Game program, information processing system, and game processing method

The game program improves player control over NPCs by allowing them to move and perform actions based on user inputs, addressing the challenge of unintended NPC movements and enhancing operational ease and strategic depth.

JP7839915B2Active Publication Date: 2026-04-02NINTENDO CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-01-28
Publication Date
2026-04-02

AI Technical Summary

Technical Problem

Existing game technologies make it difficult for players to control non-player characters (NPCs) to move in accordance with their intentions, particularly when bringing a player character closer to NPCs, leading to unintended operations.

Method used

A game program that includes a player character control means, non-player character control means, and control execution means, allowing NPCs to move in response to player character movements, stop within a specific range, and perform actions based on user inputs, thereby facilitating intended interactions.

Benefits of technology

Enhances player control over NPCs, making it easier to bring the player character closer to NPCs, improving operational ease and strategic depth in the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

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

Technical Field

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

Background Art

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

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the above technology, when the user operates the player character, the non-player character moves, so there is a possibility that it may be difficult to perform an operation to bring the player character closer to the non-player character in accordance with the user's intention.

[0005] Therefore, the object of the present invention is to provide a game program, an information processing system, and a game processing method that facilitate operations to bring a player character closer to a non-player character according to the user's intentions. [Means for solving the problem]

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

[0007] (1) An example of the present invention is a game program that causes a computer to execute game processing. The game program causes the computer to function as a player character control means, a non-player character control means, and a first control execution means. The player character control means moves the player character in a virtual space in response to a first operation input by the user. The non-player character control means performs movement control that includes at least the following: controlling the non-player character to move in accordance with the movement of the player character in the virtual space, and controlling the non-player character to stop moving within a first range including the player character in response to the cessation of the player character's movement. The first control execution means executes a first control corresponding to the non-player character in response to a second operation input by the user when the player character and the non-player character are in a predetermined positional relationship indicating that they are close to each other. The non-player character control means, when a player character resumes movement after stopping, (1) when the player character is located within a second range including a first range, does not resume control to move the non-player character to accompany the player character even if the player character moves, and (2) resumes control to move the non-player character to accompany the player character in response to the player character moving out of the second range.

[0008] According to the configuration described in (1) above, it becomes easier to perform operations that bring the player character closer to the non-player character according to the user's intentions.

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

[0010] According to the configuration in (2) above, it becomes easier to perform operations that bring the player character closer to multiple non-player characters.

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

[0012] According to the configuration described in (3) above, it becomes easier for the player character to approach any non-player character.

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

[0014] According to the configuration described in (4) above, the player can be motivated to perform the first control not only on one non-player character but also on other non-player characters, and the player can be motivated to use multiple non-player characters to advance the game.

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

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

[0017] (6) In any of the configurations described in (1) to (5) above, the non-player character control means may slow down the movement speed of the non-player character to that of the player character when the player character moves toward the non-player character while the non-player character is moving toward the player character.

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

[0019] (7) In any of the configurations (1) to (6) above, if the non-player character is located outside the first range when the player character stops moving, the non-player character control means may move the non-player character into the first range before stopping it.

[0020] According to the configuration described in (7) above, even if a non-player character is located at a distance when the player character stops moving, it is possible to make it easier for the player character to approach the non-player character.

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

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

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

[0024] According to the configuration of (9) above, it is possible to make it difficult to create a situation where the first control regarding a plurality of non-player characters can be performed simultaneously, so that the possibility of performing the first control corresponding to a non-player character unintended by the user can be reduced.

[0025] (10) In the configuration of (8) or (9) above, when the non-player character is located within the first range when the player character stops moving, the non-player character control means may stop the movement of the non-player character regardless of whether the non-player character is located at the stop target position.

[0026] According to the configuration described in (10) above, the possibility of a non-player character moving away from the player character when the player character stops moving can be reduced, and the possibility of the player feeling uncomfortable with such behavior can be reduced.

[0027] (11) In the configuration of (8) or (9) above, the non-player character control means may, when the player character stops moving, stop the movement of the non-player character if the non-player character is located within the fourth range, which is within the first range, regardless of whether the non-player character is located at the stop target position or not, and move the non-player character to the stop target position if the non-player character is located outside the fourth range.

[0028] According to the configuration described in (11) above, it is possible to reduce the possibility that the player may feel uncomfortable with the behavior described above, and it is also possible to increase the number of cases in which companion characters move to the target stopping position and stop when transitioning to standby mode.

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

[0030] According to the configuration described in (12) above, the possibility that a non-player character will start moving against the player's intention will be reduced when the player character leaves the second range against the player's intention.

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

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

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

[0034] According to the configuration described in (14) above, the possibility of errors such as third control being performed in a direction or position unintended by the user, or unintended third control being performed, can be reduced.

[0035] (15) In any of the configurations described in (1) to (14) above, the non-player character control means may move the non-player character if the combat conditions for the non-player character to engage in combat with another character are met, regardless of whether the player character is outside the second range or not.

[0036] According to the configuration described in (15) above, non-player characters can be made to perform natural actions for combat.

