Game program, game control method, and game system

The game system facilitates seamless multiplayer and solo play by combining individual missions, enabling players to progress missions together and maintain progress across modes, addressing the challenge of restricted gameplay in existing systems.

JP2026086724APending Publication Date: 2026-05-26NINTENDO CO LTD +1
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
NINTENDO CO LTD
Filing Date
2026-02-13
Publication Date
2026-05-26

AI Technical Summary

Technical Problem

Existing multiplayer game systems face difficulties in easily starting or ending games due to the distribution of rewards among party members when a common reward acquisition condition is met, restricting casual multiplayer gameplay.

Method used

Implement a game system that allows players to combine individual missions during multiplayer gameplay, maintaining mission progress in solo play, and enables seamless transition between multiplayer and solo modes, with features like personal and team missions, bonus missions, and shared rewards.

Benefits of technology

Enables casual multiplayer gameplay without being constrained by mission progress, allowing players to cooperate, maintain individual mission progress, and efficiently complete missions through shared efforts.

✦ Generated by Eureka AI based on patent content.

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Abstract

In multiplayer mode, players can cooperate to complete missions, and they can also start or end multiplayer sessions while continuing their own mission progress. [Solution] The game device's processor advances a mission during multiplayer gameplay if the progress conditions set for either a personal mission set for a player or a global mission including other players' missions are met based on the play of any of the players. The processor terminates at the end of multiplayer gameplay while retaining the progress of the personal missions. The processor advances missions during solo play gameplay based on the player's play. The processor starts multiplayer gameplay at the beginning of multiplayer gameplay based on the progress of the personal missions and the global mission including other players' missions at that time.
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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 particularly, for example, to a game program, a game control method, and a game system for advancing a mission during a virtual game.

Background Art

[0002] An example of this type of information processing apparatus is disclosed in Patent Document 1. The game system disclosed in this Patent Document 1 advances a multiplayer game, and for each character belonging to a party, arithmetic processing of reward shares for the actions of the character is started. When a reward acquisition condition, which is a common goal, is achieved due to the action of any one of the characters belonging to the party, the arithmetic processing of the reward shares for the achieved character and other characters belonging to the same party as this character is terminated, and the reward share data for each character is determined.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in the game system disclosed in Patent Document 1, when a reward acquisition condition, which is a common goal, is achieved due to the action of any one of the characters belonging to a party in a multiplayer game, rewards are distributed among other characters belonging to the same party as the achieved character. Therefore, it is difficult to easily start or end a multiplayer game.

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

[0006] Another objective of this invention is to provide a game program, a game control method, and a game system that allow for casual multiplayer gameplay without being restricted by the progress of a mission. [Means for solving the problem]

[0007] (Composition 1) Configuration 1 causes the computer of the information processing device to perform game processing for multiplayer and solo play, and during multiplayer gameplay, when the progress conditions set for any of the missions included in the overall mission are met based on the play of any player participating in the multiplayer, the mission is advanced, and when the progress of any mission reaches the conditions for mission completion, a reward is given to the player, and at the end of multiplayer, the progress of the individual mission is maintained, and during solo play, when the progress conditions set for any of the individual missions are met based on the play of the player, the mission is advanced, and when the progress of any mission reaches the conditions for mission completion, a reward is given to the player, and at the start of multiplayer, the multiplayer is started based on the progress of the individual mission at that time and the progress of the other player mission at that time, including the overall mission, and the progress of the other player mission at that time, It is in grams.

[0008] According to Configuration 1, in multiplayer mode, players can combine their individual missions and work together to achieve them. Even after the multiplayer session ends, players can retain their individual mission progress. Therefore, they can continue progressing in solo play. In short, in games where missions progress during gameplay, players can cooperate to advance missions in multiplayer mode, and can start or end multiplayer sessions while maintaining their individual mission progress. Therefore, players can easily enjoy multiplayer without being constrained by their mission progress.

[0009] (Configuration 2) Configuration 2 maintains a predetermined number of personal missions in Configuration 1, and further, during multiplayer and solo play, when any personal mission reaches the conditions for mission completion, the computer completes that mission and adds a new personal mission.

[0010] (Composition 3) Configuration 3, in addition to Configuration 2, causes the computer to add personal bonus missions as new personal missions that are not included in the predetermined number of missions when the completion status of personal missions in multiplayer and solo play games meets predetermined conditions.

[0011] According to Configuration 3, a new type of personal mission, the Personal Bonus Mission, will be added, and these Personal Bonus Missions can also be shared in multiplayer. Personal Bonus Missions that occur during multiplayer will also be completed while retaining their progress, meaning that the progress can be carried over when the game ends. This makes it easier to play multiplayer without feeling pressured to end the game until the mission is completed.

[0012] (Composition 4) Configuration 4 is configured such that, in Configuration 3, the condition for adding a personal bonus mission is that a personal mission is completed a predetermined number of times. The computer is then instructed to count the number of times a personal mission is completed that will be the condition for adding the next personal bonus mission, regardless of whether the current personal bonus mission has been completed, after the addition of the personal bonus mission. When the condition for adding the next personal bonus mission is met and the existing personal bonus mission has been completed, the computer adds a new personal bonus mission.

[0013] According to Configuration 4, bonus conditions can be stockpiled. When playing multiplayer with stockpiled conditions, bonus missions can be progressed efficiently and continuously.

[0014] (Composition 5) Configuration 5 is set so that in Configuration 3 or Configuration 4, the amount of reward is set for each mission, and individual bonus missions have a higher reward amount than other individual missions.

[0015] (Composition 6) Configuration 6, in any of Configurations 3 through 5, further causes the computer to add an overall bonus mission to the overall missions if the completion status of the individual bonus missions of all players participating in the multiplayer game meets predetermined conditions. This bonus mission is not included in the individual missions or other players' missions.

[0016] According to configuration 6, you can play the overall bonus missions, which are exclusive to multiplayer, cooperatively. It is possible.

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

[0018] (Composition 8) In Configuration 8, in any of Configurations 1 to 7, the computer further causes, during a multi-player and solo game, the personal mission being held to be discarded and a new personal mission to be added based on an update instruction by the player.

[0019] According to Configuration 8, the player can only update his / her own personal mission. It is possible to avoid a personal mission that is difficult to achieve.

[0020] (Configuration 9) In Configuration 9, in Configuration 8, the computer consumes the reward and causes the personal mission being held to be discarded and a new personal mission to be added based on the update instruction.

[0021] According to Configuration 9, since the reward is consumed, it is possible to prevent frequent updates of the personal mission.

[0022] (Configuration 10) Configuration 10 is a game control method for an information processing device. The computer of the information processing device executes game processing for multiplayer and solo play. During multiplayer games, for the overall mission, which is a plurality of missions including at least one personal mission, which is at least one mission set for the player, and at least one other mission, which is at least one mission set for other players, when the progress condition set for any mission included in the overall mission is satisfied based on the play of any player participating in the multiplayer game, the mission is advanced. When the degree of progress of any mission reaches the condition for achieving the mission, a reward is given to the player. At the end of the multiplayer game, it ends while maintaining the degree of progress of the personal mission. During solo play games, when the progress condition set for any personal mission is satisfied based on the play of the player, the mission is advanced. When the degree of progress of any mission reaches the condition for mission achievement, a reward is given to the player. At the start of the multiplayer game, the multiplayer game is started based on the overall mission including the personal mission with the degree of progress at that time and the other mission with the degree of progress at that time. This is a game control method.

[0023] (Configuration 11) Configuration 11 includes multiple information processing devices, and each information processing device's processor is used to execute multiplayer game processing. During a multiplayer game, the overall mission, which includes the individual missions (at least one mission set for each player) and the individual missions of all players participating in the multiplayer game, is advanced when the progress conditions set for any of the missions included in the overall mission are met based on the play of any player. When the progress of any of the missions reaches the conditions for completion, a reward is given to each player. At the end of the multiplayer session, the progress of each individual mission is retained. At the start of the multiplayer session, the multiplayer is started based on the overall mission, which includes the individual missions of all players whose progress is retained at that time. This is the game system that initiates the game.

