from the player character by a predetermined distance or more, or that the companion character has been temporarily exited because the player character has entered the above-mentioned specific situation (specifically, a situation in which the player character climbs a wall or glides through the air), and the specific situation has been released. If the determination result in step S5 is positive, the process proceeds to step S6. On the other hand, if the determination result in step S5 is negative, the process proceeds to step S7, skipping step S6.

[0210] In step S6, the processor 81 makes the companion character appear in the game space. That is, the processor 81 makes the companion character designated by the player or the companion character for which the above condition is satisfied appear at a predetermined position around the player character. At this time, the processor 81 updates the companion character data related to the companion character that has appeared, stored in the memory, to indicate the position and orientation of the companion character arranged in the game space. Note that, when the first companion character appears in step S6 (that is, when the companion character appears from a state in which no companion character has appeared), the control mode for controlling the movement of the companion character may be set to a predetermined default mode out of the accompanying mode and the standby mode, or may be set to a mode that was set when the companion character last appeared. In addition, when the second or subsequent companion characters appear in step S6, the control mode currently set (that is, the accompanying mode or the standby mode) is maintained. That is, the second or subsequent companion characters that have newly appeared are controlled in the same control mode as the companion characters that have already appeared. Following step S6, the process of step S7 is executed.

[0211] In step S7, processor 81 controls the state of each fellow character with respect to combat. That is, processor 81 determines whether or not the combat conditions are met for each fellow character appearing in the game space based on the results of controlling the actions of each character by the processing of steps S1 and S2. Then, processor 81 sets the fellow characters for which the combat conditions are met to a combat-ready state, and sets the fellow characters for which the combat conditions are not met to a non-combat state. At this time, processor 81 updates the combat state data for each fellow character stored in memory to indicate the set contents. Following step S7, the processing of step S8 is executed.

[0212] In step S8, processor 81 determines whether the control mode for moving the companion character is the accompanying mode described above. If the determination result in step S8 is positive, the process of step S9 is executed. On the other hand, if the determination result in step S8 is negative (i.e., if the control mode is the standby mode), the process of step S11 described below is executed.

[0213] In step S9, processor 81 determines whether or not the movement of the player character has been stopped based on the processing result in step S1 described above. If the determination result in step S9 is positive, the process proceeds to step S10. On the other hand, if the determination result in step S9 is negative, the process proceeds to step S13, which will be described later.

[0214] In step S10, processor 81 transitions the control mode for moving the companion character to a standby mode. After step S10, the process of step S14, which will be described later, is executed.

[0215] In step S11, processor 81 determines whether or not the player character has gone outside the stopping range based on the processing result in step S1 described above. If the determination result in step S11 is positive, the processing in step S12 is executed. On the other hand, if the determination result in step S11 is negative, the processing in step S13 described below is executed.

[0216] In step S12, processor 81 transitions the control mode for moving the companion character to an accompanying mode. After step S12, the process proceeds to step S13.

[0217] In step S13, processor 81 executes an accompanying mode process for controlling the movement of companion characters in the accompanying mode. Although details will be described later, in the accompanying mode process, processor 81 moves each companion character to accompany the player character in response to the movement of the player character (see FIG. 24). Following step S13, the process of step S15 (see FIG. 23) is executed.

[0218] In step S14, processor 81 executes standby mode processing for controlling the movement of fellow characters in standby mode. Although details will be described later, in the standby mode processing, processor 81 stops the movement of each fellow character within a reference range based on the player character in response to the stop of the movement of the player character (see FIG. 26). Following step S14, the processing of step S15 (see FIG. 23) is executed.

[0219] 23, processor 81 determines, based on the operation data, whether or not an operation input for issuing a preparation command has been performed by the player with a companion character located within the action range of the player character. If the determination result of step S15 is positive, processing of step S16 is executed. On the other hand, if the determination result of step S15 is negative, processing of steps S16 to S18 is skipped, and processing of step S19, which will be described later, is executed.

[0220] In step S16, processor 81 causes the fellow character instructed by the player character to perform the action that puts the fellow character in the above-mentioned preparation state (for example, the action of getting behind the player character as shown in FIG. 9). At this time, processor 81 updates the fellow character data stored in memory to indicate the content after the action. Following step S16, the process of step S17 is executed.

