Game program, game control method, and game system

The game system addresses the challenge of synchronized mission progress by allowing cooperative mission progression in multiplayer, enabling casual and flexible multiplayer gameplay while maintaining individual mission progress.

JP2025069751AActive Publication Date: 2025-05-01NINTENDO CO LTD +1
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Patent Information

Application Number
JP2023179669
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-10-18
Publication Date
2025-05-01
Estimated Expiration
2043-10-18

AI Technical Summary

Technical Problem

Existing game systems face difficulties in allowing for casual multiplayer gameplay due to the requirement of synchronized mission progress among party members, making it challenging to start or end multiplayer sessions without being bound by the degree of mission progression.

Method used

A game program and system that enables multiplayer gameplay by allowing players to combine and progress missions cooperatively, while maintaining individual mission progress, allowing players to start or end multiplayer sessions without being tied to the degree of mission progression.

Benefits of technology

Enables easy and casual multiplayer gameplay by allowing players to maintain and progress their individual missions, facilitating seamless transitions between multiplayer and solo play without being bound by mission progression.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To advance a mission in cooperation in a multi-play and start or complete a multi-play while the advance situation of one's own mission is continued.SOLUTION: Game processing by a multi-play and a solo play is executed and in a case where an advance condition set to one of all the missions including an individual mission set to a player and another person's mission set to another player are satisfied on the basis of a play of any player during a multi-play game, the mission is advanced. In completion of the multi-play, the multi-play is completed while the advance degree of the individual mission is held. A processor advances the mission on the basis of playing by the player during the game of the solo play. In starting the multi-play, the multi-play is started on the basis of all the missions including the individual mission and another-person's mission of the advance degree at the time point.SELECTED DRAWING: Figure 12
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Description

[Technical field]

[0001] The present invention relates to a game program, a game control method and a game system, and more particularly to a game program, a game control method and a game system for progressing through missions during a virtual game, for example. [Background technology]

[0002] An example of this type of information processing device is disclosed in Patent Document 1. The game system disclosed in Patent Document 1 progresses a multiplayer game, and for each character belonging to a party, a calculation process of reward shares for the actions of the character is started. When a reward acquisition condition is achieved due to the action of any character belonging to the party, the calculation process of reward shares for the character that achieved the condition and other characters belonging to the same party as this character is ended, and reward share data for each character is determined. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2002-239237 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the game system disclosed in Patent Document 1, when a common goal, a reward acquisition condition, is achieved due to the actions of any of the characters belonging to a party in a multiplayer game, the reward is distributed among the other characters belonging to the same party as the character that achieved the condition, making it difficult to casually start and end the multiplayer game.

[0005] Therefore, a primary object of the present invention is to provide a novel game program, a novel game control method, and a novel game system.

[0006] Another object of the present invention is to provide a game program, a game control method, and a game system that allow easy multiplay without being restricted by the progress of a mission. [Means for solving the problem]

[0007] (Configuration 1) Configuration 1 is a game program that causes a computer of an information processing device to execute game processing for multiplay and solo play, and during a multiplay game, for an overall mission which is a plurality of missions including an individual mission which is at least one mission set for a player and an other player's mission which is at least one mission set for another player, when a progress condition set for any of the missions included in the overall mission is satisfied based on the play of any of the players participating in the multiplay, the mission is progressed, when the progress degree of any of the missions reaches a condition for the mission to be accomplished, a reward is given to the player, and when the multiplay ends, the game ends with the progress degree of the individual missions maintained, and during a solo play game, when a progress condition set for any of the individual missions is satisfied based on the play of the player, the mission is progressed, when the progress degree of any of the missions reaches a condition for the mission to be accomplished, a reward is given to the player, and when the multiplay starts, the game starts based on the overall mission including the individual mission with the progress degree at that time point and the other player's mission with the progress degree at that time point.

[0008] According to configuration 1, in multiplayer, each player can cooperate to complete the missions. Even when the multiplayer ends, the progress of the player's own mission can be kept. Therefore, the player can further progress in solo play. That is, in a game in which the mission progresses during the game, the player can cooperate to progress in the mission in multiplayer, and can start or end the multiplayer while keeping the progress of the player's own mission. Therefore, the player can easily play multiplayer without being bound by the progress of the mission.

[0009] (Configuration 2) In configuration 2, in configuration 1, a predetermined number of personal missions are maintained, and the computer is further configured to complete any of the personal missions and add a new personal mission when the conditions for mission completion are met during the multiplayer and solo play games.

[0010] (Configuration 3) Configuration 3 is based on configuration 2, and further causes the computer to add a personal bonus mission as a new personal mission not included in the predetermined number when the achievement status of the personal mission satisfies a predetermined condition during the multiplayer and solo play games.

[0011] According to configuration 3, a personal bonus mission is added as a new personal mission, so the personal bonus mission can also be shared in multiplayer. A personal bonus mission that occurs during multiplayer is also ended with the progress level maintained, meaning that the progress level can be carried over when the multiplayer is ended, so it is not difficult to end the multiplayer until the mission is completed, and multiplayer can be enjoyed casually.

[0012] (Configuration 4) Configuration 4 is configuration 3, in which the condition for adding an individual bonus mission is that an individual mission has been accomplished a predetermined number of times, and the computer further counts the number of times an individual mission that is a condition for adding a next individual bonus mission has been accomplished after the individual bonus mission has been added, regardless of the accomplishment of the individual bonus mission, and adds a new individual bonus mission when the condition for adding the next individual bonus mission is met and the held individual bonus mission has been accomplished.

[0013] According to the fourth aspect, the bonus addition conditions can be stored. When playing multiplayer with the conditions stored, the bonus missions can be progressed efficiently and continuously.

[0014] (Configuration 5) In configuration 5, in configuration 3 or 4, the amount of reward is set for each mission, and personal bonus missions are set with a higher reward amount than other personal missions.

[0015] (Configuration 6) Configuration 6 is any one of configurations 3 to 5, and further causes the computer to add, when the achievement status of the personal bonus missions of all players participating in the multiplayer game satisfies a predetermined condition, an overall bonus mission not included in the individual missions and the missions of others to the overall missions.

[0016] According to configuration 6, players can cooperate to play a multiplayer-only overall bonus mission.

[0017] (Configuration 7) In configuration 7, in configuration 6, the amount of reward is set for each mission, the personal bonus mission is set to a higher reward amount than the other personal missions, and the overall bonus mission is set to a higher reward amount than the personal bonus missions.

[0018] (Configuration 8) Configuration 8 is any one of configurations 1 to 7, further causing the computer to discard retained personal missions and add new personal missions based on an update instruction from a player during a multiplayer or solo play game.

[0019] According to configuration 8, the player can update only his / her own personal mission. This makes it possible to avoid personal missions that are difficult to complete.

[0020] (Configuration 9) Configuration 9 is the configuration in configuration 8, in which the computer consumes rewards, discards held personal missions, and adds new personal missions based on an update instruction.

[0021] According to configuration 9, since rewards are consumed, frequent updates of personal missions can be prevented.

[0022] (Configuration 10) Configuration 10 is a game control method for an information processing device, in which a computer of the information processing device executes game processing by multiplay and solo play, and during a multiplay game, for an overall mission which is a plurality of missions including an individual mission which is at least one mission set for a player and an other player's mission which is at least one mission set for another player, when a progress condition set for any of the missions included in the overall mission is satisfied based on the play of any of the players participating in the multiplay, the mission is progressed, and when the progress degree of any of the missions reaches a condition for the mission to be accomplished, a reward is given to the player, and when the multiplay ends, the game ends with the progress degree of the individual mission maintained, and during a solo play game, when a progress condition set for any of the individual missions is satisfied based on the play of the player, the mission is progressed, and when the progress degree of any of the missions reaches a condition for the mission to be accomplished, a reward is given to the player, and when the multiplay starts, a multiplay is started based on the overall mission including the individual mission with the progress degree at that time point and the other player's mission with the progress degree at that time point.

[0023] (Configuration 11) Configuration 11 is a game system that includes a plurality of information processing devices, causes a processor of each information processing device to execute a multiplay game process, and during a multiplay game, when a progress condition set for any of the missions included in the overall mission, which is at least one individual mission set for each player, is satisfied based on the play of any of the players for an overall mission including the missions of all players participating in the multiplay, the mission is progressed, and when the progress of any of the missions reaches a condition for accomplishing the mission, a reward is given to each player, and when the multiplay ends, the progress of each individual mission is ended in a state where each individual mission is maintained, and when the multiplay starts, the multiplay starts based on the overall mission including the individual missions of all players for which the progress at that time point is maintained.

[0024] In configurations 10 and 11, as in configuration 1, in a game in which missions are progressed during the game, players can cooperate in multiplayer to progress through the missions, and can start and end multiplayer while continuing their own mission progress. Effect of the Invention

[0025] According to this invention, multiplayer can be easily enjoyed without being restricted by the progress of the mission.