[0024] In configurations 10 and 11, as in configuration 1, in games where missions are progressed during gameplay, players can cooperate in multiplayer to progress through missions, and can also start or end multiplayer while continuing their own mission progress. [Effects of the Invention]

[0025] This invention allows for casual multiplayer gameplay without being restricted by the progress of the mission.

[0026] The aforementioned objectives, other objectives, features, and advantages of this invention will become even clearer from the following detailed description of embodiments with reference to the drawings. [Brief explanation of the drawing]

[0027] [Figure 1] Figure 1 is a block diagram showing an example of the electrical configuration of a game device, without limitation. [Figure 2] Figure 2 shows a first example, not limited to, of a game screen displayed on the display device of the game device shown in Figure 1. [Figure 3] Figure 3 shows a second, unspecified example of a game screen displayed on the display device of the game device shown in Figure 1. [Figure 4] Figure 4 shows a third, unspecified example of a game screen displayed on the display device of the game device shown in Figure 1. [Figure 5] Figure 5 shows a fourth, unspecified example of a game screen displayed on the display device of the game device shown in Figure 1. [Figure 6] Figure 6 shows an example of a game system without limitations for multiplayer with four players. [Figure 7] Figure 7 illustrates an unspecified example of player-owned missions during a multiplayer game. [Figure 8] Figure 8 illustrates a non-limiting example of how mission UI images corresponding to player-owned missions can be displayed on the mission board during multiplayer gameplay. [Figure 9] Figure 9 shows a fifth, unspecified example of a game screen displayed on the display device of the game device shown in Figure 1. [Figure 10] Figure 10 shows an example of a memory map of RAM built into the game device shown in Figure 1, but is not limited to any specific example. [Figure 11] Figure 11 shows an example of the specific contents of the RAM data storage area shown in Figure 10, without any limitations. [Figure 12] Figure 12 is a flowchart illustrating an unspecified example of the overall processing of a virtual game by a processor built into the game device shown in Figure 1. [Figure 13] Figure 13 is a flowchart showing a first part of the solo-play game control processing of the processor built into the game device shown in Figure 1. [Figure 14] Figure 14 is a flowchart of a second part of the solo-play game control processing of the processor built into the game device shown in Figure 1, and follows Figure 13. [Figure 15]Figure 15 is a flowchart of a third part of the solo-play game control process of the processor built into the game device shown in Figure 1, and follows Figure 14. [Figure 16] Figure 16 is a flowchart of the fourth part of the solo-play game control process of the processor built into the game device shown in Figure 1, and follows Figure 13. [Figure 17] Figure 17 is a flowchart showing a first part of the multiplayer game control processing of the processor built into the game device shown in Figure 1. [Figure 18] Figure 18 is a flowchart of a second part of the multiplayer game control processing of the processor built into the game device shown in Figure 1, and follows Figure 17. [Figure 19] Figure 19 is a flowchart of a third part of the multiplayer game control processing of the processor built into the game device shown in Figure 1, and follows Figure 18. [Figure 20] Figure 20 is a flowchart of the fourth part of the multiplayer game control processing of the processor built into the game device shown in Figure 1, and follows Figure 19. [Figure 21] Figure 21 is a flowchart of the fifth part of the multiplayer game control processing of the processor built into the game device shown in Figure 1, following Figures 19 and 20. [Figure 22] Figure 22 is a flowchart of the sixth part of the multiplayer game control processing of the processor built into the game device shown in Figure 1, and follows Figure 17. [Modes for carrying out the invention]

[0028] Referring to Figure 1, a game device 10, which is an example of an information processing device, includes a processor 20, to which RAM 22, flash memory 24, communication module 26, input device 28, display device 30, and D / A converter 32 are connected. A speaker 34 is also 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 System-on-a-chip (SoC) that incorporates multiple functions such as CPU functionality, GPU functionality, and video memory (VRAM).

[0030] RAM22 is a volatile storage medium and is used as the work memory and buffer memory of the processor 20. Flash memory 24 is a non-volatile storage medium and is used to store game programs and various types of data (save).

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

[0032] However, applications include a wide variety of information processing applications, such as game applications, document creation applications, email applications, drawing applications, handwriting practice applications, language training applications, and learning applications.

[0033] The communication module 26 communicates with external devices via a network (specifically, wirelessly). In this embodiment, the communication module 26 communicates with external devices by connecting to a wireless LAN using a method compliant with the Wi-Fi standard as a first communication mode. The communication module 26 also communicates wirelessly with other game devices 10 of the same type using a predetermined communication method (for example, communication using a proprietary protocol or infrared communication) as a second communication mode. The wireless communication using the second communication mode enables wireless communication with other game devices 10 located within a closed local area network, realizing a function that enables so-called "local communication" where data is sent and received by communicating directly between multiple 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 the user or player (hereinafter simply referred to as "player") for various operations such as menu selection and instructions in the application. For example, the game controller may have A button, B button, X Buttons, Y buttons, L buttons, R buttons, a directional pad (and / or a slide stick) are provided. However, in the case of a portable game device 10, in addition to push buttons, keys or switches, a touch panel may also be provided as an input device 28.

[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 unit 10b of the game device 10, as will be 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 the speaker 34. However, the audio data consists of data about sounds generated by characters or objects, sound effects, background music, and other musical content.

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

[0038] Furthermore, the input device 28 is a game controller provided separately from the main unit 10a of the game device 10, and may be connected to the processor 20 via a wired or wireless connection so as to be able to communicate with it. In this case, the game device 10 constitutes a game system in which the main unit 10a and the input device 28 are connected so as to be able to communicate with each other.

[0039] Furthermore, in addition to the input device 28, a display device 30 may also be provided separately from the main unit 10b of the game device 10 and connected to the processor 20 by wire or wireless connection so as to enable communication. 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 connected so as to enable communication. Also, a stationary monitor such as an LCD or EL display can be used as the display device 30.

[0040] Furthermore, the game device 10 can be not only a portable or home console, but also other information processing devices such as a PC, tablet, wearable device, mobile phone, or smartphone that also functions as a game device.

[0041] When the player uses the game device 10 to instruct the game application of the virtual game in this embodiment to run, the virtual game starts. The virtual game can start from the beginning or from the last saved point.

[0042] Next, an overview of the game in this embodiment will be described. The virtual game in this embodiment is a so-called RPG, in which, in a virtual space, the player character object (hereinafter referred to as "player object") moves according to the player's operations, and when it encounters a monster character object (hereinafter referred to as "monster object"), the player can battle the monster object, capture the monster object, or take a picture of the monster object. Missions are also set for the player, and the mission progresses or is completed depending on the results of the gameplay. The player object's operation is basically controlled according to the player's operations on the input device 28. In predetermined cases, the player object's operation is controlled by a computer (i.e., processor 20). The monster object's operation is also controlled by a computer.

[0043] The player of game device 10 plays a virtual game in either solo play mode (also called single-player mode) or multiplayer mode.

[0044] Figure 2 shows an unspecified example of game screen 100 in solo play mode. In game screen 100 shown in Figure 2, the player object of the player (hereinafter referred to as "Player A") Object 102 is displayed, and Monster Object 104 is displayed near Player Object 102. Background objects are omitted.