[0221] In step S17, processor 81 determines whether or not it is the above-mentioned specific game scene in which a specific friend character is set as a designated friend character. If the result of the determination in step S17 is negative, the process of step S18 is executed. On the other hand, if the result of the determination in step S17 is positive, the process of step S18 is skipped, and the process of step S19 described below is executed.

[0222] In step S18, processor 81 sets the companion character for which the preparation instruction has been given as the designated companion character. That is, processor 81 updates the designated companion character data stored in memory to indicate the companion character for which the preparation instruction has been given. Following step S18, the process of step S19 is executed.

[0223] In step S19, processor 81 determines, based on the operation data, whether or not an operation input for issuing an instruction to execute a skill action to a friend character in a ready state has been performed by the player. Note that a friend character is in a state in which it is capable of executing a skill action, which is a state after the above-mentioned waiting time has elapsed since the friend character last executed a skill action (i.e., the time indicated by the remaining time data stored in the memory becomes 0). If the determination result of step S19 is positive, the process of step S20 is executed. On the other hand, if the determination result of step S19 is negative, the process of step S20 is skipped and the process of step S21 is executed.

[0224] In step S20, processor 81 causes the fellow character to perform the above-mentioned skill action (for example, the action of generating wind shown in FIG. 10) in response to an execution instruction from the player character. At this time, processor 81 updates the fellow character data stored in memory to indicate the content after the action. Processor 81 also updates the remaining time data included in the fellow character data stored in memory to indicate the length of the above-mentioned waiting time. Thereafter, processor 81 successively updates the remaining time data so as to decrease the time indicated by the remaining time data in accordance with the passage of time. Following step S20, the process of step S21 is executed.

[0225] In step S21, processor 81 determines whether or not the game is in the above-mentioned specific game scene (for example, a scene in which the player character is located in a specific area, or a scene in which the player character is fighting a specific enemy character, etc.) based on the results of controlling the movements of each character through the processes of steps S1 and S2 above. If the result of the determination in step S21 is positive, the process of step S22 is executed. On the other hand, if the result of the determination in step S21 is negative, the process of step S22 is skipped and the process of step S23 is executed.

[0226] In step S22, processor 81 sets the companion character associated with the current game scene (i.e., the game scene determined to have been transitioned to in step S21) as the designated companion character. That is, processor 81 updates the designated companion character data stored in memory to content indicating the companion character. Following step S22, the process of step S23 is executed. Note that while the game scene continues, the designated companion character is not changed even if a preparation instruction is issued (see steps S17 and S18), and therefore the companion character associated with the game scene remains set as the designated companion character.

[0227] In step S23, the processor 81 generates a game image representing the game space and displays it on the display device. For example, the processor 81 generates a game image representing the game space including the player character based on the position and orientation of a virtual camera controlled according to an operation input by the player. At this time, if a companion character is included in the game image, an image of the companion character is generated based on companion character data reflecting the processing result of step S13 or S14. If a preparation instruction can be given to the companion character, the processor 81 displays the above-mentioned preparation instruction image together with the image of the game space (see FIG. 8), and if an execution instruction can be given to the companion character, displays the above-mentioned execution instruction image together with the image of the game space (see FIG. 9). As described above, the processor 81 generates a game image in the aim mode depending on the game situation. During the game, the processing loop of steps S1 to S23 is repeatedly executed at a rate of once per predetermined time (for example, one frame time), and the game image is updated to dynamically reflect the state of the game space. The display device on which the game image is displayed may be the above-mentioned display 12, or may be another display device connected to the main unit 2.

[0228] Following step S23, the process of step S1 is executed again. Thereafter, a series of processes from steps S1 to S23 are executed repeatedly during the game. The game process shown in Fig. 22 and Fig. 23 ends when the game is ended. Also, the game process may be interrupted in a predetermined situation during the game (for example, when a video for game effects is played, etc.).

[0229] FIG. 24 is a sub-flowchart showing an example of a detailed flow of the accompanying mode processing in step S13 shown in FIG. 22. In the accompanying mode processing, first, in step S31, processor 81 sets the above-mentioned movement target positions. Specifically, processor 81 sets the same number of movement target positions as the number of fellow characters appearing in the game space according to the method described in "[2-2. Processing for controlling the movement of fellow characters]" above. Note that, when a designated fellow character is set, one of the one or more movement target positions that are set is a designated movement target position. Following step S31, the processing of step S32 is executed.