[0026] The above objects, other objects, features and advantages of the present invention will become more apparent from the following detailed description of the embodiments with reference to the drawings. [Brief description of the drawings]

[0027] [Figure 1] FIG. 1 is a block diagram showing a non-limiting example of the electrical configuration of a game device. [Diagram 2] FIG. 2 is a diagram showing a first non-limiting example of a game screen displayed on the display device of the game device shown in FIG. [Diagram 3] FIG. 3 is a diagram showing a second non-limiting example of a game screen displayed on the display device of the game device shown in FIG. [Figure 4] FIG. 4 is a diagram showing a third non-limiting example of a game screen displayed on the display device of the game device shown in FIG. [Diagram 5] FIG. 5 is a diagram showing a fourth non-limiting example of a game screen displayed on the display device of the game device shown in FIG. [Figure 6] FIG. 6 is a diagram showing a non-limiting example of a game system for multiplayer play with four players. [Figure 7] FIG. 7 is a diagram for explaining a non-limiting example of missions owned by players in a multiplayer game. [Figure 8] FIG. 8 is a diagram for explaining a non-limiting example of a method for displaying on a mission board mission UI images corresponding to missions owned by players during a multiplayer game. [Figure 9] FIG. 9 is a diagram showing a fifth non-limiting example of a game screen displayed on the display device of the game device shown in FIG. [Figure 10] FIG. 10 is a diagram showing a non-limiting example of a memory map of the RAM built into the game device shown in FIG. [Figure 11] FIG. 11 is a diagram showing a non-limiting example of the specific contents of the data storage area of ​​the RAM shown in FIG. [Figure 12] FIG. 12 is a flow chart showing a non-limiting example of the overall processing of a virtual game by a processor built into the game device shown in FIG. [Figure 13] FIG. 13 is a flowchart showing a first part of the solo play game control process of the processor built into the game device shown in FIG. [Figure 14] FIG. 14 is a flowchart showing a second part of the solo play game control processing by the processor built in the game device shown in FIG. 1, and follows FIG. [Figure 15]FIG. 15 is a flowchart showing a third part of the solo play game control processing by the processor built in the game device shown in FIG. 1, and follows FIG. [Figure 16] FIG. 16 is a flowchart showing a fourth part of the solo play game control processing by the processor built in the game device shown in FIG. 1, which follows FIG. [Figure 17] FIG. 17 is a flowchart showing a first part of the multiplayer game control process of the processor built into the game device shown in FIG. [Figure 18] FIG. 18 is a flowchart showing a second part of the multiplayer game control processing by the processor built into the game device shown in FIG. 1, and follows FIG. [Figure 19] FIG. 19 is a flowchart showing a third part of the multiplayer game control processing by the processor built in the game device shown in FIG. 1, and follows FIG. [Figure 20] FIG. 20 is a flowchart showing a fourth part of the multiplayer game control processing by the processor built in the game device shown in FIG. 1, and follows FIG. [Figure 21] FIG. 21 is a flowchart showing a fifth part of the multiplayer game control processing by the processor built in the game device shown in FIG. 1, and follows FIGS. 19 and 20. [Figure 22] FIG. 22 is a flowchart showing a sixth part of the multiplayer game control processing by the processor built in the game device shown in FIG. 1, and follows FIG. 17. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0028] 1, a game device 10, which is a non-limiting example of an information processing device, includes a processor 20, to which are connected a RAM 22, a flash memory 24, a communication module 26, an input device 28, a display device 30, and a D / A converter 32. In addition, a speaker 34 is connected to the D / A converter 32.

[0029] The processor 20 is responsible for the overall control of the game device 10. Specifically, the processor 20 is a SoC (System-on-a-chip) incorporating multiple functions such as a CPU function, a GPU function, and a video memory (VRAM).

[0030] The RAM 22 is a volatile storage medium, and is used as a work memory or buffer memory for the processor 20. The flash memory 24 is a non-volatile storage medium, and is used to store game programs and to store (save) various types of data.

[0031] For example, the game program and necessary data are read from the flash memory 24 and stored in the RAM 22. Furthermore, the processor 20 generates image data for displaying various screens on the display device 30 in a VRAM (also called a frame buffer) using image generation data 304b (see FIG. 10) stored in the RAM 22, and outputs the generated image data to the display device 30.

[0032] However, the applications include various information processing applications such as game applications, document creation applications, email applications, drawing applications, writing practice applications, language training applications, and learning applications.

[0033] The communication module 26 communicates with an external device via a network (specifically, wireless communication). In this embodiment, the communication module 26 connects to a wireless LAN and communicates with an external device using a method conforming to the Wi-Fi standard as a first communication mode. The communication module 26 also performs wireless communication with other game devices 10 of the same type using a predetermined communication method (e.g., communication using a unique protocol or infrared communication) as a second communication mode. Note that the wireless communication using the second communication mode enables wireless communication with other game devices 10 located within a closed local area network, and realizes a function that enables so-called "local communication" in which data is transmitted and received by directly communicating between a plurality of game devices 10.

[0034] The input device 28 is, for example, a game controller equipped with various push buttons, keys, or switches provided on the game device 10, and is used by a user or player (hereinafter simply referred to as a "player") for various operations such as menu selection and application instructions. For example, the game controller is provided with an A button, a B button, an X button, a Y button, an L button, an R button, a cross button (or / and a slide stick), and the like. However, in the case of a portable game device 10, a touch panel may be provided as the input device 28 in addition to the push buttons, keys, or switches.

[0035] The display device 30 is a display device such as an LCD or an organic EL. However, if the game device 10 is a stationary game device, the display device 30 is provided separately from the main body device 10b of the game device 10, as described later.

[0036] The D / A converter 32 converts the audio data provided by the processor 20 into an analog audio signal and outputs it to a speaker 34. The audio data is data about sounds generated by characters or objects, sound effects, background music, and the like.

[0037] 1 is merely an example, and the electrical configuration of the game device 10 is not limited to this. For example, the communication module 26 may be omitted.

[0038] Furthermore, the input device 28 may be a game controller provided separately from the main unit 10a of the game device 10, and may be communicatively connected to the processor 20 by wire or wirelessly. In this case, the game device 10 constitutes a game system in which the main unit 10a and the input device 28 are communicatively connected.

[0039] Furthermore, in addition to the input device 28, the display device 30 may also be provided separately from the main unit 10b of the game device 10 and communicatively connected to the processor 20 by wire or wirelessly. In this case, the game device 10 constitutes a game system in which the main unit 10b, the input device 28, and the display device 30 are communicatively connected. Also, the display device 30 may be a stationary monitor such as an LCD or EL display.

[0040] Furthermore, game device 10 may be not only a portable or stationary game console, but also other information processing devices such as a PC, tablet terminal, wearable terminal, mobile phone, and smartphone that also function as a game console.

[0041] When a player instructs execution of a game application of the virtual game of this embodiment using the game device 10, the virtual game is started. The virtual game can be started from the beginning or from a previously saved point.

[0042] Next, an outline of the game of this embodiment will be described. The virtual game of this embodiment is a so-called RPG, in which a player character object (hereinafter referred to as "player object") moves in a virtual space according to the operation of the player, and when it encounters a monster character object (hereinafter referred to as "monster object"), it fights with the monster object, captures the monster object, or takes a photo of the monster object. Furthermore, a mission is set for the player, and the mission progresses or is accomplished according to the play result. The movement of the player object is basically controlled according to the operation of the input device 28 by the player. In a predetermined case, the movement of the player object is controlled by a computer (i.e., the processor 20). Furthermore, the movement of the monster object is controlled by the computer.

[0043] A player of the game device 10 plays a virtual game in a solo play mode (also called a single play mode) or a multiplay mode.

[0044] Fig. 2 shows a non-limiting example of a game screen 100 in the solo play mode. In the game screen 100 shown in Fig. 2, a player object 102 of a player (hereinafter, referred to as "Player A") is displayed, and a monster object 104 is displayed in the vicinity of the player object 102. Background objects are omitted.

[0045] In the virtual game of this embodiment, a predetermined number of normal missions are set for player A. In this embodiment, the predetermined number is 3. In other embodiments, it may be 1, 2, or 4 or more. The normal missions are a part of the missions. In addition, a mission set for a player (here, player A) is hereinafter referred to as an individual mission. If the progress condition set for the normal mission is satisfied based on the play of player A, the normal mission progresses, and if the progress degree satisfies the achievement condition of this normal mission, this normal mission is achieved (or cleared). The same applies to the bonus missions and team missions described later. The progress condition is a condition set for each mission for progressing the mission. The achievement condition is a condition set for the achievement of the mission, and is a condition that the progress condition is satisfied a predetermined number of times (the number of times may be once) or reaches a predetermined amount. The number and amount of achievement conditions and the number and amount of times the progress condition is satisfied in the ongoing mission are expressed by numerical values. Specifically, in a mission where the achievement condition is to "catch three monsters," catching a monster is the progress condition, and the mission is completed by catching it three times. In a mission where the achievement condition is to "travel 500m," the progress condition is traveling, and the mission is completed when the distance traveled reaches 500m. From here on, the numerical values ​​set for these are sometimes referred to as the progress condition numerical value and the achievement condition numerical value.