[0045] In the virtual game of this embodiment, a predetermined number of regular 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. Regular missions are a part of the missions. Also, the missions set for a player (in this case, Player A) will be referred to as personal missions below. Based on Player A's play, when the progress conditions set for a regular mission are met, the regular mission progresses, and when the progress meets the achievement conditions for this regular mission, the regular mission is achieved (or cleared). The same applies to bonus missions and team missions, which will be described later, regarding progress and achievement. Progress conditions are the conditions set for each mission to progress. Achievement conditions are the conditions set for each mission to be achieved, and the progress conditions must be met a predetermined number of times (the number may be 1) or reach a predetermined amount. The number and amount that constitute the achievement conditions, and the number and amount that progress conditions have been met in a mission in progress, are expressed numerically. Specifically, in a mission whose completion condition is "Catch 3 monsters," capturing monsters is the progression condition, and the mission is completed when three monsters are captured. In a mission whose completion condition is "Travel 500m," traveling is the progression condition, and the mission is completed when the travel distance reaches 500m. Hereafter, the numerical values ​​set for these will be referred to as the progression condition values ​​and the completion condition values.

[0046] When a regular mission is completed, the reward set for that mission is awarded to Player A. For example, the reward may be points (or in-game currency), but it can also be items, experience points or health points for Player Object 102, etc.

[0047] Normal missions are different from bonus missions and team missions, and are easier to complete compared to bonus missions and team missions. For example, normal missions may include tasks such as "Catch 3 monsters," "Defeat 1 monster," "Travel 500m," "Collect 10 items," "Photograph 1 monster," or "Use a skill 3 times."

[0048] Figure 3 shows another example of the game screen 100 in solo play mode, which is not limited to this example. In the game screen 100 shown in Figure 3, a player object 102 is displayed, and a message display frame 106 is provided in the upper right corner of the screen. The message display frame 106 displays the string of text in the message that the normal mission (in this case, "Catch 3 monsters") has been completed. In other words, player A is notified that the normal mission has been completed. The game screen 100 in Figure 3 is just an example, and it may simply display that the normal mission has been completed (for example, just the string of text "Completed").

[0049] When starting a virtual game in solo play mode, a normal mission is randomly selected from all pre-prepared normal missions and assigned to Player A. However, if the game is started from a saved point, the normal mission at the time of saving will be assigned.

[0050] Furthermore, when a regular mission is completed a predetermined number of times (10 in this embodiment), that is, when the completion status of the individual missions meets predetermined conditions, a bonus mission is randomly selected from all pre-prepared bonus missions and set (or added) for Player A. Here, the conditions for adding a bonus mission to the individual missions are as follows: The "additional conditions" are stocked, and the number of stocked additional conditions is set to 1.

[0051] Bonus missions are more difficult than regular missions, and the rewards for completing them are greater than those for completing regular missions. For example, bonus missions may include tasks such as "Catch 30 monsters," "Defeat 20 monsters," "Find 3 rare items," or "Photograph 5 moving monsters." However, bonus missions may also be easier than regular missions, but require more time and / or effort to complete, and offer greater rewards.

[0052] A second predetermined number of bonus missions (one in this embodiment) can be set for player A. If a bonus mission is already set for the personal mission, no additional bonus missions will be added even if the normal mission is completed a first predetermined number of times. In this case, the conditions for adding bonus missions are stockpiled. However, the maximum number of stockpiled conditions (3 in this embodiment) is determined, and bonus missions will not be stockpiled beyond this maximum. However, the number of stockpiled conditions does not have to be limited.

[0053] When a bonus mission is completed, the reward set for that bonus mission is awarded to Player A. Also, when a bonus mission is completed, the completed bonus mission is removed, and if there is one or more remaining bonus missions, a new bonus mission is immediately set. However, if there are zero remaining bonus missions, no new bonus mission is set.

[0054] In other words, a player (in this case, Player A) always has three regular missions, and if certain conditions are met, also has one bonus mission. Therefore, a personal mission consists of either three regular missions, or three regular missions and one bonus mission.

[0055] Figure 4 shows other, not limited, examples of the game screen 100 in solo play mode. In the game screen 100 shown in Figure 4, an image of the mission board 110 is displayed in front of the game image, which includes the player object 102, etc. The image of the mission board 110 is a list display screen that allows player A to view information about all missions owned by player A and to change the personal missions set for player A. The mission board 110 is displayed according to player A's actions and hidden according to player A's actions.

[0056] As shown in Figure 4, the mission board 110 has a point display section 120 in the upper right corner. 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 player's personal missions are completed are added to the owned points. Points consumed when exchanging items or changing (or updating) personal missions in the virtual game are deducted from the owned points.

[0057] Furthermore, on the mission board 110, a bar display unit 122 and a stock display unit 124 are provided side by side below the point display unit 120. The bar display unit 122 is a display unit for showing the number of times a mission has been completed (hereinafter referred to as the "first completion count"). The stock display unit 124 is a display unit that shows the current number of stocks as a fraction relative to the maximum number of stocks.

[0058] The bar display section 122 consists of 10 squares arranged horizontally. When a normal mission is completed, one square in the bar display section 122 is filled with a predetermined color. In this embodiment, if no normal missions have been completed, all 10 squares of the bar display section 122 are filled with black, and each time a normal mission is completed, they change to light blue, starting from the leftmost square. When 10 normal missions are completed, the stock count increases by 1. Bonus missions are then set or added.

[0059] If this bonus mission has not been completed, and a regular mission is completed, each time a regular mission is completed, the squares will be filled in yellow from left to right. If the above bonus mission has not been completed, and a regular mission is completed 10 more times, that is, when all squares up to the rightmost square have turned yellow, the stock count will increase by 1.

[0060] Furthermore, if the above bonus missions have not been completed, and regular missions are completed, each time a regular mission is completed, the squares will be filled in orange, starting from the leftmost square. If the above bonus missions have not been completed, and 10 more regular missions are completed, that is, when all the squares up to the rightmost square turn orange, the stock count will increase by 1.

[0061] When the stock count reaches its maximum, that is, when 30 regular missions are completed without any bonus missions being completed, any further completions of regular missions will not count towards the first completion count, and the color of the squares will not change. However, once the first completion count for regular missions reaches 10, the stock count will increase by 1, and the first completion count will be reset. This process will be repeated until the stock count reaches its maximum.

[0062] When the bonus mission set for Player A is completed, the stock count is reduced by 1, and the number of times the normal mission has been completed for the first time is reduced by 10. Consequently, the color of the bar display section 122 changes. When the number of times the mission has been completed for the first time is reduced by 10, the orange squares change to yellow, the yellow squares change to light blue, and the light blue squares change to black.

[0063] Furthermore, the mission board 110 includes a mission display section 126 below the bar display section 122 and the stock display section 124. The mission display section 126 displays four mission UI images in a vertical arrangement. The mission UI images can be selected by instruction, and within the frame of each mission UI image, the content of the mission associated with that image, the progress of the mission, and the reward for completing the mission are displayed. However, if the selected mission UI image is instructed again, the selection is canceled.

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

[0065] Mission details are displayed as text. Mission progress is displayed as a fraction. The denominator is the numerical value of the mission's completion condition, and the numerator is the numerical value indicating the mission's progress, which is counted every predetermined number of units. However, progress may also be displayed using a bar graph. Furthermore, progress may be displayed using both a fraction and a bar graph. Rewards are displayed as numbers.

[0066] For example, in the topmost of the three mission UI images 140 shown in Figure 4, the mission objective is displayed as "Catch 3 monsters," the progress is displayed as "1 / 3," and the reward is displayed as "20P." However, "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 (monster).

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

[0068] I will omit the explanation, but the same applies to Mission UI image 130 and Mission UI image 140 at the bottom.

[0069] Player A can view the image of Mission Board 110 to check the details, progress, and rewards of their personal mission, as well as the number of times they have completed it once and the number of missions they have in stock.

[0070] Additionally, Player A can change their personal mission by spending their points. Therefore, Player A can avoid personal missions that are difficult to complete. However, since this consumes points, it can prevent frequent changes to personal missions.

[0071] Figure 5 shows yet another example of the game screen 100 in solo play mode. In the game screen 100 shown in Figure 5, a mission UI image 140 corresponding to one normal mission is selected, and the menu window 150 is displayed. In the game screen 100 shown in Figure 5, the display frame of the mission UI image 140 is shown with a thick line to indicate that this mission UI image 140 is selected.