[0230] In step S32, processor 81 sets a correspondence between the movement target position set in step S31 and the friend character. This correspondence is set according to the method described in "[2-2. Processing for controlling the movement of a friend character]" above. If a designated friend character is set, the above correspondence is set so that the designated friend character corresponds to the designated movement target position. Processor 81 updates each target position data included in each friend character data stored in memory so that it indicates the set correspondence. Following step S32, the process of step S33 is executed.

[0231] In step S33, processor 81 selects one of the companion characters appearing in the game space. At this time, processor 81 selects a companion character that has not yet been selected in the processing loop of steps S33 to S40 in the current accompanying mode. Following step S33, the processing of step S34 is executed.

[0232] In step S34, processor 81 determines whether or not the companion character selected in step S33 is in a combat-capable state. This determination is made based on combat state data related to the companion character stored in memory. If the determination result in step S34 is positive, the process of step S35 is executed. On the other hand, if the determination result in step S34 is negative, the process of step S36 is executed.

[0233] In step S35, processor 81 controls the companion character selected in step S33 to perform an action for combat. That is, processor 81 causes the companion character to perform an attack action against another character that is the target of attack, or a movement action toward the other character that is the target of attack, based on a combat action algorithm defined in the game program. At this time, processor 81 updates the companion character data stored in memory to indicate the content after the action. Following step S35, the process of step S40, which will be described later, is executed.

[0234] In step S36, processor 81 determines whether or not the player character is moving toward the companion character selected in step S33 based on the result of controlling the movement of the player character by the process of step S1. If the result of the determination in step S36 is negative, the process of step S37 is executed. On the other hand, if the result of the determination in step S36 is positive, the process of step S38 is executed.

[0235] In step S37, processor 81 sets the movement speed of the friend character selected in step S33 in the normal manner. That is, if the friend character can reach the movement target position corresponding to the friend character at a speed equal to or lower than the upper limit speed, the movement speed is set to a speed at which the friend character reaches the movement target position, and if the friend character cannot reach the movement target position, the movement speed is set to the upper limit speed. At this time, processor 81 updates the movement speed data included in the friend character data stored in memory to indicate the set speed. Following step S37, the process of step S39 is executed.

[0236] On the other hand, in step S38, processor 81 sets the movement speed of the friend character selected in step S33 to a speed slower than the movement speed of the player character. At this time, processor 81 updates the movement speed data included in the friend character data stored in memory to indicate the set speed. Following step S38, the process of step S39 is executed.

[0237] In step S39, processor 81 moves the friend character selected in step S33 toward the movement target position set in step S32. At this time, processor 81 moves the friend character at the movement speed set in step S37 or S38. That is, processor 81 moves the friend character toward the position indicated by the target position data stored in memory for the friend character at the movement speed indicated by the movement speed data. Processor 81 also updates the friend character data stored in memory to indicate the position and orientation after the movement. Following step S39, the process of step S40 is executed.

[0238] In step S40, processor 81 determines whether or not all of the companion characters appearing in the game space have been selected in step S33 (i.e., whether movement control has been performed for all companion characters). If the determination result in step S40 is negative, the process of step S33 is executed again. Thereafter, the process loop of steps S33 to S40 is repeatedly executed until all companion characters have been selected in step S33. On the other hand, if the determination result in step S40 is positive, processor 81 ends the accompanying mode process.

[0239] 25 and 26 are sub-flowcharts showing an example of a detailed flow of the standby mode process in step S14 shown in FIG. 22. In the standby mode process, first, in step S51, processor 81 determines whether or not it is the time when the standby mode has started. This determination is made based on whether or not the process of step S10 (i.e., the process of shifting the control mode to the standby mode) has been executed in the current process loop of steps S1 to S23. If the determination result of step S51 is positive, the process of step S52 is executed. On the other hand, if the determination result of step S51 is negative, the processes of steps S52 to S54 are skipped and the process of step S55 is executed.

[0240] In step S52, processor 81 sets the above-mentioned stop target positions. Specifically, processor 81 sets the same number of stop target positions as the number of fellow characters appearing in the game space, according to the method described above in "[2-2. Processing for controlling the movement of fellow characters]". Note that, when a designated fellow character is set, one of the one or more set stop target positions is a designated stop target position. Following step S52, the processing of step S53 is executed.