[0046] When a normal mission is accomplished, a reward set for this normal mission is given to player A. As an example, the reward is points (or in-game currency), but instead of points, it may be an item, experience points or stamina points of the player object 102, or the like.

[0047] Normal missions are different from bonus missions and team missions, and are easier to complete than bonus missions and team missions. For example, normal missions are missions such as "catch three monsters," "defeat one monster," "travel 500m," "pick up 10 items," "take a picture of one monster," and "use a skill three times."

[0048] FIG. 3 shows another non-limiting example of the game screen 100 in the solo play mode. In the game screen 100 shown in FIG. 3, a player object 102 is displayed, and a message display frame 106 is provided in the upper right part of the screen. In the message display frame 106, a character string of a message indicating that the normal mission (here, "catch three monsters") has been accomplished is displayed. In other words, player A is notified that the normal mission has been accomplished. The game screen 100 in FIG. 3 is one example, and it may simply display that the normal mission has been accomplished (for example, only the character string "Achieved").

[0049] When starting a virtual game in solo play mode, a normal mission is selected from all normal missions prepared in advance and set for Player A. However, if the game is started from the point where the game was saved, the normal mission at the time of saving is set.

[0050] Furthermore, when the normal mission is completed a first predetermined number of times (10 in this embodiment), that is, when the completion status of the personal mission meets a predetermined condition, a bonus mission is drawn from all bonus missions prepared in advance and set (or added) for Player A. Here, the condition for adding the bonus mission to the personal mission (hereinafter referred to as the "addition condition") is stocked, and the stock number of addition conditions is set to 1.

[0051] A bonus mission is more difficult than a normal mission, and the reward given when the bonus mission is completed is greater than the reward given when the normal mission is completed. Examples of bonus missions are "catch 30 monsters," "defeat 20 monsters," "find three rare items," "take a picture of five moving monsters," etc. However, a bonus mission may be a mission that is less difficult than a normal mission, but takes more time and / or effort to complete and provides a greater reward.

[0052] A second predetermined number (one in this embodiment) of bonus missions can be set for player A, and if a bonus mission has already been set for the personal mission, no bonus mission will be added even if the normal mission is completed the first predetermined number of times. In this case, additional conditions for a bonus mission are stocked. However, a maximum value for the number of stocks (three in this embodiment) has been determined, and bonus missions will not be stocked in excess of the maximum value. However, the number of stocks does not need to be limited.

[0053] When a bonus mission is completed, the reward set for this bonus mission is given to Player A. Also, when a bonus mission is completed, the completed bonus mission is deleted, and if the stock number is 1 or more, a new bonus mission is immediately set. However, if the stock number is 0, a new bonus mission is not set.

[0054] In other words, a player (here, Player A) always has three regular missions, and if certain conditions are met, one bonus mission. In other words, the individual missions are three regular missions, or three regular missions and one bonus mission.

[0055] Fig. 4 shows another non-limiting example of the game screen 100 in the solo play mode. In the game screen 100 shown in Fig. 4, an image of a mission board 110 is displayed in front of a game image including the player object 102 and the like. The image of the mission board 110 is a list display screen for viewing information on all missions owned by player A and changing the personal missions set for player A. The mission board 110 is displayed according to the operation of player A, and is hidden according to the operation of player A.

[0056] As shown in Fig. 4, the mission board 110 has a point display section 120 in the upper right section. The point display section 120 shows the total number of points owned by player A (hereinafter referred to as "owned points"). Points awarded when a personal mission owned by a player is accomplished are added to the owned points. Points consumed when exchanging for an item in the virtual game or changing (or updating) a personal mission are subtracted from the owned points.

[0057] In addition, on the mission board 110, a bar display section 122 and a stock display section 124 are provided side by side below the point display section 120. The bar display section 122 is a display section for displaying the number of times a normal mission has been accomplished (hereinafter referred to as the "first number of accomplishments"). The stock display section 124 is a display section for displaying the current number of stocks relative to the maximum number of stocks as a fraction.

[0058] The bar display section 122 is made up of ten squares lined up horizontally. When one normal mission is accomplished, one square of the bar display section 122 is filled with a predetermined color. In this embodiment, if no normal mission has been accomplished, all ten squares of the bar display section 122 are filled with black, and each time a normal mission is accomplished, the squares are changed to light blue, starting from the leftmost square. When ten normal missions are accomplished, the stock number is increased by one, and a bonus mission is set or added.

[0059] If this bonus mission has not been completed and a normal mission is completed, the squares will be filled with yellow starting from the leftmost square. If the bonus mission has not been completed and 10 normal missions have been completed, that is, the squares to the rightmost square have been filled with yellow, the stock will be increased by 1.

[0060] Furthermore, when the above bonus missions have not been completed and a normal mission is completed, the squares on the left side will be filled with orange one by one. When the above bonus missions have not been completed and 10 normal missions have been completed, that is, when all the squares on the right side have been filled with orange, the stock will be increased by 1.

[0061] When the stock reaches its maximum value, that is, when 30 normal missions have been completed without completing any bonus missions, the first completion count will not be counted even if a normal mission is completed, and the color of the square will not change. However, when the first completion count for a normal mission reaches 10, the stock is incremented by 1 and the first completion count is reset. This is repeated until the stock reaches its maximum value.

[0062] When the bonus mission set for player A is accomplished, the stock amount is decreased by 1, and the first achievement count of the normal mission is decreased by 10. Accordingly, the color of the bar display portion 122 is changed. When the first achievement count is decreased by 10, the orange squares are changed to yellow, the yellow squares are changed to light blue, and the light blue squares are changed to black.

[0063] Furthermore, on the mission board 110, a mission display section 126 is provided below the bar display section 122 and the stock display section 124. Four mission UI images are displayed vertically on the mission display section 126. A mission UI image can be selected by pointing at it, and within the frame of this mission UI image, the contents of the mission associated with this mission UI image, the progress of the mission, and the reward for completing the mission are written. However, if the selected mission UI image is pointed at again, the selection state is cancelled.

[0064] In the example shown in Fig. 4, the topmost mission UI image 130 is a mission UI image associated with a bonus mission, and the three mission UI images 140 below it are mission UI images associated with normal missions. The mission UI image 130 and the mission UI image 140 are set to different background colors. To indicate that the background colors are different, the background of the mission UI image 130 is lined with diagonal lines.

[0065] The contents of the mission are displayed as a character string. The progress of the mission is displayed using a fraction. However, the number in the denominator is a numerical value of the mission completion condition, and the number in the numerator is a numerical value indicating the progress of the mission, and is counted every predetermined number. However, the progress may be displayed using a bar graph. Furthermore, the progress may be displayed using both a fraction and a bar graph. Rewards are displayed using numbers.

[0066] For example, the topmost mission UI image 140 of the three mission UI images 140 shown in Fig. 4 displays "Catch 3 monsters" as the mission content, "1 / 3" as the progress level, and "20P" as the reward. Here, "P" stands for points. In other words, the numerical value for the mission completion condition is 3 (monsters), and the numerical value for the progress condition is 1 (monsters).

[0067] 4, the middle mission UI image 140 displays "Move 500m" as the mission content, "200 / 500" as the progress level, and "10P" as the reward. In other words, the numerical value of the mission completion condition is 500(m), and the numerical value of the progress condition is 1(m). Note that the distance to be moved is the distance in the virtual space.

[0068] Although explanation is omitted, the same applies to the mission UI image 130 and the mission UI image 140 at the bottom.

[0069] By displaying the image of the mission board 110, the player A can check the contents of the individual mission, the progress and the reward, as well as the first achievement count and the stock amount.

[0070] In addition, player A can change his / her personal mission by consuming his / her points. Therefore, player A can avoid difficult personal missions. However, because player A consumes his / her points, frequent changes in personal missions can be prevented.

[0071] Fig. 5 shows yet another non-limiting example of the game screen 100 in the solo play mode. On the game screen 100 shown in Fig. 5, a mission UI image 140 corresponding to one normal mission is selected, and a menu window 150 is displayed. On the game screen 100 shown in Fig. 5, the display frame of the mission UI image 140 is indicated by a thick line to indicate that this mission UI image 140 has been selected.

[0072] When changing the mission is selected in the menu window 150, the bonus mission corresponding to the selected mission UI image 130 or the normal mission corresponding to the mission UI image 140 is changed. When the bonus mission is changed, the current bonus mission corresponding to the selected mission UI image 130 is deleted or discarded, and another bonus mission other than the current bonus mission is drawn. When the normal mission is changed, the current normal mission corresponding to the selected mission UI image 140 is deleted or discarded, and another normal mission other than the current normal mission is drawn.

[0073] When changing a bonus mission or a normal mission, points are consumed. In other words, the points consumed are subtracted from the owned points. The points consumed are half the reward points that would be acquired if the bonus mission or normal mission to be changed is accomplished. This is just one example, and the points consumed when changing a bonus mission and the points consumed when changing a normal mission may each be set to the same amount. Also, the points consumed when changing a bonus mission or a normal mission may all be set to the same amount.