[0072] When "Change Mission" is selected in menu window 150, the bonus mission corresponding to the selected mission UI image 130 or the regular mission corresponding to mission UI image 140 is changed. If 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 randomly selected. If the regular mission is changed, the current regular mission corresponding to the selected mission UI image 140 is deleted or discarded, and another regular mission other than the current regular mission is randomly selected.

[0073] When you change a bonus mission or a regular mission, points will be consumed. In other words, the points consumed will be deducted from your total points. The points consumed will be half the points of the reward you would receive if you had completed the bonus mission or regular mission being changed. This is just an example, and the points consumed when changing a bonus mission and the points consumed when changing a regular mission may be set to be the same for all of them.

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

[0075] Additionally, in solo play mode, Player A can recruit other players and form a team with those who request to join, allowing them to play a virtual game in multiplayer mode with multiple players.

[0076] Game device 10 sends a team formation request to a network such as the Internet to recruit other players, in accordance with player A's instructions. Players on other game devices 10 that are connected to the Internet send requests to player A's game device 10 to join the team being formed. However, the virtual game of this embodiment is also running on 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 has been reached and the number of other players who have requested to join is 1 or more, player A's game device 10 establishes a connection with the other players who have requested to join, forms a team, and starts a virtual game in multiplayer mode. However, the number of players to be recruited is the maximum number of players that can make up a team (for example, 4) minus 1 (player A's number).

[0077] Additionally, in solo play mode, Player A can request to join a team in response to a call from another player, form a team with other players, and play a virtual game in multiplayer mode with multiple players.

[0078] Figure 6 shows an unspecified example of game system 1 when playing a virtual game in multiplayer mode. As shown in Figure 6, game system 1 includes four game devices 10, each of which is connected to the internet 2 and has established a connection with one another. Game system 1 includes the game device 10 of player A, and each of the other three players who make up the team (for example, player X, player Y, and player Z) has their own game device 10.

[0079] Note that game system 1 is just one example, and multiple game devices 10 playing in multiplayer mode may be directly connected via local communication.

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

[0081] The following describes how to play a virtual game in multiplayer mode. When there is no need to 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, each player sends and receives information about their personal missions and the progress of each mission before the game starts. Therefore, in multiplayer mode, each player has not only their own personal missions but also the personal missions of other players (hereinafter sometimes referred to as "others"). In other words, each player's total number of owned missions (hereinafter referred to as "owned missions") includes their own personal missions and the personal missions of others. In this way, players can start multiplayer while continuing the progress (or status) of their own missions.

[0083] Furthermore, when playing in multiplayer mode, the number of stocked bonus mission conditions is retained. This allows for efficient and continuous progress through bonus missions.

[0084] In multiplayer mode, each game device 10 controls the movement of its own player object according to the player's actions, and controls the movement of other players' player objects according to the actions of other players. In addition, each game device 10 controls the movement of each player's actions Subsequently, any owned missions that meet the progression requirements will be advanced. In multiplayer mode, owned missions include not only your own personal missions but also other players' personal missions (equivalent to "other players' missions"; the same applies hereinafter). Therefore, each player can cooperate to advance and complete their respective personal missions. Also, if multiple identical missions are included in owned missions, all of those identical missions will be advanced.

[0085] When playing a virtual game in multiplayer mode, that is, during a multiplayer game, each player transmits the progress of each mission included in their owned missions to other players. In other words, each player's game device 10 sends and receives the progress of each mission included in their owned missions to and from other players' game devices 10.

[0086] On each game device 10, the progress of each mission included in the player's owned missions is merged with the progress of each mission included in other players' owned missions. Specifically, the progress of missions progressed by other players updates (i.e., progresses) the progress of missions included in the player's owned missions. If the mission completion conditions are met as a result of the merger, the mission is completed. In this case, if the mission has already been completed and deleted by the player before the merger, the progress of that mission does not need to be merged. Also, among the missions included in owned missions received from other game devices 10, any missions newly added by the other game device 10 are added to the player's owned missions. It is possible that information that a previous mission has been completed on another game device 10 and information that a new mission has been added as a result of that completion may be obtained at the same time.

[0087] Furthermore, when the progress of each mission in a player's owned missions is combined with the progress of each mission in another player's owned missions, if there are any missions whose progress meets the completion conditions, the player will be granted rewards for those missions. The completion conditions are met when the progress reaches the completion of the mission. If the completed owned mission is one of the player's regular missions, a new regular mission will be set. Also, when the first completion count reaches the first predetermined count, the stock count for additional conditions of bonus missions will be increased by 1. Furthermore, if the completed owned mission is one of the player's bonus missions, and the stock count after deductions is 1 or more, a new bonus mission will be set.

[0088] Furthermore, each player's game device 10 transmits and receives information about the position, orientation, and movement of each player object (hereinafter referred to as "player object control information"). However, the player object control information is generated in each game device 10 according to the operations of each player, that is, based on each player's gameplay. Therefore, the game device 10 controls player objects according to the operations of the players and controls other player objects according to the player object control information received from other game devices 10.

[0089] The game screen 100 in multiplayer mode is almost identical to the game screen 100 in solo play mode, and may display other player objects in addition to the player object 102. Regardless of whether it is solo play mode or multiplayer mode, the virtual camera follows the player object 102 from behind in the virtual space. The virtual camera is positioned and oriented to provide an overhead view from diagonally above and behind the player object 102. Therefore, if other player objects are located within the virtual camera's field of view, those other player objects will also be displayed on the game screen 100.

[0090] Furthermore, during multiplayer gameplay, when the total number of times bonus missions are completed by all players (hereinafter referred to as the "second completion count") reaches a second predetermined number (3 in this embodiment), a mission, or team mission, is set for the team playing the virtual game in multiplayer mode. A team mission is a mission that is set in common for each player in the team. When a team mission is set, a mission UI image 160 corresponding to the team mission is displayed at the top of the mission display section 126 of the mission board 110. The background color of the mission UI image 160 for the team mission is different from the background color of the mission UI image 130 for bonus missions and the mission UI image 140 for normal missions. In addition, team missions are more difficult than bonus missions, and the rewards given upon completion are greater than the rewards given upon completion of bonus missions. For example, team missions may include missions such as "Capture an ultra-rare monster," "Find three ultra-rare items," or "Defeat five monsters with a special move." However, team missions can be less difficult than bonus missions, but they can be more time-consuming and / or require more effort to complete, and offer greater rewards.

[0091] Therefore, when playing the game in multiplayer mode and the number of players making up the team is the maximum number, each player's owned missions may include their own personal mission and the personal missions of three other players, in addition to the team mission. Furthermore, if bonus missions are added to each personal mission, each player can own a maximum of 17 missions. Specifically, as shown in Figure 7, each player's owned missions consist of one team mission, the player's (in this case, player A) personal mission, the personal mission of the first other player (in this case, player X), the personal mission of the second other player (in this case, player Y), and the personal mission of the third other player (in this case, player Z), with each personal mission consisting of one bonus mission and three regular missions.

[0092] In multiplayer mode, players can also view the Mission Board 110 to check their owned missions. As mentioned above, the maximum number of owned missions is 17. Therefore, in multiplayer mode, the Mission Board 110 displays the Mission UI images for some missions, while the Mission UI images for other missions are displayed by scrolling.

[0093] Figure 8 illustrates an unspecified example of how to display mission UI images on the mission board 110 in multiplayer mode. In this embodiment, up to 17 mission UI images corresponding to missions are arranged vertically on a two-dimensional plane in the virtual space. Specifically, a mission UI image 160 corresponding to a team mission is placed at the top, followed by a mission UI image 130 corresponding to player A's bonus mission, a mission UI image 130 corresponding to another player X's bonus mission, a mission UI image 130 corresponding to another player Y's bonus mission, and a mission UI image 130 corresponding to another player Z's bonus mission. Furthermore, three mission UI images 140 corresponding to player A's three regular missions, three mission UI images 140 corresponding to other player X's three regular missions, three mission UI images 140 corresponding to other player Y's three regular missions, and three mission UI images 140 corresponding to other player Z's three regular missions are arranged in order.