[0241] In step S53, processor 81 sets a correspondence between the stop target position set in step S52 and the friend character. This correspondence is set according to the method described in "[2-2. Processing for controlling the movement of a friend character]" above. If a designated friend character is set, the above correspondence is set so that the designated friend character corresponds to the designated stop target position. Processor 81 updates each target position data included in each friend character data stored in memory so that the data indicates the set correspondence. Following step S53, the process of step S54 is executed.

[0242] In step S54, processor 81 sets a reference range in the game space based on the result of controlling the movement of the player character by the process of step S1. For example, processor 81 stores information for identifying the reference range (for example, the center position of the reference range, i.e., the current position of the player character) in memory. Following step S54, the process of step S55 is executed.

[0243] In step S55, processor 81 selects one of the companion characters appearing in the game space. At this time, processor 81 selects a companion character that has not yet been selected in the processing loop of steps S55 to S65 in the current stop mode. Following step S55, the processing of step S56 is executed.

[0244] In step S56, processor 81 determines whether or not the companion character selected in step S55 is in a battle-capable state. This determination is made in the same manner as the determination in step S34 described above. If the determination result in step S56 is positive, the process of step S57 is executed. On the other hand, if the determination result in step S56 is negative, the process of step S58 is executed.

[0245] In step S57, processor 81 controls the companion character selected in step S55 to perform an action for combat. The process of step S57 is performed similarly to the process of step S35 described above. Following step S57, the process of step S67 shown in FIG. 26, which will be described later, is performed.

[0246] In step S58, processor 81 determines whether or not the companion character selected in step S55 is located within the field of view of the virtual camera when the game image is generated in the above-mentioned aiming mode. If the determination result in step S58 is positive, the process of step S59 is executed. On the other hand, if the determination result in step S58 is negative, the process of step S60 is executed.

[0247] In step S59, processor 81 moves the companion character selected in step S55 so as to be positioned outside the field of view of the virtual camera. At this time, processor 81 updates the companion character data stored in memory to indicate the position and orientation after the movement. Note that the companion character does not need to be controlled to move to the outside of the field of view of the virtual camera by one processing of step S59, and may be controlled to move to the outside of the field of view of the virtual camera by multiple processing of step S59 as a result of an upper limit being set on the moving speed. Following step S59, the processing of step S67 shown in FIG. 26 described later is executed.

[0248] In step S60, the processor 81 determines whether or not the friend character selected in step S55 is located near the above-mentioned action target object. Note that the result of the determination in step S60 is positive when (1) the action target object is located near the friend character located within the reference range at the time of entering the standby mode, or (2) when the action target object appears near the friend character stopped at the stop target position after entering the standby mode. Note that the determination of whether or not the friend character is located near the action target object is made depending on, for example, whether or not the distance between the action target object and the friend character is shorter than the width of the longest part of the action range. If the result of the determination in step S60 is positive, the process of step S61 is executed. On the other hand, if the result of the determination in step S60 is negative, the process of step S62 shown in FIG. 26 is executed.

[0249] In step S61, processor 81 moves the friend character selected in step S55 to a position away from the action target object. Specifically, processor 81 moves the friend character to a position where the distance between the action target object and the friend character is longer than the width of the longest part of the action range. At this time, processor 81 updates the friend character data stored in memory to indicate the position and orientation after the movement. Note that the friend character does not need to be controlled to move to the above position by one processing of step S61, and may be controlled to move to the above position by multiple processing of step S61 as a result of an upper limit being set on the moving speed. Following step S61, processing of step S67 shown in FIG. 26 described later is executed.

[0250] In step S62 shown in Fig. 26, processor 81 determines whether or not the companion character selected in step S55 was located outside the above-mentioned reference range at the time when the standby mode was started. The determination process in step S62 is a process for determining whether the companion character selected in step S55 is moved to the stop target position and then stopped, or is stopped at the position at the time when the standby mode was started. If the determination result in step S62 is positive, the process in step S63 is executed. On the other hand, if the determination result in step S62 is negative, the process in step S65 described later is executed.