[0074] Please note that the progress of deleted bonus missions or regular missions will not be carried over, and when bonus missions and regular missions are changed, the progress of the changed bonus missions and regular missions will be set to 0.

[0075] In addition, in the solo play mode, player A can recruit other players and form a team with other players who request to join in response to the recruitment, thereby playing a virtual game in a multiplayer mode with a team of multiple players.

[0076] The game device 10 transmits a team formation request to recruit other players to a network such as the Internet in accordance with the operation of the player A. In response to the team formation request, players of other game devices 10 communicably connected to the Internet transmit requests to join the team to be formed to the game device 10 of the player A. However, the virtual game of this embodiment is also being executed in the other game devices 10. When the number of other players who have requested to join reaches the number of players to be recruited, or when the time limit is reached and the number of other players who have requested to join is one or more, the game device 10 of the player A establishes a connection state with the other players who have requested to join, forms a team, and starts a virtual game in the multiplay mode. However, the number of players to be recruited is the maximum number of players who can form a team (for example, 4) minus 1 (for the player A).

[0077] Also, in the solo play mode, player A can request participation in response to an invitation from other players, form a team with the other players, and play a virtual game in a multiplayer mode with a team of multiple players.

[0078] Fig. 6 shows a non-limiting example of the game system 1 when a virtual game is played in a multiplay mode. As shown in Fig. 6, the game system 1 includes four game devices 10, each of which is communicatively connected to the Internet 2 and is further connected to one another. The game system 1 includes the game device 10 of the player A described above, and also includes game devices 10 of the other three players (e.g., player X, player Y, and player Z) who form a team.

[0079] It should be noted that the game system 1 is merely an example, and multiple game devices 10 playing in multiplay mode may be directly connected to each other via local communication.

[0080] In addition, in this embodiment, the multiple game devices 10 used in the multiplay mode are all of the same type, but other types of devices can also be used as long as they are capable of playing the virtual game of this embodiment and can establish a connection with the game device 10.

[0081] Below, a case where a virtual game is played in a multiplayer mode will be described, and in cases where there is no need to particularly distinguish between players A, X, Y, and Z, they will simply be referred to as "players."

[0082] When playing a virtual game in multiplayer mode, before starting play, each player transmits and receives his / her personal mission and the progress of each mission to each other. Therefore, in multiplayer mode, each player has his / her personal mission as well as the personal missions of other players (hereinafter, sometimes referred to as "other players"). In other words, the total missions owned by each player (hereinafter, referred to as "owned missions") include his / her personal missions and the personal missions of other players. In this way, players can start multiplayer play while maintaining the progress (or progress status) of their own missions.

[0083] Furthermore, when playing multiplayer, the stock number of additional conditions for the bonus mission is maintained, allowing the bonus missions to be progressed efficiently and consecutively.

[0084] In the multi-play mode, each game device 10 controls the action of its own player object according to the operation of the player, and controls the action of other player objects according to the operation of the other players. Furthermore, each game device 10 progresses a mission among the owned missions that satisfies the progress conditions based on the play of each player. In the multi-play mode, the owned missions include not only the player's personal missions, but also other people's personal missions (corresponding to "other people's missions"; the same applies below). Therefore, each player can cooperate to progress and achieve each of their personal missions. Furthermore, if the owned missions include multiple identical missions, all of the multiple identical missions are progressed.

[0085] When playing a virtual game in multi-play mode, that is, during a multi-play game, each player transmits the progress level of each mission included in the owned missions to the other players. That is, the game device 10 of each player transmits and receives the progress level of each mission included in the owned missions to and from the game devices 10 of the other players.

[0086] In each game device 10, the progress level of each mission included in the owned missions is integrated with the progress level of each mission included in the owned missions of other players. Specifically, the progress level of the missions included in the owned missions is updated (i.e., progressed) by the progress level of the missions progressed by other players. If the mission achievement condition is met as a result of the integration, the mission is achieved. At this time, if the mission has already been deleted by the player before the integration after meeting the achievement condition, the progress level of that mission does not need to be integrated. Furthermore, among the missions included in the owned missions received from other game devices 10, a mission newly added by the other game devices 10 is added to the owned missions of the player. There may be cases where information that a previous mission has been achieved by another game device 10 and information that a new mission has been added as a result of the achievement are acquired at the same time.

[0087] Furthermore, when the degree of progress of each mission included in the owned missions of the player is integrated with the degree of progress of each mission included in the owned missions of other players, if there is a mission whose degree of progress satisfies the achievement condition, a reward for the mission that satisfies the achievement condition is given to the player. The achievement condition is met when the degree of progress reaches the completion of the mission. If the accomplished owned mission is the player's regular mission, a new regular mission is set. Furthermore, when the first achievement count reaches a first predetermined count, the stock number of additional conditions for the bonus mission is increased by one. Furthermore, if the accomplished owned mission is the player's bonus mission, and the stock number after subtraction is 1 or more, a new bonus mission is set.

[0088] Furthermore, the game devices 10 of the players transmit and receive information on the position, orientation and movement of each player object (hereinafter referred to as "player object control information") to each other. However, the player object control information is generated in each game device 10 according to the operation of each player, that is, based on the play of each player. Therefore, the game device 10 controls the player object according to the operation of the player, and controls the other player objects according to the player object control information received from the other game devices 10.

[0089] The game screen 100 in the multiplay mode is substantially the same as the game screen 100 in the solo play mode, and other player objects may be displayed in addition to the player object 102. Regardless of the solo play mode or the multiplay mode, in the virtual space, the virtual camera follows the player object 102 from behind. The position and orientation of the virtual camera are set so as to provide a bird's-eye view from diagonally above and behind the player object 102. Therefore, when other player objects are located within the shooting range of the virtual camera, the other player objects are also displayed on the game screen 100.

[0090] In addition, in a multi-play game, when the number of times the bonus mission is achieved by all players (hereinafter referred to as the "second achievement number") reaches a second predetermined number (3 in this embodiment), a mission, i.e., a team mission, is set for the team playing the virtual game in the multi-play mode. The team mission is a mission that is set commonly to each player in the team. When the team mission is set, a mission UI image 160 corresponding to the team mission is displayed in the top row of the mission display section 126 of the mission board 110. The background color of the mission UI image 160 of the team mission is a color different from the background color of the mission UI image 130 of the bonus mission and the mission UI image 140 of the normal mission. In addition, the team mission is more difficult than the bonus mission, and the reward given when the team mission is achieved is greater than the reward given when the bonus mission is achieved. As an example, the team mission is a mission such as "capture a super rare monster", "find three super rare items", and "defeat five monsters with a special move". However, the team missions may be missions that are less difficult but take more time and / or effort to complete and offer greater rewards than the bonus missions.

[0091] Therefore, when playing a game in multi-play mode and the number of players constituting a team is at its maximum, each player's missions may include a team mission in addition to his / her own personal mission and the personal missions of three other players. Also, if a bonus mission is added to each personal mission, each player's missions are a maximum of 17. Specifically, as shown in FIG. 7, each player's missions are one team mission, a personal mission of the player of the player's machine (here, player A), a personal mission of the first other player (here, player X), a personal mission of the second other player (here, player Y), and a personal mission of the third other player (here, player Z), and each personal mission is one bonus mission and three normal missions.

[0092] Even in multiplay mode, the player can display the mission board 110 to check the owned missions. As described above, the number of missions included in the owned missions is a maximum of 17. Therefore, in multiplay mode, the mission board 110 displays mission UI images corresponding to some of the missions, and the mission UI images corresponding to other missions can be displayed by scrolling.

[0093] FIG. 8 is a diagram for explaining a non-limiting example of a method of displaying a mission UI image on the mission board 110 in the multiplay mode. In this embodiment, mission UI images corresponding to up to 17 missions are arranged vertically on a two-dimensional plane in a virtual space. Specifically, a mission UI image 160 corresponding to a team mission is arranged at the top position, followed by a mission UI image 130 corresponding to a bonus mission of player A, a mission UI image 130 corresponding to a bonus mission of other player X, a mission UI image 130 corresponding to a bonus mission of other player Y, and a mission UI image 130 corresponding to a bonus mission of other player Z, and further, three mission UI images 140 corresponding to three normal missions of player A, three mission UI images 140 corresponding to three normal missions of other player X, three mission UI images 140 corresponding to three normal missions of other player Y, and three mission UI images 140 corresponding to three normal missions of other player Z are arranged in order.

[0094] 8 is the area corresponding to the mission display section 126 in the mission board 110, and the four mission UI images displayed in the mission display section 126 are changed according to the player's scroll operation. However, as described above, there are cases where team missions and bonus missions are not set. In this case, the mission UI images are arranged close to the top.

[0095] FIG. 9 shows a non-limiting example of a game screen 100 in the multi-play mode. In the game screen 100 shown in FIG. 9, an image of a mission board 110 is displayed. On this mission board 110, one mission UI image 140 corresponding to one normal mission of player A and three mission UI images 140 corresponding to three normal missions of another player X are displayed. As can be seen from FIG. 9, in the multi-play mode, each mission UI image displays the player name of the player for whom a personal mission is set. This allows each player to determine whether the personal mission is set for him / herself or for another person.