[0094] Furthermore, the dotted frame shown in Figure 8 corresponds to the area of ​​the mission display section 126 on the mission board 110, and the four mission UI images displayed on the mission display section 126 change according to the player's scrolling operation. However, as mentioned above, team Missions and bonus missions may not be set. In this case, the mission UI images will be positioned at the top.

[0095] Figure 9 shows an unspecified example of the game screen 100 in multiplayer mode. In the game screen 100 shown in Figure 9, an image of the mission board 110 is displayed. This mission board 110 displays 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 other player X. As can be seen from Figure 9, in multiplayer mode, the player name of the player to whom the personal mission is set is displayed on each mission UI image. This allows each player to determine whether it is a personal mission set for them or a personal mission set for someone else.

[0096] In multiplayer mode, missions included in owned missions progress based on the player's gameplay. If any missions meet the completion conditions, the player will receive rewards for those missions. If the completed mission is one of the player's regular missions, a new regular mission will be set. Additionally, when the first completion count reaches the first predetermined count, the number of bonus mission stocks increases by 1. Furthermore, if the completed mission is one of the player's bonus missions, and the remaining stock after deductions is 1 or more, a new bonus mission will be set.

[0097] Furthermore, in multiplayer mode, players can also change their personal missions. The method for changing personal missions is the same as explained in solo play mode, so we will omit the redundant explanation.

[0098] Furthermore, in multiplayer mode, if any player leaves, the team is disbanded and the multiplayer mode ends. When the multiplayer mode ends, the virtual game resumes in solo play mode. At this time, team missions and other players' personal missions are erased. However, your own personal missions and their progress are retained.

[0099] Therefore, players can end multiplayer while maintaining their progress on their individual missions. Since they can end multiplayer while retaining their individual mission progress, meaning they can carry over their progress when ending the game, they don't feel obligated to end multiplayer until they complete their missions, allowing for more casual multiplayer gameplay.

[0100] Furthermore, when forming a team with the same players again and playing a virtual game in multiplayer mode, even if the progress of other players' individual missions from the previous multiplayer mode has been erased, the progress of all missions except team missions will be merged again, allowing you to continue playing from where you left off.

[0101] Furthermore, in addition to individual player missions, there are team missions with high rewards that cannot be retained, allowing players to set goals in multiplayer mode, such as triggering or completing these team missions.

[0102] Next, we will explain in detail the information processing by the information processing device. Figure 10 is a diagram showing an example of the memory map 300 of the RAM 22 of the game device 10 shown in Figure 1, i.e., the game device 10 of player A. As shown in Figure 10, the RAM 22 includes a program storage area 302 and a data storage area 304. The program storage area 302 contains the information processing program An application program (i.e., game program) for the virtual game of this embodiment, which is an example of this, is stored. The game program includes a main processing program 302a, an image generation 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 completion 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, among others.

[0103] The information processing program may be stored in the flash memory 24 beforehand, or it may be obtained from an external server or other game device 10 via a network such as the Internet 2. Alternatively, the information processing program may be obtained from external memory such as an optical disc, USB memory, or memory card that can be attached to the game device 10. However, a portion of the information processing program may be stored in the flash memory 24, while another portion is obtained from an external server, another game device 10, or external memory. These same considerations apply to the image generation data 304b, which will be described later.

[0104] Furthermore, the function of displaying images such as game images is a function provided by the game device 10 itself. 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 in this embodiment. The image generation program 302b is a program for generating game image data corresponding to various screens using 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 from 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 28.

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

[0108] The Mission Progress Judgment Program 302f is a program that determines whether the progress conditions for a mission are met and updates the progress of missions that meet the conditions. In solo play mode, the Mission Progress Judgment Program 302f determines whether the progress conditions for a player's personal missions are met and updates the progress of personal missions that meet the conditions. However, the progress of personal missions that do not meet the conditions is not updated. In multiplayer mode, the Mission Progress Judgment Program 302f determines whether the progress conditions for each mission included in the player's owned missions are met and updates the progress of missions that meet the conditions. However, the progress of missions that do not meet the conditions is not updated.

[0109] Mission Completion Judgment Program 302g is a program for determining whether the mission completion conditions have been met. In solo play mode, Mission Completion Judgment Program 302g is a program for determining whether the completion conditions for individual missions have been met. In multiplayer mode, Mission Completion Judgment Program 302g is a program for determining whether the completion conditions for each mission included in owned missions have been met. This is a program for that purpose.

[0110] The 302h reward program is designed to reward players for completing missions that meet their completion requirements.

[0111] The bonus mission setting determination program 302i is a program that determines whether or not to set a bonus mission based on the number of times a regular mission has been completed for the first time.

[0112] Team Mission Setting Decision Program 302j is a program that determines whether or not to set a team mission in multiplayer mode based on the number of times the bonus mission has been completed for the second time.

[0113] Mission Change Program 302k is a program that changes the player's selected regular mission or bonus mission according to the player's actions.

[0114] Although not shown in the diagram, 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 necessary for the virtual game, a program for integrating the progress of each mission in the player's owned missions with the progress of each mission in other players' owned missions, and a program for changing the orientation of the virtual camera according to the player's input.

[0115] Figure 11 shows an example of the data storage area 304 of the RAM 22 shown in Figure 10, without limiting its specific contents. As shown in Figure 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] Operation input data 304a is data input from input device 28 and is stored in chronological order. Operation input data 304a is erased when it is used for processing by processor 20.

[0117] Image generation data 304b includes data such as polygon data and texture data for generating data for various screens, i.e., game image data.

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

[0119] The player name data 310 is data about 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 includes data about the type of player object 102, and the current position and orientation of the player object 102 in the virtual space.

[0121] The item data 314 contains data about the types and quantities of items owned by player object 102.

[0122] Captured monster data 316 is data about the types and number of monster objects 104 captured by player object 102.

[0123] Personal Mission Data 318 contains data about the personal missions owned by Player A. Personal missions consist of three regular missions, and sometimes an additional bonus mission.

[0124] Stock count data 320 is data regarding the number of stocks needed for additional conditions in bonus missions.

[0125] The point data 322 represents the points owned by Player A.

[0126] Player X data 304d contains data about other player X playing multiplayer, including player name data 350, player object data 352, and personal mission data 354. Since each piece of data is the same as described in Player A data 304c, redundant explanations are omitted.

[0127] The other player Y data 304e contains data about other player Y playing in multiplayer mode. Similarly, the player Z data 304f contains data about other player Z playing in multiplayer mode.

[0128] Details of Player Y data 304e and Player Z data 304f are omitted, but they are the same as Player X data 304d. However, if there are two players in multiplayer, Player Y data 304e and Player Z data 304f are not stored. Similarly, if there are three players in multiplayer, Player Z data 304f is not stored.

[0129] The first completion count data 304g is data on the number of times a normal mission has been completed among the missions owned by the player or player object 102, i.e., the first completion 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 player object 102 have been completed, i.e., the "Second Achievement Count".

[0131] Team Mission Data 304i is data about missions assigned to teams consisting of multiple players or multiple player objects in multiplayer mode.

[0132] Note that Player A's personal mission data 318, Player X's personal mission data 354, Player Y's personal mission data, Player Z's personal mission data, and Team Mission Data 304i correspond to the mission data owned by Player A.

[0133] However, if the number of players making up the team is 3, the other player Z data 304f will not be stored in the data storage area 304 and will not be included in the data of player A's owned missions. Also, if the number of players making up the team is 2, the other player Y data 304e and the other player Z data 304f will not be stored in the data storage area 304 and will not be included in the data of player A's owned missions.