[0251] In step S63, processor 81 determines whether or not the companion character selected in step S44 has reached the stop target position. If the determination result in step S63 is negative, the process of step S64 is executed. On the other hand, if the determination result in step S63 is positive, the process of step S67, which will be described later, is executed.

[0252] In step S64, the processor 81 judges whether or not the stop target position corresponding to the friend character selected in step S55 is located near the above-mentioned action target object. The judgment process in step S64 is a process for judging whether or not the stop target position corresponding to the friend character located outside the reference range at the time of the standby mode being set is located near the action target object. The judgment of whether or not the stop target position is located near the action target object is made, for example, depending on whether or not the distance between the action target object and the stop target position is shorter than the width of the longest part of the action range. If the judgment result in step S64 is positive, the process in step S65 is executed. On the other hand, if the judgment result in step S64 is negative, the process in step S66 is executed.

[0253] In step S65, processor 81 changes the stop target position corresponding to the friend character selected in step S55. Specifically, processor 81 changes the stop target position to a position where the distance between the action target object and the stop target position is longer than the width of the longest part of the action range. At this time, processor 81 updates the target position data included in the friend character data stored in memory so that the data indicates the changed position. Following step S65, the process of step S66 is executed.

[0254] In step S66, processor 81 moves the friend character selected in step S55 toward the stop target position corresponding to the friend character. The movement speed of the friend character in step S66 may be set in the same manner as in step S37 described above. Processor 81 also updates the friend character data stored in memory to indicate the position and orientation after the movement. Following step S66, the process of step S67 is executed.

[0255] It should be noted that when the processing of steps S57, S59, S61, or S66 is executed, the companion character moves, and when these processing steps are not executed, the processing to move the companion character is not executed and the companion character remains stationary.

[0256] In step S67, processor 81 determines whether or not all of the companion characters appearing in the game space have been selected in step S55 (i.e., whether movement control has been performed for all companion characters). If the determination result in step S67 is negative, the process of step S55 is executed again. Thereafter, the process loop of steps S55 to S67 is repeatedly executed until all companion characters have been selected in step S55. On the other hand, if the determination result in step S67 is positive, the process of step S68 is executed.

[0257] In step S68, processor 81 sets a stop range used in the determination in step S11 above. The stop range is set based on the reference range set in step S54 above and each additional range set based on the current position of each fellow character (see FIG. 16). After step S68, processor 81 ends the standby mode process.

[0258] [4. Effects and Modifications of the Present Embodiment] As described above, in the above embodiment, the information processing system (as a specific example, the game system 1) is configured to have the following means (it can also be said that a game program, which is an example of an information processing program, causes a computer to function as the following means). A player character control means for moving a player character in a virtual space in response to a first operation input by a user (step S1). A non-player character control means for performing movement control including at least a control (step S13) for moving non-player characters (e.g., companion characters 202 to 206) to accompany the player character in response to the movement of the player character in the virtual space, and a control (step S14) for stopping the movement of the non-player characters within a first range (e.g., a reference range) including the player character in response to the stop of the movement of the player character. a first control execution means for executing a first control corresponding to a non-player character (for example, a control for making the companion character perform a ready action, or a control for making the companion character perform a skill action) in response to a second operation input by a user being performed in a state in which a player character and a non-player character are in a predetermined positional relationship indicating that the player character and the non-player character are close to each other (for example, a state in which the non-player character is located within the action range of the player character) (step S16 or S20); In addition, when the player character resumes movement after stopping, the non-player character control means (1) does not resume control of the movement of the non-player character to accompany the player character when the player character is located within a second range (e.g., a stopped range) including the first range, even if the player character moves, and (2) resumes control of the movement of the non-player character to accompany the player character in response to the player character moving out of the second range.

[0259] According to the above configuration, by controlling the movement of the non-player characters in response to the movement and stop of the player character, it is possible to arrange the non-player characters around the player character and to stop the non-player characters around the player character, which makes it easier to perform an operation to move the player character closer to the non-player character in accordance with the user's intention.

[0260] The first control is not limited to a control that causes a corresponding non-player character to perform an action, and may be any control that is executed with respect to the non-player character. For example, the game system 1 may execute, as the first control, a control that causes a player character to perform some action (e.g., an action in which the player character talks to the non-player character) with respect to the non-player character, or may execute a control that displays information about the non-player character (e.g., status information such as an ability value).