[0096] In the multiplayer mode, the missions included in the owned missions are progressed based on the player's play. At this time, if there is a mission whose progress meets the achievement condition, the reward for the mission that meets the achievement condition is given to the player. If the completed mission is the player's regular mission, a new regular mission is set. In addition, when the first achievement count reaches a first predetermined count, the stock number of additional conditions for the bonus mission is incremented by one. Furthermore, if the completed mission is the player's bonus mission, and the stock number after subtraction is 1 or more, a new bonus mission is set.

[0097] In the multiplayer mode, the player can also change his / her personal mission. The method for changing the personal mission is the same as that explained in the solo play mode, so a duplicate explanation will be omitted.

[0098] Furthermore, in the multiplayer mode, if any player leaves, the team is disbanded and the multiplayer mode is terminated. When the multiplayer mode is terminated, the virtual game is restarted in the solo play mode. At this time, the team mission and the individual missions of the other players are erased. However, the player's own individual mission and its progress are maintained.

[0099] Therefore, a player can end a multiplayer game while maintaining the progress of his / her own individual mission. Since the multiplayer game ends with the progress of the individual missions maintained, that is, the progress can be carried over when the game ends, it is not difficult to end the multiplayer game until the mission is completed, and players can easily play the multiplayer game.

[0100] Furthermore, when the same players form a team again and play a virtual game in multi-play mode, even if the progress of the individual missions of other players made in the previous multi-play mode has been erased, the progress statuses other than the team missions can be integrated again and the game can be played from where it was last time.

[0101] Furthermore, in addition to each player's individual missions, there are team missions that have high rewards and cannot be kept, so that the goal during multiplayer can be to generate or achieve the team missions.

[0102] Next, information processing by the information processing device will be described in detail. FIG. 10 is a diagram showing an example of a memory map 300 of the RAM 22 of the game device 10 shown in FIG. 1, that is, the game device 10 of the player A. As shown in FIG. 10, the RAM 22 includes a program storage area 302 and a data storage area 304. The program storage area 302 stores an application program (i.e., a game program) of a virtual game of this embodiment, which is an example of an information processing program. The game program includes a main processing program 302a, an image generating program 302b, an image display program 302c, an operation input detection program 302d, a game control program 302e, a mission progress determination program 302f, a mission achievement determination program 302g, a reward granting program 302h, a bonus mission setting determination program 302i, a team mission setting determination program 302j, and a mission change program 302k.

[0103] The information processing program may be stored in advance in the flash memory 24, or may be obtained from an external server or another game device 10 via a network such as the Internet 2. The information processing program may also be obtained from an external memory such as an optical disk, USB memory, or memory card that is detachable from the game device 10. However, a part of the information processing program may be stored in the flash memory 24, and another part may be obtained from an external server, another game device 10, or an external memory. The same applies to the image generation data 304b described later.

[0104] Furthermore, the function of displaying images such as game images is a function that the game device 10 itself has. Therefore, the image display program 302c is not included in the game program.

[0105] The main processing program 302a is a program for processing the main routine of the game program of this embodiment. The image generation program 302b is a program for generating game image data corresponding to various screens using the image generation data 304b. The image display program 302c is a program for outputting the game image data generated according to the image generation program 302b to the display device 30. Therefore, various screens such as the game screen 100, i.e., game images, are displayed on the display device 30.

[0106] The operation input detection program 302d is a program for detecting operation input data 304a input by the player to the operation input unit. In this embodiment, the operation input unit is various push buttons, keys, or switches provided on the input device .

[0107] The game control program 302e is a program for executing game control processing of the virtual game of this embodiment. Specifically, game control processing in solo play mode (hereinafter referred to as "solo play game control processing") and game control processing in multiplay mode (hereinafter referred to as "multiplay game control processing") are executed.

[0108] The mission progress determination program 302f is a program for determining whether the progress conditions of the missions are satisfied and updating the progress degree of the missions that satisfy the progress conditions. In the solo play mode, the mission progress determination program 302f is a program for determining whether the progress conditions of the player's personal missions are satisfied and updating the progress degree of the personal missions that satisfy the progress conditions. However, the progress status of the personal missions that do not satisfy the progress conditions is not updated. In the multiplay mode, the mission progress determination program 302f determines whether the progress conditions of each mission included in the missions owned by the player are satisfied and updates the progress degree of the missions that satisfy the progress conditions. However, the progress status of the missions that do not satisfy the progress conditions is not updated.

[0109] The mission achievement determination program 302g is a program for determining whether the conditions for accomplishing a mission are met. In the solo play mode, the mission achievement determination program 302g is a program for determining whether the conditions for accomplishing an individual mission are met. In the multiplay mode, the mission achievement determination program 302g is a program for determining whether the conditions for accomplishing each mission included in the owned missions are met.

[0110] The reward granting program 302h is a program for granting to the player a reward set for a mission whose achievement condition has been met.

[0111] The bonus mission setting decision program 302i is a program for deciding whether or not to set a bonus mission based on the first achievement count of the normal mission.

[0112] The team mission setting determination program 302j is a program for determining whether or not to set a team mission based on the second achievement count of the bonus mission in the multiplay mode.

[0113] The mission change program 302k is a program for changing the selected normal mission or bonus mission of the player (that is, the player himself) in accordance with the player's operation.

[0114] Although not shown in the figure, the program memory area 302 also stores other programs such as a communication program for communicating with other game devices 10, a sound output program for generating and outputting sounds required in the virtual game, a program for integrating the progress of each of the missions owned by the player and the progress of each of the missions owned by other people, and a program for changing the orientation of the virtual camera in accordance with the player's operational input.

[0115] Fig. 11 shows a non-limiting example of the specific contents of the data storage area 304 of the RAM 22 shown in Fig. 10. As shown in Fig. 11, the data storage area 304 stores operation input data 304a, image generation data 304b, player A data 304c, other player X data 304d, other player Y data 304e, other player Z data 304f, first achievement count data 304g, second achievement count data 304h, team mission data 304i, and all mission data 304j.

[0116] The operation input data 304a is data input from the input device 28, and is stored in chronological order. After being used for processing by the processor 20, the operation input data 304a is erased.

[0117] The image generation data 304b includes data for various screens, that is, data such as polygon data and texture data for generating game image data.

[0118] The player A data 304c is data about the player A of the game device 10, and includes player name data 310, player object data 312, possessed item data 314, captured monster data 316, personal mission data 318, stock count data 320, possessed point data 322, and the like.

[0119] The player name data 310 is data regarding the name of the player of the game device 10 (in this embodiment, "Player A").

[0120] The player object data 312 is data about the player object 102 in the virtual game, and is data about the type of the player object 102 and the current position and orientation of the player object 102 in the virtual space.

[0121] The possessed item data 314 is data regarding the type and number of items possessed by the player object 102 .

[0122] The captured monster data 316 is data regarding the type and number of the monster objects 104 captured by the player object 102.

[0123] The personal mission data 318 is data on personal missions owned by the player A. The personal missions are three regular missions, and one bonus mission may be added in addition.

[0124] The stock number data 320 is data on the stock number of additional conditions for the bonus mission.

[0125] The owned points data 322 is data on player A's owned points.

[0126] The player X data 304d is data about another player X who is playing a multiplayer game, and includes player name data 350, player object data 352, and individual mission data 354. Each data is the same as that described for the player A data 304c, so a duplicate description will be omitted.

[0127] The other player Y data 304e is data about another player Y who is playing in a multiplayer game. The player Z data 304f is data about another player Z who is playing in a multiplayer game.

[0128] Although details of the player Y data 304e and the player Z data 304f are omitted, they are the same as the player X data 304d. However, when the number of players playing multiplayer is two, the player Y data 304e and the player Z data 304f are not stored. Similarly, when the number of players playing multiplayer is three, the player Z data 304f is not stored.

[0129] The first achievement count data 304g is data on the number of times that a normal mission among the missions owned by the player or the player object 102 has been accomplished, that is, the first achievement count.

[0130] The second achievement count data 304h is data on the number of times the bonus missions among the missions owned by the player or the player object 102 have been achieved, that is, the second achievement count.

[0131] The team mission data 304i is data regarding a mission assigned to a team made up of a plurality of players or a plurality of player objects playing a multi-play game.

[0132] The personal mission data 318 of player A, the personal mission data 354 of other player X, the personal mission data of other player Y, the personal mission data of other player Z, and the team mission data 304i correspond to the data of missions owned by player A.

[0133] However, when the number of players constituting a team is three, the other player Z data 304f is not stored in the data storage area 304, and is not included in the data of the missions owned by player A. When the number of players constituting a team is two, the other player Y data 304e and the other player Z data 304f are not stored in the data storage area 304, and are not included in the data of the missions owned by player A.

[0134] The all mission data 304j is data on all missions prepared in the virtual game, with each mission having set therein identification information for identifying whether it is a normal mission, a bonus mission, or a team mission, the mission contents, the conditions for progressing through the mission, the conditions for achieving the mission, and the rewards.