[0134] The complete mission data 304j contains data for all missions available in the virtual game. However, each mission has its own set of identifiers to distinguish between normal missions, bonus missions, and team missions, as well as mission content, mission progression conditions, mission completion conditions, and rewards.

[0135] Although not shown in the diagram, the data storage area also stores other data necessary for processing information in the virtual game, such as player object control information received from other game devices 10, and is equipped with counters or timers. For example, data on the position and orientation of each non-player object, such as monster objects in the virtual space, each background object, and the virtual camera are also stored.

[0136] Figure 12 is a flowchart showing an unrestricted example of the processing (overall processing) of a game program by the processor 20 shown in Figure 1. Figures 13-16 are flowcharts showing an unrestricted example of the solo-play game control processing by the processor 20 shown in Figure 1. Figures 17-22 are flowcharts showing an unrestricted example of the multiplayer game control processing by the processor 20 shown in Figure 1.

[0137] However, processor 20 is the processor 20 of player A's game device 10. Also, the processing of each step in the flowcharts shown in Figures 12-22 is merely an example, and the processing order of each step may be changed if similar results can be obtained. Furthermore, in this embodiment, the processing of each step in the flowcharts shown in Figures 12-22 is basically explained as being performed by processor 20, but some steps may be performed by processors other than processor 20 or dedicated circuits.

[0138] The following describes the overall processing, solo-play game control processing, and multiplayer game control processing of the processor 20 of the game device 10 for player A, with reference to Figures 12-22. However, redundant explanations of the same processing content will be omitted.

[0139] Although not shown in the diagrams and explanations, the processors 20 of the game devices 10 of the other players (in this case, players X, Y, and Z) also perform overall processing, solo play game control processing, and multiplayer game control processing. 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 to the game device 10 is turned on, prior to executing the overall process, the processor 20 executes a startup program stored in a boot ROM (not shown), thereby initializing each unit such as the RAM 22. When player A instructs the game device 10 to execute the game program of this embodiment, the game device 10 starts the overall process.

[0141] As shown in Figure 12, when the processor 20 starts the overall processing, it performs initial setup in step S1. Here, the processor 20 determines the initial position and orientation 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. The processor 20 also assigns personal missions (in this case, three normal missions) to player A by lottery.

[0142] However, when starting a virtual game from where it left off last time, the processor 20 saves the positions and orientations of the player object 102, each non-player object, each background object, and the virtual camera in the virtual space, based on their positions at the time of saving. The processor 20 determines the personal mission at the time of saving. However, the personal mission at the time of saving may also include bonus missions.

[0143] Therefore, the 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 the current position data and orientation data, is stored in the data storage area 304. Similarly, the data in which the initial position data and initial orientation data of each non-player object, each background object, and the virtual camera in the virtual space, or the position data and orientation data at the time of saving, are set as the current position data and orientation data, is stored in the data storage area 304. In addition, the personal mission data 318, which is 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 starts in solo play mode, data about other players (304d, 304e, and 304f in this embodiment) is not stored in the data storage area 304 until the data of other players' personal missions is retrieved when the game starts in multiplayer mode. Similarly, team mission data 304i added during multiplayer gameplay is not stored in the data storage area 304. Furthermore, the second completion count data 304h is not updated during solo play.

[0145] In the following step S3, a virtual game is started in solo play mode. In step S5, the solo play game control process (described later in Figures 13-16) is executed, and in step S7, it is determined whether to switch to multiplayer mode. Here, other players are recruited according to the actions of player A, participation requests are accepted from the other players' game devices 10 accordingly, a connection is established with the other players' game devices 10, and it is determined whether a team has been formed. Alternatively, in response to a recruitment from the other players' game devices 10, a participation request is sent to the other players' game devices 10 according to the actions of player A, a connection is established with the other players' game devices 10, and it is determined whether a team has been formed.

[0146] If the answer in step S7 is "NO," meaning it is not a transition to multiplayer mode, the process returns to step S5. On the other hand, if the answer in step S7 is "YES," meaning it is a transition to multiplayer mode, then in step S9, the player's personal mission is sent to each of the other players' game devices 10 on the team. In the next step, S11, the player receives each of the other players' personal missions.

[0147] Next, in step S13, a virtual game is started in multiplayer mode, in step S15, the multiplayer game control process (Figure 17-22, described later) is executed, and in step S17, it is determined whether the multiplayer has ended. Here, the processor 20 determines whether player A has instructed the end of the multiplayer, whether the game device 10 of another player X, Y, or Z has notified the end of the multiplayer, or whether the connection with the game device 10 of another player X, Y, or Z has been disconnected.

[0148] If the answer in step S17 is "NO," meaning the multiplayer session is not ending, return to step S15. On the other hand, if the answer in step S17 is "YES," meaning the multiplayer session is ending, then in step S19, the team missions and other players' individual missions will be deleted, in step S21 the virtual game will be restarted in solo play mode, and return to step S5.

[0149] Furthermore, as will be explained later, when running a virtual game in solo play mode, When the game is instructed to end, the virtual game in solo play mode ends, and the entire process is terminated.

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

[0151] If the answer in step S103 is "YES," that is, if the mission board 110 is open, the process proceeds to step S153 shown in Figure 16. On the other hand, if the answer in step S103 is "NO," that is, if the mission board 110 is not open, the process proceeds to step S105 to determine whether or not to open the mission board 110. In step S105, the processor 20 determines whether or not the operation input data 304a detected in step S101 is an instruction to open the mission board 110.

[0152] If the answer in step S105 is "YES," that is, if the mission board 110 is not opened, then in step S107, a request is made to the image generation unit (step S133) to display the mission board 110, and the process proceeds to step S131 shown in Figure 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 cases where a display is requested from the image generation unit.

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

[0154] In the next step, S111, it is determined whether or not there are any personal missions that meet the progression conditions. If the answer in step S111 is "NO," then if there are no personal missions that meet the progression conditions, the process proceeds to step S131. On the other hand, if the answer in step S111 is "YES," that is, if there are personal missions that meet the progression conditions, then in step S113, the progress of the personal missions that meet the progression conditions is updated in personal mission data 318.

[0155] Next, in step S115, it is determined whether there are any individual missions that meet the completion conditions. In other words, processor 20 determines whether there are any individual missions whose progress has reached the completion conditions.

[0156] If the answer in step S115 is "NO," that is, if there are no personal missions that meet the completion conditions, the process proceeds to step S131. On the other hand, if the answer in step S115 is "YES," that is, if there are personal missions that meet the completion conditions, in step S117, a request is made to the image generation unit (step S133) to display a notification of the completed personal missions, and in step S119, as shown in Figure 14, the rewards for the completed personal missions are awarded. In other words, the points set for the completed personal missions are added to the owned points, and the owned points data 322 is updated.

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

[0158] In the following step S127, it is determined whether the number of stocks is 1 or greater. If the answer in step S127 is "NO," that is, if the number of stocks is 0, the process proceeds to step S131. On the other hand, if the answer in step S127 is "YES," that is, if the number of stocks is 1 or greater, a new bonus mission is set in step S129. Here, the 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 for player A. The same process is followed when setting a personal mission for player A.

[0159] Next, in step S131, other game processing is performed. In the other game processing, the processor 20 operates non-player objects, including monster objects 104, and places items in the virtual space. The processor 20 also moves the cursor on the mission board 110, selects or deselects mission UI images 130 or 140, displays the menu window 150, and hides the mission board 110 according to the actions of 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 has ended. In step S137, the processor 20 determines whether the game has been instructed to end by player A. If the answer in step S137 is "NO," that is, if the game has not ended, the process returns to the main process. On the other hand, if the answer in step S137 is "YES," that is, if the game has ended, the main process terminates.