[0261] The above-mentioned "predetermined positional relationship indicating that the player character and the non-player character are close" refers to a relationship that is conditioned on the distance between the player character and the non-player character, but is not limited to a relationship that is conditioned on only the distance. For example, the above-mentioned positional relationship may be a relationship that is conditioned on the orientation of the player character in addition to the distance between the player character and the non-player character, as in the case where the non-player character is located within the action range of the player character in the above-mentioned embodiment. In this way, the above-mentioned "predetermined positional relationship indicating that the player character and the non-player character are close" does not necessarily always correspond to the positional relationship if the distance between the player character and the non-player character is equal to or less than a certain value, and may not correspond to the positional relationship even if the distance between the player character and the non-player character is equal to or less than a certain value.

[0262] The above phrase "stopping the movement of the non-player characters in response to the stop of the movement of the player character" means that the movement of the non-player characters is stopped when the movement of the player character is stopped, and the timing of stopping the movement of the non-player characters is not limited. That is, as in the above embodiment, the companion characters, which are an example of the non-player characters, may stop when the player character stops, or may stop at a point in time after the player character stops. Also, the above phrase "stopping the movement of the non-player characters in response to the stop of the movement of the player character" does not exclude the non-player characters from moving in response to some condition (for example, in response to the occurrence of the first to third exceptions in the above embodiment) even if the player character does not go outside the second range after the non-player characters are controlled to stop moving.

[0263] In addition, "stopping the movement of the non-player characters within a first range including the player character" in the above means that the stop position of the movement of the non-player characters is within the first range, and the setting method and setting timing of the first range are not limited. For example, the first range may be set based on the position of the player character, like the reference range in the above embodiment. Also, unlike the above embodiment, the first range may be set based on the position of the non-player characters in addition to the position of the player character.

[0264] From the above, "control for stopping the movement of non-player characters within a first range including the player character in response to the stop of the movement of the player character" includes the following control. Control for stopping non-player characters when the player character stops moving, and setting a first range to include the player character and the non-player characters A range based on the position of the player character is always set (note that while the non-player characters are moving to accompany the player character, the movement of the non-player characters is controlled without taking this range into consideration), and the range at the time when the player character stops moving is set as a first range, and at a point after that time, the non-player characters are moved so as to be located within the first range and then stopped

[0265] The first range and the second range may be the same range or may be different ranges.

[0266] Furthermore, the information processing system in the above embodiment (as a specific example, game system 1) can also be said to be configured with the following means (it can also be said that a game program, which is an example of an information processing program, causes a computer to function as the following means). A player character control means for moving a player character in a virtual space in response to a first operation input by a user. A non-player character control means for controlling the movement of a non-player character so as to accompany the player character in response to the movement of the player character within the virtual space. a first control execution means for executing preparatory control for transitioning a non-player character to a preparatory state for a predetermined control corresponding to the non-player character in response to a second operation input by a user being performed in a state in which the player character and the non-player character are in a predetermined positional relationship indicating that the player character and the non-player character are close to each other; a second control execution means for executing a predetermined control toward a specified direction or position in response to a third operation input including a direction or position designation by a user when the non-player character is in a preparation state for a predetermined control;

[0267] According to the above configuration, the user performs the second operation input for the preparation control and then performs the third operation input for the predetermined control, so that it is possible to reduce the possibility of an erroneous operation such as performing a predetermined control toward an unintended direction or position, or performing an unintended predetermined control. In the above configuration, the control for stopping the non-player character as described above may or may not be performed. In either case, the above configuration has the effect of reducing the possibility of the above erroneous operation.

[0268] Furthermore, the information processing system in the above embodiment (as a specific example, game system 1) can also be said to be configured with the following means (it can also be said that a game program, which is an example of an information processing program, causes a computer to function as the following means). A player character control means for moving a player character in a virtual space in response to a first operation input by a user. A non-player character control means for controlling the movement of a non-player character so as to accompany the player character in response to the movement of the player character within the virtual space. a first control execution means for executing a first control corresponding to the non-player character in response to a second operation input by a user in a state in which the player character and the non-player character are in a predetermined positional relationship indicating that the player character and the non-player character are close to each other; Furthermore, when a non-player character is moving to accompany a player character, the non-player character control means makes the moving speed of the non-player character slower than the moving speed of the player character in response to the player character moving toward the non-player character (step S38).