[0135] Although not shown in the figure, the data storage area stores other data necessary for information processing of the virtual game, such as data of player object control information received from other game devices 10, and is provided with a counter or a timer. For example, data on the positions and orientations of each non-player object, such as a monster object, each background object, and the virtual camera in the virtual space is also stored.

[0136] Fig. 12 is a flow diagram showing a non-limiting example of the processing (overall processing) of the game program of the processor 20 shown in Fig. 1. Figs. 13 to 16 are flow diagrams showing a non-limiting example of the solo play game control processing of the processor 20 shown in Fig. 1. Figs. 17 to 22 are flow diagrams showing a non-limiting example of the multiplayer game control processing of the processor 20 shown in Fig. 1.

[0137] However, the processor 20 is the processor 20 of the game device 10 of the player A. Moreover, the processing of each step in the flow diagrams shown in Figs. 12-22 is merely an example, and the processing order of each step may be changed as long as the same result is obtained. Moreover, in this embodiment, the processing of each step in the flow diagrams shown in Figs. 12-22 is basically described as being executed by the processor 20, but some steps may be executed by a processor other than the processor 20 or a dedicated circuit.

[0138] Below, the overall processing of the processor 20 of the game device 10 of player A, the solo play game control processing, and the multiplayer game control processing will be described with reference to Figures 12 to 22, but duplicated descriptions of the same processing contents will be omitted.

[0139] Although illustration and explanation are omitted, the processors 20 of the game devices 10 of the other players (here, players X, Y, and Z) also execute the overall processing, the solo play game control processing, and the multiplayer game control processing in the same manner. Note that, for player X, players A, Y, and Z are the other players, for player Y, players A, X, and Z are the other players, and for player Z, players A, X, and Y are the other players.

[0140] When the power supply of the game device 10 is turned on, prior to the execution of the overall processing, the processor 20 executes a startup program stored in a boot ROM (not shown), which initializes each unit such as the RAM 22. When the execution of the game program of this embodiment is instructed by the player A, the game device 10 starts the overall processing.

[0141] 12, when the processor 20 starts the overall processing, it executes initial setting in step S1. Here, the processor 20 determines the positions and orientations of the player object 102, each non-player object (including the monster object 104), each background object, and the virtual camera in the virtual space as initial positions and initial orientations. In addition, the processor 20 sets individual missions (here, three normal missions) for the player A by lottery.

[0142] However, when starting a virtual game from a continuation of the previous game, processor 20 determines the positions and orientations in the virtual space of player object 102, each non-player object, each background object, and the virtual camera to be the positions and orientations at the time when the game was saved. Processor 20 also determines the individual missions at the time when the game was saved. However, a bonus mission may be added to the individual missions at the time when the game was saved.

[0143] Therefore, player object data 312 in which the initial position data and initial orientation data of the player object 102 or the position data and orientation data at the time of saving are set as current position data and orientation data is stored in the data storage area 304. Similarly, data in which the initial position data and initial orientation data of each non-player object, each background object, and virtual camera in the virtual space or the position data and orientation data at the time of saving are set as current position data and orientation data is stored in the data storage area 304. In addition, personal mission data 318 determined as the personal mission set for player A or the personal mission data at the time of saving is stored in the data storage area 304.

[0144] In this embodiment, since the game is started in solo play mode, when the game is started in multiplay mode, data on other players (304d, 304e, 304f in this embodiment) is not stored in the data storage area 304 until data on the personal missions of other players is acquired. Similarly, team mission data 304i that is added during the multiplay game is not stored in the data storage area 304. Also, the second achievement count data 304h is not updated during the solo play game.

[0145] In the next step S3, a virtual game is started in solo play mode, and in step S5, a solo play game control process (FIGS. 13-16 described later) is executed, and in step S7, it is determined whether to transition to multiplay mode. Here, other players are recruited according to the operation of player A, and in response to this, participation requests from the game devices 10 of the other players are accepted, and a connection state is established with the game devices 10 of the other players, and it is determined whether a team has been formed. Alternatively, in response to the recruitment from the game device 10 of the other players, a participation request is transmitted to the game device 10 of the other players according to the operation of player A, and a connection state is established with the game device 10 of the other players, and it is determined whether a team has been formed.

[0146] If "NO" in step S7, that is, if there is no transition to multiplay mode, the process returns to step S5. On the other hand, if "YES" in step S7, that is, if there is a transition to multiplay mode, the player's personal mission is transmitted to each of the game devices 10 of the other players in the team in step S9. In the next step S11, the personal missions of each of the other players in the team are obtained.

[0147] Next, in step S13, a virtual game is started in multiplay mode, in step S15, a multiplay game control process (FIGS. 17-22 described later) is executed, and in step S17, it is determined whether or not the multiplay is to end. Here, processor 20 determines whether an instruction to end the multiplay has been given by player A, a notification to end the multiplay has been given from game device 10 of another player X, Y or Z, or a connection state with game device 10 of another player X, Y or Z has been released.

[0148] If "NO" in step S17, that is, if the multiplay has not ended, the process returns to step S15. On the other hand, if "YES" in step S17, that is, if the multiplay has ended, the team mission and the individual missions of the other players are erased in step S19, and the virtual game is resumed in the solo play mode in step S21, and the process returns to step S5.

[0149] As will be described later, when a virtual game is being executed in solo play mode, if an instruction to end the virtual game is given, the virtual game in solo play mode is ended, and the entire processing is also ended.

[0150] 13, when the processor 20 starts the solo play game control process, in step S101, it acquires operation input data 304a inputted or transmitted from the input device 28. In the next step S103, it is determined whether the mission board 110 is open.

[0151] If "YES" in step S103, that is, if the mission board 110 is open, proceed to step S153 shown in Fig. 16. On the other hand, if "NO" in step S103, that is, if the mission board 110 is not open, in step S105, it is determined whether to open the mission board 110. In this step S105, the processor 20 determines whether the operation input data 304a detected in step S101 is an instruction to open the mission board 110.

[0152] If "YES" in step S105, that is, if the mission board 110 is not opened, in step S107, a request is made to the image generating unit (step S133) to display the mission board 110, and the process proceeds to step S131 shown in Fig. 14. Therefore, when a game image is generated in step S133, an image of the mission board 110 is also generated. The same applies to the following cases where a display is requested to the image generating unit.

[0153] On the other hand, if "NO" in the step S105, that is, if the mission board 110 is to be opened, in a step S109, the player object 102 is made to perform an action according to the operation input data 304a.

[0154] In the next step S111, it is determined whether there is an individual mission that satisfies the progress condition. If "NO" in step S111, that is, if there is no individual mission that satisfies the progress condition, the process proceeds to step S131. On the other hand, if "YES" in step S111, that is, if there is an individual mission that satisfies the progress condition, the progress degree of the individual mission that satisfies the progress condition is updated in the individual mission data 318 in step S113.

[0155] Next, in step S115, it is determined whether there is any individual mission that satisfies the achievement condition, that is, the processor 20 determines whether there is any individual mission whose progress has reached the achievement condition.

[0156] If step S115 is "NO", that is, if there is no individual mission that satisfies the achievement condition, the process proceeds to step S131. On the other hand, if step S115 is "YES", that is, if there is an individual mission that satisfies the achievement condition, in step S117, a request is made to the image generating unit (step S133) to display a notification of the individual mission that has been achieved, and in step S119 shown in Fig. 14, a reward for the individual mission that has been achieved is awarded. In other words, the points set for the individual mission that has been achieved are added to the owned points, and the owned point data 322 is updated.

[0157] In the next step S121, it is determined whether the completed mission is a bonus mission. If "NO" in step S121, that is, if the completed mission is a normal mission, the process proceeds to step S139 shown in FIG. 15. On the other hand, if "YES" in step S121, that is, if the completed mission is a bonus mission, the completed bonus mission is deleted in step S123, and the stock number is subtracted by 1 in step S125. At this time, the first completion count of the normal mission is subtracted by 10.

[0158] In the following step S127, it is determined whether the stock number is 1 or more. If "NO" in step S127, that is, if the stock number is 0, the process proceeds to step S131. On the other hand, if "YES" in step S127, that is, if the stock number is 1 or more, a new bonus mission is set in step S129. Here, processor 20 selects a bonus mission from all mission data 304j other than the bonus mission deleted in step S123, and sets the selected bonus mission to player A. The same applies when setting an individual mission for player A.

[0159] Next, in step S131, other game processing is executed. In the other game processing, the processor 20 operates non-player objects including the monster object 104, and places items in the virtual space. In addition, the processor 20 moves the cursor on the mission board 110, selects or cancels the selection state of the mission UI image 130 or 140, displays the menu window 150, and hides the mission board 110, in accordance with the operation of the player A.

[0160] In the next step S133, a game image is generated, in step S135 the game image is displayed, and in step S137 it is determined whether the game is over. In step S137, processor 20 determines whether an instruction to end the game has been given by player A. If "NO" in step S137, that is, if the game is not over, the process returns to the overall process. On the other hand, if "YES" in step S137, that is, if the game is over, the overall process is terminated.