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

[0162] In the next step, S145, it is determined whether the number of first achievements is equal to the first predetermined number (10 in this embodiment). If the answer in step S145 is "NO", that is, if the number of first achievements is not equal to the first predetermined number, the process proceeds to step S131 shown in Figure 14. On the other hand, if the answer in step S145 is "YES", that is, if the number of first achievements is equal to the first predetermined number, then in step S147, it is determined whether the stock count is at its maximum value (3 in this embodiment).

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

[0164] Furthermore, as mentioned above, if the answer in step S103 is "YES", then in step S153, as shown in Figure 16, it is determined whether or not to change the personal mission. Here, the processor 20 determines in the menu window 150 whether or not to change the personal mission.

[0165] If the answer in step S153 is "NO," that is, if it is not a change to the personal mission, the process proceeds to step S131. On the other hand, if the answer in step S153 is "YES," that is, if it is a change to the personal mission, the player spends their points in step S155, changes the selected personal mission in step S157, and proceeds to step S131. In this embodiment, in step S155, the processor 20 deducts from the player's points half the points of the reward that would be awarded if the personal mission to be changed is completed.

[0166] As shown in Figure 17, when the processor 20 starts the multiplayer game control process, in step S201 it obtains the progress of each mission included in the missions owned by all other players (here, other players X, Y, and Z; the same applies hereafter), and in step S203 it integrates the progress of each mission included in its own missions with the progress of each mission included in the missions owned by others (here, other players X, Y, and Z; the same applies hereafter). The method of integration is as described above. Also, as described above, at this time the processor 20 updates the first and second completion counts as appropriate.

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

[0168] Furthermore, according to the position and orientation information of other player objects included in the other player object control information obtained in step S205, the current position and orientation data of the player object data 352 included in the other player X data 304d is updated, the current position and orientation data of the player object data included in the other player Y data 304e is updated, and the current position and orientation data of the player object data included in the other player Z data 304f is updated.

[0169] Next, in step S211, it is determined whether the mission board 110 is open. If the answer in step S211 is "YES", the process proceeds to step S285 shown in Figure 22. On the other hand, if the answer in step S211 is "NO", the process proceeds to step S213, where it is determined whether the mission board 110 is open.

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

[0171] In the following step S221, it is determined whether there are any missions among the owned missions that meet the progression conditions. If the answer in step S221 is "NO", that is, if there are no missions that meet the progression conditions, the process proceeds to step S279. On the other hand, if the answer in step S221 is "YES", that is, if there are missions that meet the progression conditions, in step S223, the progress of the missions that meet the progression conditions is updated, and in step S225, the progress of each mission included in player A's owned missions is transmitted to all other players' game devices 10.

[0172] Next, in step S227, it is determined whether there are any missions among the owned missions that meet the completion conditions. If the answer in step S227 is "NO," that is, if there are no missions that meet the completion conditions, the process proceeds to step S279. On the other hand, if the answer in step S227 is "YES," that is, if there are missions that meet the completion conditions, in step S229, a notification of the completed mission is requested from the image generation unit, and in step S231, the reward for the completed mission is given to player A.

[0173] As shown in Figure 19, in the following step S233, the completed mission is team mission Determine whether it is a mission. If the answer in step S233 is "YES", that is, if the completed mission is a team mission, delete the completed team mission in step S235 and proceed to step S279.

[0174] On the other hand, if the answer in step S233 is "NO," that is, if the completed mission is not a team mission, then in step S237, it is determined whether the completed mission is a regular mission. If the answer in step S237 is "YES," that is, if the completed mission is a regular mission, then the process proceeds to step S249 shown in Figure 20.

[0175] On the other hand, if the answer in step S237 is "NO," that is, if the completed mission is a bonus mission, then in step S239, the number of times the bonus mission has been completed for the second time is increased by 1.

[0176] In the following step S241, it is determined whether the number of times the second objective has been achieved is equal to or greater than the second predetermined number. If the answer in step S241 is "NO," that is, if the number of times the second objective has been achieved is less than the second predetermined number, the process proceeds to step S263 shown in Figure 21. On the other hand, if the answer in step S241 is "YES," that is, if the number of times the second objective has been achieved is equal to or greater than the second predetermined number, then in step S243, it is determined whether a team mission has been set.

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

[0178] As described above, if the answer in step S237 is "YES", then in step S249 shown in Figure 20, the number of times the first mission has been completed is increased by 1. In the next step, S251, it is determined whether the number of times the first mission has been completed is equal to or greater than the first predetermined number. If the answer in step S251 is "NO", that is, if the number of times the first mission has been completed is less than the first predetermined number, the process proceeds to step S273 shown in Figure 21. On the other hand, if the answer in step S251 is "YES", that is, if the number of times the first mission has been completed is equal to or greater than the first predetermined number, then in step S253, it is determined whether the number of stocks is at its maximum value.

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

[0180] If the answer in step S259 is "NO," meaning that no bonus mission has been set, proceed to step S273. On the other hand, if the answer in step S259 is "YES," meaning that a bonus mission has been set, set the bonus mission in step S261 and proceed to step S273.

[0181] As shown in Figure 21, step S263 determines whether the completed mission is your own bonus mission. If the answer in step S263 is "NO," that is, if the completed mission is someone else's bonus mission, proceed to step S279. On the other hand, if the answer in step S263 is "YES," that is, if the completed mission is your own bonus mission, in step S265, delete your completed bonus mission, and in step S267, deduct 1 from the stock count.

[0182] In the next step, S269, we determine whether the stock count is 1 or greater. If the answer in S269 is "NO," meaning the stock count is 0, proceed to step S279. On the other hand, if the answer in step S269 is "YES," meaning the stock count is 1 or more, set a new bonus mission in step S271 and proceed to step S279.

[0183] In step S273, the system determines whether the completed mission is one's own regular mission. If the answer in step S273 is "NO," that is, if the completed mission is someone else's regular mission, the system proceeds to step S279. On the other hand, if the answer in step S273 is "YES," that is, if the completed mission is one's own regular mission, the system deletes the completed regular mission in step S275, sets a new regular mission in step S277, and then proceeds to step S279.

[0184] In step S279, other game processing is performed. In other game processing, the processor 20 operates non-player objects, including monster objects 104, and places items in the virtual space. The processor 20 also moves the cursor on the mission board 110, scrolls the mission board 110, selects or deselects mission UI images 130, 140, or 160, displays the menu window 150, and hides the mission board 110 according to the actions 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 main process.

[0185] As mentioned above, if the answer in step S211 is "YES," then in step S285, as shown in Figure 22, it is determined whether or not to change the personal mission. If the answer in step S285 is "NO," proceed to step S279. On the other hand, if the answer in step S285 is "YES," then in step S289, the player spends their points, changes the selected personal mission in step S289, and proceeds to step S279. However, only your own personal mission can be changed.

[0186] In this implementation, players can combine their individual missions in multiplayer mode and work together to achieve them. Even after the multiplayer session ends, players can retain their mission progress and continue progressing in solo mode. It's also possible to start a multiplayer session after progressing through your own mission solo. Therefore, players can easily enjoy multiplayer without being constrained by their progress.

[0187] In this embodiment, if any player leaves the multiplayer mode, the virtual game resumes in solo mode, but this is not the only option. If another player leaves, the remaining players may continue the virtual game in multiplayer mode. In such a case, the personal missions of the other player who left will be erased.

[0188] Furthermore, while this embodiment allows the player to change a designated bonus mission or one regular mission from their personal missions, it may also be possible to change all of their personal missions at once.

[0189] Furthermore, in this embodiment, once a virtual game starts in multiplayer mode, no additional players are recruited, so players cannot join midway through the game. However, it is possible to allow players to join midway through the game.

[0190] Furthermore, in this embodiment, the game device's processor 20 performs the overall processing of the virtual game shown in Figures 12-22, solo play game control processing, and multiplayer game control processing. Although the system is designed to perform all of these operations, some or all of them may be performed on an external computer that can communicate with the game device, and the game device may obtain some or all of the processing results from the external computer. In such cases, the game device and the external computer connected to it in a communicative manner constitute a network game system or information processing system.