[0269] According to the above configuration, since it is possible to make it easier for the player character to approach the non-player character, it is possible to make it easier to execute the first control corresponding to the non-player character. Note that in the above configuration, the control for stopping the non-player character as described above may or may not be performed. In either case, according to the above configuration, the effect of reducing the possibility of the above-mentioned erroneous operation occurring is achieved.

[0270] Furthermore, the information processing system in the above embodiment (as a specific example, game system 1) can also be said to be configured with the following means (it can also be said that a game program, which is an example of an information processing program, causes a computer to function as the following means). A player character control means for moving a player character in a virtual space in response to a first operation input by a user (step S1). A non-player character control means for moving a plurality of non-player characters (e.g., companion characters 202 to 206) that are allies of the player character in the virtual space in response to the movement of the player character (steps S13 and S14). a control execution means for executing a first control corresponding to one of the plurality of non-player characters in response to a second operation input by the user being performed in a state in which a predetermined positional relationship indicating that the non-player character and the player character are close to each other (for example, a state in which the non-player character is located within an action range of the player character) (step S16 or S20); A designated character setting means for setting the non-player character for which the first control has been executed as a designated non-player character (step S18). Furthermore, the non-player character control means controls the movement of the multiple non-player characters so that the distance between a designated non-player character among the multiple non-player characters and a player character is closer than the distance between a normal non-player character different from the designated non-player character and a player character (FIGS. 19 and 20).

[0271] According to the above, since it is easier to perform the first control on a designated non-player character than on a normal non-player character, a user can easily perform the first control on a desired non-player character again by performing the first control on the desired non-player character. This makes it easier to make the player character perform an action on the desired non-player character (i.e., an action according to the first control). Note that in the above configuration, the control to stop the non-player character as described above may or may not be performed. In either case, the above configuration has the effect of reducing the possibility of the above-mentioned erroneous operation occurring.

[0272] The above phrase "controlling the movement of a plurality of non-player characters so that the distance between a designated non-player character among the plurality of non-player characters and the player character is closer than the distance between a normal non-player character different from the designated non-player character and the player character" does not mean that each non-player character is positioned so that the state is always maintained, but means that the movement control is performed using an algorithm for achieving the state. The above movement control may be, for example, a control process that controls the non-player character to approach the player character in response to the distance from the player character exceeding an upper limit, and sets the upper limit for the designated companion character to be smaller than the upper limit for the normal character. Also, for example, the above movement control may be a control process that sets a movable range of the non-player character and limits the movable range of the designated companion character to a range closer to the player character than the movable range of the normal character.

[0273] In the above embodiment, various ranges (specifically, the reference range, the additional range, and the stop range) and target positions (specifically, the movement target position and the stop target position) are not displayed. This makes it possible to make the game image easier for the user to view. Note that in other embodiments, some or all of the various ranges and target positions may be displayed.

[0274] In the above embodiment, the player character and the companion character, which is an example of a non-player character, are not interchangeable, but in other embodiments, the player character and the non-player character may be interchangeable.

[0275] In the above embodiment, when a process is executed using data (meaning including a program) in an information processing device, a part of the data required for the process may be transmitted from another information processing device different from the information processing device. In this case, the information processing device may execute the process using the data received from the other information processing device and the data stored in the information processing device.

[0276] In other embodiments, the information processing system may not have some of the configurations in the above embodiments, and may not execute some of the processes executed in the above embodiments. For example, in order to achieve some specific effects in the above embodiments, the information processing system may have a configuration for achieving the effect and execute a process for achieving the effect, but may not have other configurations or may not execute other processes. [Industrial Applicability]

[0277] The above embodiment can be used in, for example, a game system and a game program for the purpose of making it easier to perform an operation to bring a player character closer to a non-player character in accordance with a user's intention. [Explanation of symbols]

[0278] 1. Game System 2. Main Unit 81 Processor 201 Player Character 202~206 Companion characters 211~215 Movement target position 220 Reference range 221~225 Stop target position 227 Actionable Object 228 Action Range 229 Stop Range 241 Stop Judgment Range 261 Specified movement target position 262 Specified stop target position

Claims

1. A game program for causing a computer to execute game processing, the program comprising: moving a player character within a virtual space in response to a first operation input; moving a non-player character in the virtual space so as to accompany the player character in accordance with the movement of the player character; In response to the stop of movement of the player character, the movement of the non-player character is stopped based on the position of the player character; When the non-player character is ready to fight, the non-player character is made to perform an action related to an attack against another character regardless of an operation input; transitioning the non-player character to a preparation state for executing a first control corresponding to the non-player character in response to a second operation input; in the preparation state, executing a first control corresponding to the non-player character in response to a third operation input; the first control is a control for causing the non-player character to attack another character; Game program.