[0161] As described above, if "NO" in step S121, the completed normal mission is deleted in step S139 shown in Fig. 15, a new normal mission is set in step S141, and the first achievement count of the normal mission is incremented by 1 in step S143. That is, the first achievement count corresponding to the first achievement count data 304g is incremented by 1.

[0162] In the next step S145, it is determined whether the first achieved number is a first predetermined number (10 in this embodiment). If "NO" in step S145, that is, if the first achieved number is not the first predetermined number, the process proceeds to step S131 shown in Fig. 14. On the other hand, if "YES" in step S145, that is, if the first achieved number is the first predetermined number, it is determined in step S147 whether the stock amount is the maximum value (3 in this embodiment).

[0163] If "YES" in step S147, that is, if the stock quantity is the maximum value, proceed to step S131. On the other hand, if "NO" in step S147, that is, if the stock quantity is not the maximum value, the stock quantity is incremented by 1 in step S149, the first achievement count is reset in step S151, and proceed to step S131.

[0164] Also, as described above, if "YES" in step S103, it is determined whether or not the personal mission is to be changed in step S153 shown in Fig. 16. Here, the processor 20 determines whether or not the personal mission change is selected in the menu window 150.

[0165] If "NO" in step S153, that is, if the personal mission is not to be changed, proceed to step S131. On the other hand, if "YES" in step S153, that is, if the personal mission is to be changed, in step S155, the owned points are consumed, in step S157, the selected personal mission is changed, and proceed to step S131. In this embodiment, in step S155, the processor 20 subtracts half the points of the reward that will be awarded if the personal mission instructed to be changed is accomplished from the owned points.

[0166] As shown in FIG. 17, when the processor 20 starts the multiplayer game control process, in step S201, it obtains the degree of progress of each mission included in the owned missions of all other players (here, other players X, Y, Z; similarly below), and in step S203, it integrates the degree of progress of each mission included in the owned missions of the player with the degree of progress of each mission included in the owned missions of other players (here, other players X, Y, Z; similarly below). The integration method is as described above. Also, as described above, at this time, the processor 20 appropriately updates the first achievement count and the second achievement count.

[0167] In the next step S205, all other player object control information is obtained, and in step S207, all other player objects are controlled in accordance with the other player object control information obtained in step S205, and in step S209, operation input data 304a input or transmitted from the input device 28 is obtained.

[0168] According to the position and orientation information of the other player object included in the other player object control information acquired in step S205, the current position and orientation data of the player object data 352 included in the other player X data 304d are updated, the current position and orientation data of the player object data included in the other player Y data 304e are updated, and the current position and orientation data of the player object data included in the other player Z data 304f are updated.

[0169] Subsequently, in step S211, it is determined whether or not the mission board 110 is open. If "YES" in step S211, proceed to step S285 shown in Fig. 22. On the other hand, if "NO" in step S211, it is determined in step S213 whether or not to open the mission board 110.

[0170] If "YES" in step S213, in step S215, a request is made to the image generating unit (step S281) to display the mission board 110, and the process proceeds to step S279 shown in Fig. 21. On the other hand, if "NO" in step S213, in step S217 shown in Fig. 18, the player object 102 is caused to perform an action in accordance with the operation input data 304a, and in step S219, information on the position, orientation and action of the player object 102, i.e., player object control information, is transmitted to each of the game devices 10 of all the other players.

[0171] In the next step S221, it is determined whether or not there is a mission that satisfies the progress condition among the owned missions. If the answer is "NO" in step S221, that is, if there is no mission that satisfies the progress condition, the process proceeds to step S279. On the other hand, if the answer is "YES" in step S221, that is, if there is a mission that satisfies the progress condition, the progress degree of the mission that satisfies the progress condition is updated in step S223, and the progress degree of each mission included in the owned missions of player A is transmitted to all other players' game devices 10 in step S225.

[0172] Next, in step S227, it is determined whether or not there is a mission that satisfies the achievement condition among the owned missions. If "NO" in step S227, that is, if there is no mission that satisfies the achievement condition, the process proceeds to step S279. On the other hand, if "YES" in step S227, that is, if there is a mission that satisfies the achievement condition, in step S229, a request is made to the image generation unit for notification of the mission that has been achieved, and in step S231, a reward for the mission that has been achieved is given to Player A.

[0173] 19, in a subsequent step S233, it is determined whether the accomplished mission is a team mission. If "YES" in step S233, that is, if the accomplished mission is a team mission, in step S235, the accomplished team mission is deleted, and the process proceeds to step S279.

[0174] On the other hand, if "NO" in step S233, that is, if the completed mission is not a team mission, in step S237, it is determined whether or not the completed mission is a normal mission. If "YES" in step S237, that is, if the completed mission is a normal mission, proceed to step S249 shown in FIG.

[0175] On the other hand, if "NO" in step S237, that is, if the accomplished mission is a bonus mission, in a step S239, the second achievement count of the bonus mission is incremented by one.

[0176] In the next step S241, it is determined whether the second achievement count is equal to or greater than the second predetermined count. If "NO" in step S241, that is, if the second achievement count is less than the second predetermined count, the process proceeds to step S263 shown in Fig. 21. On the other hand, if "YES" in step S241, that is, if the second achievement count is equal to or greater than the second predetermined count, it is determined in step S243 whether a team mission has been set.

[0177] If "YES" in step S243, that is, if the team mission has already been set, proceed to step S263. On the other hand, if "NO" in step S243, that is, if the team mission has not already been set, a team mission is set in step S245, the second achievement count is reset in step S247, and proceed to step S263.

[0178] As described above, if "YES" in step S237, in step S249 shown in Fig. 20, the first achievement count of the normal mission is incremented by 1. In the next step S251, it is determined whether or not the first achievement count is equal to or greater than a first predetermined number of times. If "NO" in step S251, that is, if the first achievement count is less than the first predetermined number of times, the process proceeds to step S273 shown in Fig. 21. On the other hand, if "YES" in step S251, that is, if the first achievement count is equal to or greater than the first predetermined number of times, it is determined in step S253 whether or not the stock amount is a maximum value.

[0179] If "YES" in step S253, proceed to step S273. On the other hand, if "NO" in step S253, in step S255, the stock number is incremented by 1, in step S257, the first achievement count is reset, and in step S259, it is determined whether or not a bonus mission has been set.

[0180] If "NO" in step S259, that is, if a bonus mission has not been set, proceed to step S273. On the other hand, if "YES" in step S259, that is, if a bonus mission has been set, a bonus mission is set in step S261, and proceed to step S273.

[0181] As shown in Fig. 21, in step S263, it is determined whether the completed mission is one's own bonus mission. If "NO" in step S263, that is, if the completed mission is someone else's bonus mission, the process proceeds to step S279. On the other hand, if "YES" in step S263, that is, if the completed mission is one's own bonus mission, the completed one's own bonus mission is deleted in step S265, and the stock number is decremented by 1 in step S267.

[0182] In the next step S269, it is determined whether the stock number is 1 or more. If "NO" in step S269, that is, if the stock number is 0, the process proceeds to step S279. On the other hand, if "YES" in step S269, that is, if the stock number is 1 or more, a new bonus mission is set in step S271, and the process proceeds to step S279.

[0183] Also, in step S273, it is determined whether the completed mission is one's own normal mission. If "NO" in step S273, that is, if the completed mission is someone else's normal mission, proceed to step S279. On the other hand, if "YES" in step S273, that is, if the completed mission is one's own normal mission, in step S275, the completed one's own normal mission is deleted, and in step S277, a new normal mission is set, and proceed to step S279.

[0184] In step S279, other game processing is executed. In the other game processing, processor 20 operates non-player objects including monster object 104, and places items in the virtual space. In addition, processor 20 moves the cursor on mission board 110, scrolls mission board 110, selects or cancels the selection state of mission UI image 130, 140, or 160, displays menu window 150, and hides mission board 110, in accordance with the operation of player A. In the next step S281, a game image is generated, and in step S283, the game image is displayed, and the process returns to the overall processing.

[0185] Also, as described above, if "YES" in step S211, it is determined in step S285 shown in Fig. 22 whether or not to change the personal mission. If "NO" in step S285, proceed to step S279. On the other hand, if "YES" in step S285, the owned points are consumed in step S289, the selected personal mission is changed in step S289, and proceed to step S279. However, it is only one's own personal mission that can be changed.

[0186] According to this embodiment, in multiplayer, each player can cooperate to complete their missions. Even when multiplayer ends, the progress of each player's mission can be kept, and the player can further progress in solo play. Multiplayer can also be started after the player has progressed in their solo mission. Therefore, players can easily play multiplayer without being bound by the progress of their missions.

[0187] In this embodiment, when any player leaves the multi-play mode, the virtual game is resumed in the solo play mode, but this is not necessary. When another player leaves, the remaining players may continue the virtual game in the multi-play mode. In such a case, the personal missions of the other players who left are erased.

[0188] Also, in this embodiment, a designated bonus mission or one normal mission among one's own personal missions is changed, but it is also possible to change all of one's own personal missions at once.