[0191] Furthermore, in this embodiment, in multiplayer mode, each game device 10 progresses through each mission included in the owned mission and transmits the progress to each of the other game devices 10, but this is not limited to this. Instead of transmitting and receiving the progress of each mission included in the owned mission, the type of each mission included in the owned mission may be transmitted and received, and each game device 10 may control the operation of other player objects according to the player object control information received from other game devices 10, and update the progress of each mission included in the owned mission based on the operation of other player objects. In such a case, the completion of a mission 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 on the game device 10 of the player who owns the personal mission.

[0192] Furthermore, in this embodiment, while multiple game devices are connected to play a virtual game in multiplayer mode, the system is not limited to this. Multiple players may play a virtual game in multiplayer mode using a single game device. In such a case, when playing a virtual game in multiplayer mode, the number of other players is determined, and once the game device recognizes the input devices (i.e., controllers) used by the other players, the game device reads the other players' save data and starts the virtual game in multiplayer mode. In this case, as an example, for each of the other players participating in the multiplayer (for example, players X, Y, and Z), steps S201-S209 and S217-S271 of the multiplayer game control process are executed in parallel with the multiplayer game control process for player A, with steps S211, S213, S215, and S279-S289 of the multiplayer game control process removed.

[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 to that. The mission UI images corresponding to the missions may be displayed horizontally on a horizontal mission board and scrolled horizontally. Alternatively, the mission UI image corresponding to the team mission may be fixed at the top of the mission display section, and below that, a set of mission UI images for one player's individual mission may be displayed, and by scrolling left and right or up and down, a set of mission UI images for other players' individual missions may be displayed.

[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; they can be appropriately modified according to the actual product.

[0195] Furthermore, the order of each step shown in the flowchart may be changed as appropriate if the same effect or result can be obtained. [Explanation of Symbols]

[0196] 10 ... Game device 20… Processor 22...RAM 24… flash memory 26 ...Communication module 28 ... Input device 30...display device 34... Speaker

Claims

1. In the computer of the information processing device, Perform game processing for both multiplayer and solo play. During the aforementioned multiplayer game, Regarding the overall mission, which consists of multiple missions including personal missions (at least one mission assigned to a player) and other player missions (at least one mission assigned to other players), If the progress conditions set for any of the missions included in the overall mission are met based on the gameplay of any of the players participating in the aforementioned multiplayer, the mission will be advanced. When the progress of any of the aforementioned missions reaches the conditions for the mission's completion, the player shall be rewarded. When the aforementioned multiplayer session ends, the progress of the aforementioned personal mission is retained during the termination. During the aforementioned solo play game, If the progress conditions set for any of the aforementioned personal missions are met based on the player's gameplay, the mission will proceed. When the progress of any of the aforementioned missions reaches the condition for mission completion, the player shall be granted a reward. When the multiplayer session begins, the multiplayer session is started based on the overall mission, which includes the individual missions at the current progress and the other players' missions at the current progress. Game program.

2. The aforementioned individual missions are maintained in a predetermined number, The aforementioned computer further: During the aforementioned multiplayer and solo play games, The game program according to claim 1, which completes any of the aforementioned personal missions when the conditions for mission completion are met, and adds a new personal mission.

3. The aforementioned computer further: During the aforementioned multiplayer and solo play games, The game program according to claim 2, wherein if the completion status of the aforementioned personal missions meets predetermined conditions, a personal bonus mission is added as a new personal mission not included in the predetermined number.

4. The condition for the addition of the aforementioned personal bonus mission is that the aforementioned personal mission is completed a predetermined number of times. The aforementioned computer further: After the addition of the aforementioned individual bonus mission, regardless of whether the said individual bonus mission has been completed, the number of times the individual mission has been completed that would be a condition for the addition of the next individual bonus mission will be counted. The game program according to claim 3, which adds a new personal bonus mission when the conditions for adding the next personal bonus mission are met and the existing personal bonus mission is completed.

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

6. The aforementioned computer further: During the aforementioned multiplayer game, The game program according to claim 3, wherein if the completion status of the individual bonus missions of all players participating in the multiplayer meets predetermined conditions, an overall bonus mission not included in the individual missions and the other player missions is further added to the overall mission.

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

8. The aforementioned computer further: During the aforementioned multiplayer and solo play games, A game program according to any one of claims 1 to 7, which, based on an update instruction from the player, discards the held personal missions and adds new personal missions.

9. To the aforementioned computer, The game program according to claim 8, which, based on the update instruction, consumes the reward and discards the held personal mission and adds a new personal mission.

10. A method for controlling a game using an information processing device, The computer of the aforementioned information processing device is Performs game processing for both multiplayer and solo play. During the aforementioned multiplayer game, Regarding the overall mission, which consists of multiple missions including personal missions (at least one mission assigned to a player) and other player missions (at least one mission assigned to other players), If the progress conditions set for any of the missions included in the overall mission are met based on the gameplay of any of the players participating in the aforementioned multiplayer, the mission will proceed. When the progress of any of the aforementioned missions reaches the conditions for the mission's completion, the player shall be rewarded. When the aforementioned multiplayer session ends, the progress of the aforementioned personal mission is retained. During the aforementioned solo play game, If the progress conditions set for any of the aforementioned personal missions are met based on the player's gameplay, the mission will proceed. When the progress of any of the aforementioned missions reaches the condition for mission completion, a reward is given to the player. When the multiplayer session begins, the multiplayer session is started based on the overall mission, which includes the individual missions at the current progress and the other players' missions at the current progress. Game control methods.

11. The aforementioned individual missions are maintained in a predetermined number, The aforementioned computer further, During the aforementioned multiplayer and solo play games, The game control method according to claim 10, wherein when any of the aforementioned personal missions reaches the conditions for mission completion, the said mission is completed and a new personal mission is added.

12. The aforementioned computer further, During the aforementioned multiplayer and solo play games, The game control method according to claim 11, wherein if the completion status of the aforementioned personal missions meets predetermined conditions, a personal bonus mission is added as a new personal mission not included in the predetermined number.

13. The condition for the addition of the aforementioned personal bonus mission is that the aforementioned personal mission is completed a predetermined number of times. The aforementioned computer further, After the addition of the aforementioned individual bonus mission, regardless of whether the said individual bonus mission has been completed, the number of times the individual mission has been completed that would be a condition for the addition of the next individual bonus mission will be counted. The game control method according to claim 12, which adds a new personal bonus mission when the conditions for adding the next personal bonus mission are met and the personal bonus mission that is currently held has been achieved.

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

15. The aforementioned computer further, During the aforementioned multiplayer game, The game control method according to claim 12, wherein if the completion status of the individual bonus missions of all players participating in the multiplayer meets predetermined conditions, an overall bonus mission not included in the individual missions and the other player missions is further added to the overall mission.

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

17. The aforementioned computer further, During the aforementioned multiplayer and solo play games, A game control method according to any one of claims 10 to 16, wherein, based on an update instruction from the player, the retained personal mission is discarded and a new personal mission is added.

18. The aforementioned computer, The game control method according to claim 17, comprising consuming the reward based on the update instruction, discarding the held personal mission, and adding a new personal mission.

19. Includes multiple information processing devices, The processor of each of the aforementioned information processing devices is made to execute multiplayer game processing. During the aforementioned multiplayer game, A personal mission is a mission assigned to each player, with at least one mission set for them. Regarding the overall mission, which includes all players participating in the aforementioned multiplayer, If the progress conditions set for any mission included in the overall mission are met based on the play of any player, the mission will proceed. When the progress of any of the aforementioned missions reaches the conditions for the mission's completion, rewards will be given to each of the aforementioned players. When the aforementioned multiplayer session ends, the progress of each individual mission is retained. When the multiplayer session begins, the multiplayer session is started based on the overall mission which includes the progress of all individual missions at that time, with the progress of each individual mission preserved. Game system.