2. The computer: The game program according to claim 1 , wherein, in the preparation state, an execution instruction image showing an instruction to execute the first control is displayed together with the image of the virtual space.

3. The computer:

3. The game program according to claim 1, further comprising: displaying, when the second operation input is possible, an instruction image indicating the second operation input together with the image of the virtual space.

4. The computer: In the preparation state, determining an orientation in the virtual space in which the first control is to be executed in response to a fourth operation input that is a directional input; The game program according to claim 1 , wherein the first control is executed in response to the third operation input.

5. The computer: changing the orientation of the player character in response to the fourth operation input; The game program according to claim 4 , wherein the first control is performed on the orientation of the player character in response to the third operation input.

6. A game program as described in claim 1 or 2, wherein the operation of the second operation input and the operation of the third operation input are different operations.

7. The second operation input is an input of pressing a predetermined button, 3. The game program according to claim 1, wherein when an item is placed within a predetermined range of the player character in the virtual space, control is performed so that the player character acquires the item in response to an input of pressing the predetermined button.

8. The computer: The game program according to claim 1 , further comprising: a step of: causing the first control to be executed again in response to the third operation input, based on the fact that a predetermined time has elapsed since the first control was executed.

9. The computer: The computer-readable storage medium according to claim 8 , further comprising: a display unit configured to display an image indicating a time remaining until the predetermined time elapses when the first control is executed.

10. The computer: before the predetermined time period elapses with respect to the non-player character, transitioning a non-player character different from the non-player character to the ready state in response to the second operation input; The game program according to claim 8 , further comprising: in the ready state of the other non-player character, causing the other non-player character to execute a second control corresponding to the other non-player character in response to the third operation input.

11. The computer: changing the orientation of the virtual camera in response to a fifth operation input; 3. The game program according to claim 1, wherein, in response to the stop of movement of the player character, the movement of the non-player character is stopped at a position further back than the player character in the line of sight of the virtual camera.

12. The computer:

3. The game program according to claim 1, wherein when the non-player character is positioned at a distance greater than a predetermined distance from the player character, the non-player character is relocated to a position closer to the player character.

13. The computer: making the non-player character appear in the virtual space in response to a sixth operation input; causing the non-player character to exit the virtual space in response to a seventh operation input; 3. The game program according to claim 1 or 2.

14. A first movement control means for moving a player character within a virtual space in response to a first operation input; second movement control means for moving non-player characters in the virtual space in accordance with movement of the player character so as to accompany the player character; movement stopping means for stopping the movement of the non-player characters based on the position of the player character in response to the stop of the movement of the player character; attack action control means for causing the non-player character to perform an action related to an attack against another character, regardless of an operation input, when the non-player character is in a combat-ready state; a state transition means for transitioning the non-player character to a preparation state for executing a first control corresponding to the non-player character in response to a second operation input; a control execution means for executing a first control corresponding to the non-player character in response to a third operation input in the preparation state; the first control is a control for causing the non-player character to attack another character; Information processing system.

15. A game processing method executed by an information processing system, comprising: a first movement control step of moving a player character in a virtual space in response to a first operation input; a second movement control step of moving a non-player character in the virtual space so as to accompany the player character in accordance with the movement of the player character; a movement stopping step of stopping the movement of the non-player character based on the position of the player character in response to the stop of the movement of the player character; an attack action control step of causing the non-player character to perform an action related to an attack against another character, regardless of an operation input, when the non-player character is in a combat-enabled state; a state transition step of transitioning the non-player character to a preparation state for executing a first control corresponding to the non-player character in response to a second operation input; a control execution step of executing a first control corresponding to the non-player character in response to a third operation input in the preparation state, the first control is a control for causing the non-player character to attack another character; Game processing method.