[0189] Furthermore, in this embodiment, once a virtual game is started in multiplayer mode, additional players are not recruited, so players cannot join midway through the game, although it may be possible for players to join midway through.

[0190] In this embodiment, the overall processing of the virtual game, the solo play game control processing, and the multiplayer game control processing shown in Figures 12-22 are all executed by the processor 20 of the game device, but some or all of these may be executed by an external computer capable of communicating with this game device, and the game device may obtain some or all of the processing results from the external computer. In such a case, a network game system or an information processing system is formed by the game device and the external computer communicably connected to this game device.

[0191] Furthermore, in this embodiment, in the multiplay mode, each game device 10 progresses through each mission included in the owned missions, and transmits the progress degree to each of the other game devices 10, but this is not limited thereto. Instead of transmitting and receiving the progress degree of each mission included in the owned missions, the type of each mission included in the owned missions may be transmitted and received, and each game device 10 may control the action of the other player objects according to the player object control information received from the other game devices 10, and update the progress degree of each mission included in the owned missions based on the action of the other player objects. In such a case, information that a mission has been completed is transmitted and received between the other game devices 10, and if the completed mission is a personal mission, a new personal mission is set in the game device 10 of the player who owns the personal mission.

[0192] Furthermore, in this embodiment, in the multiplay mode, a virtual game is played by establishing a connection state between multiple game devices, but this is not necessarily limited to this. Multiple players may play a virtual game in the multiplay mode using one game device. In such a case, when playing a virtual game in the multiplay mode, the number of other players is determined, and when the game device recognizes the input device, i.e., the controller, used by the other players, the game device reads the save data of the other players and starts the virtual game in the multiplay mode. In this case, as an example, for each of the other players (e.g., players X, Y, and Z) who participated in the multiplay, the processes of steps S201-S209 and S217-S271, in which steps S211, S213, S215, and S279-S289 of the multiplay game control process are deleted, are executed in parallel with the multiplay game control process of player A.

[0193] Furthermore, in this embodiment, the mission UI images corresponding to the missions are displayed vertically on the mission board, but this is not limited thereto. The mission UI images corresponding to the missions may be displayed horizontally on a horizontally long mission board and scrolled horizontally. Also, a mission UI image corresponding to a team mission may be fixedly displayed at the top of the mission display section, and a set of mission UI images for one player's personal missions may be displayed below that, and the sets of mission UI images for other players' personal missions may be displayed by scrolling left and right or up and down.

[0194] Furthermore, the configuration of the game device, various screens, and specific numerical values ​​shown in this embodiment are merely examples and should not be considered limiting, but may be modified as appropriate depending on the actual product.

[0195] Furthermore, the order of the steps shown in the flow chart may be changed as appropriate, provided that the same effect or result is obtained. [Explanation of symbols]

[0196] 10. Gaming devices 20...Processor 22...RAM 24...Flash memory 26 ... communication module 28... Input device 30...display device 34 ... Speaker

Claims

1. The computer of the information processing device Execute game processing for multiplayer and solo play; During the multiplayer game, Regarding overall missions, which are a plurality of missions including at least one personal mission set for the player and at least one other player mission set for another player, when a progress condition set for any of the missions included in the overall mission is satisfied based on the play of any of the players participating in the multiplay, progress the mission; when the progress of any one of the missions reaches a condition for accomplishing the mission, a reward is given to the player; At the end of the multiplayer play, the individual mission is ended while maintaining the progress of the individual mission; During the solo play game, When a progress condition set for any of the individual missions is satisfied based on the play of the player, the mission is progressed; when the degree of progress of any one of the missions reaches a condition for mission completion, a reward is given to the player; at the start of the multiplay, starting the multiplay based on the overall mission including the individual mission of the degree of progress at that time and the other person's mission of the degree of progress at that time; Game program.

2. A predetermined number of the individual missions are maintained; The computer further comprises: During the multiplayer and solo play games, 2. The game program according to claim 1, wherein when any of the personal missions reaches a condition for mission completion, the mission is completed and a new personal mission is added.

3. The computer further comprises: During the multiplayer and solo play games, 3. The game program according to claim 2, further comprising: a personal bonus mission being added as a new personal mission not included in the predetermined number when the achievement status of the personal mission satisfies a predetermined condition.

4. The condition for adding the individual bonus mission is that the individual mission is accomplished a predetermined number of times, The computer further comprises: after the individual bonus mission is added, counting the number of times the individual mission is accomplished, which is a condition for adding the next individual bonus mission, regardless of the accomplishment of the individual bonus mission, 4. The game program according to claim 3, further comprising: a step of adding a new individual bonus mission when a condition for adding the next individual bonus mission is met and the held individual bonus mission is accomplished.

5. 4. The game program according to claim 3, wherein the amount of the reward is set for each of the missions, and a higher reward amount is set for the individual bonus mission than for the other individual missions.

6. The computer further comprises: During the multiplayer game, 4. The game program according to claim 3, wherein when the achievement status of the individual bonus missions of all players participating in the multiplay satisfies a predetermined condition, an overall bonus mission not included in the individual missions and the other players' missions is further added to the overall mission.

7. 7. The game program according to claim 6, wherein the amount of the reward is set for each of the missions, the individual bonus missions are set to have a higher reward amount than the other individual missions, and the overall bonus missions are set to have a higher reward amount than the individual bonus missions.

8. The computer further comprises: During the multiplayer and solo play games, 8. The game program according to claim 1, further comprising: canceling the retained personal mission and adding a new personal mission based on an update instruction from the player.

9. The computer includes:

9. The game program according to claim 8, further comprising the step of consuming the reward, discarding the retained personal mission, and adding a new personal mission, based on the update instruction.

10. A game control method for an information processing device, comprising: The computer of the information processing device Executes game processing for multiplayer and solo play, During the multiplayer game, Regarding overall missions, which are a plurality of missions including at least one personal mission set for the player and at least one other player mission set for another player, When a progress condition set for any of the missions included in the overall mission is satisfied based on the play of any of the players participating in the multiplay, the mission is progressed; When the progress of any one of the missions reaches a condition for accomplishing the mission, a reward is provided to the player; When the multiplay ends, the progress of the individual mission is maintained, During the solo play game, When a progress condition set for any of the individual missions is satisfied based on the play of the player, the mission is progressed; When the degree of progress of any one of the missions reaches a condition for mission completion, a reward is provided to the player; at the start of the multiplay, starting the multiplay based on the overall mission including the individual mission of the degree of progress at that time and the other person's mission of the degree of progress at that time; Game control methods.

11. A predetermined number of the individual missions are maintained; The computer further comprises: During the multiplayer and solo play games, 11. The game control method according to claim 10, further comprising the steps of: when any one of the personal missions reaches a condition for mission completion, completing the relevant mission and adding a new personal mission.

12. The computer further comprises: During the multiplayer and solo play games, 12. The game control method according to claim 11, further comprising the step of adding an individual bonus mission as a new individual mission not included in the predetermined number when the achievement status of the individual mission satisfies a predetermined condition.

13. The condition for adding the individual bonus mission is that the individual mission is accomplished a predetermined number of times, The computer further comprises: After the individual bonus mission is added, counting the number of times the individual mission is completed, which is a condition for adding the next individual bonus mission, regardless of whether the individual bonus mission is completed; 13. The game control method according to claim 12, further comprising the step of: adding a new individual bonus mission when a condition for adding the next individual bonus mission is satisfied and the held individual bonus mission is accomplished.

14. 13. The game control method according to claim 12, wherein the amount of the reward is set for each of the missions, and a higher reward amount is set for the individual bonus mission than for the other individual missions.

15. The computer further comprises: During the multiplayer game, 13. The game control method according to claim 12, further comprising the step of adding an overall bonus mission not included in the individual mission and the other player's mission to the overall mission when the achievement status of the individual bonus missions of all players participating in the multiplay satisfies a predetermined condition.

16. 16. A game control method according to claim 15, wherein the amount of the reward is set for each of the missions, the individual bonus missions are set to have a higher reward amount than the other individual missions, and the overall bonus missions are set to have a higher reward amount than the individual bonus missions.

17. The computer further comprises: During the multiplayer and solo play games, 17. The game control method according to claim 10, further comprising the steps of: discarding the retained personal mission and adding a new personal mission, based on an update instruction from the player.

18. The computer includes:

18. The game control method according to claim 17, further comprising the steps of: consuming the reward, discarding the retained personal mission, and adding a new personal mission, based on the update instruction.

19. A plurality of information processing devices are included, causing a processor of each of the information processing devices to execute a game process for multiplay; During the multiplayer game, Regarding the overall mission including all the players participating in the multiplay among the individual missions, which are at least one mission set for each player, When a progress condition set for any of the missions included in the overall mission is satisfied based on the play of any of the players, the mission is progressed; when the degree of progress of any one of the missions reaches a condition for accomplishing the mission, a reward is given to each of the players; At the end of the multiplayer play, the progress of each of the individual missions is terminated while being maintained; at the start of the multiplayer play, starting the multiplayer play based on the overall mission including all of the individual missions whose progress levels at that time are maintained; Game system.

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