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

[0038] According to the configuration described in (16) above, the number of attack options can be increased, and the strategic depth of the game can be improved.

[0039] Another example of the present invention is an information processing device or information processing system that performs the processes described in (1) to (16) above. Another example of the present invention is an information processing method that performs the processes described in (1) to (16) above. [Effects of the Invention]

[0040] According to the above game program, information processing system, or game processing method, it is possible to make it easier to perform operations that bring the player character closer to the non-player character according to the user's intentions. [Brief explanation of the drawing]

[0041] [Figure 1] This diagram shows an example of the main unit with the left and right controllers attached. [Figure 2] This diagram shows an example of the left and right controllers being removed from the main unit. [Figure 3] A six-view drawing showing an example of the main unit. [Figure 4] A six-view drawing showing an example of a left controller. [Figure 5] A six-view drawing showing an example of a right controller. [Figure 6] Block diagram showing an example of the internal configuration of the main unit. [Figure 7] Block diagram showing an example of the internal configuration of the main unit, left controller, and right controller. [Figure 8] This diagram shows an example of a game image where a player character causes a companion character to perform a skill action. [Figure 9] This diagram shows an example of a game image where the companion characters are in a ready state. [Figure 10] This diagram shows an example of a game image in a situation where a companion character performs a skill action. [Figure 11] This diagram shows an example of a game image when each companion character is moving in companion mode. [Figure 12] This diagram shows an example of the placement of each character in companion mode. [Figure 13] This diagram shows an example of how each character changes direction when the player character moves in companion mode. [Figure 14] A diagram showing an example of the placement of each character in standby mode. [Figure 15] This diagram shows an example of how an action target object is placed near the player character. [Figure 16] A diagram showing an example of the placement of each character in standby mode. [Figure 17] A diagram showing an example of the range used for stop detection. [Figure 18] A diagram showing an example of a game image in aiming mode. [Figure 19] This diagram shows an example of the placement of each character when designated companion characters are set in companion mode. [Figure 20]This diagram shows an example of the placement of each character when designated companion characters are set in standby mode. [Figure 21] This diagram shows an example of various types of data used in information processing within a game system. [Figure 22] A flowchart illustrating an example of the game processing flow executed by the game system. [Figure 23] A flowchart illustrating an example of the game processing flow executed by the game system. [Figure 24] Figure 22 shows a subflowchart illustrating an example of the detailed flow of the accompanying mode processing in step S13. [Figure 25] Figure 22 shows a subflowchart illustrating an example of a detailed flow of the standby mode processing in step S14. [Figure 26] Figure 22 shows a subflowchart illustrating an example of a detailed flow of the standby mode processing in step S14. [Modes for carrying out the invention]

[0042] [1. Game System Configuration] The following describes a game system according to an example of this embodiment. An example of the game system 1 in this embodiment includes a main unit (information processing device; functioning as the game device main unit in this embodiment) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 are detachable from the main unit 2. In other words, the game system 1 can be used as an integrated device by attaching the left controller 3 and the right controller 4 to the main unit 2. Alternatively, the game system 1 can be used with the main unit 2 and the left controller 3 and right controller 4 as separate components (see Figure 2). The hardware configuration of the game system 1 in this embodiment will be described below, followed by a description of the control of the game system 1 in this embodiment.

[0043] Figure 1 shows an example of the main unit 2 with the left controller 3 and right controller 4 attached. As shown in Figure 1, the left controller 3 and right controller 4 are attached to the main unit 2 and integrated together. The main unit 2 is a device that performs various processes (e.g., game processing) in the game system 1. The main unit 2 is equipped with a display 12. The left controller 3 and right controller 4 are devices equipped with operation parts for user input.

[0044] Figure 2 shows an example of the left controller 3 and right controller 4 being removed from the main unit 2. As shown in Figures 1 and 2, the left controller 3 and right controller 4 are detachable from the main unit 2. In the following, the left controller 3 and right controller 4 will be collectively referred to as "controllers".

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

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

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

[0048] Furthermore, the main unit 2 is equipped with a left terminal 17, which is a terminal for the main unit 2 to communicate with the left controller 3 via wired connection, and a right terminal 21, which is for the main unit 2 to communicate with the right controller 4 via wired connection.

[0049] As shown in Figure 3, the main unit 2 is equipped with a slot 23. The slot 23 is located on the upper side of the housing 11. The slot 23 has a shape that allows a predetermined type of storage medium to be inserted. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) specifically for the game system 1 and similar information processing devices. The predetermined type of storage medium is used, for example, to store data used by the main unit 2 (e.g., application save data, etc.) and / or programs executed by the main unit 2 (e.g., application programs, etc.). The main unit 2 is also equipped with a power button 28.

[0050] Figure 4 is a six-view drawing showing an example of the left controller 3. As shown in Figure 4, the left controller 3 includes a housing 31. In this embodiment, the housing 31 has a vertically elongated shape, that is, it is long in the vertical direction (i.e., in the y-axis direction as shown in Figures 1 and 4). The left controller 3 can also be held in a vertically elongated orientation when detached from the main device 2. The housing 31 is shaped and sized to be held with one hand, especially the left hand, when held in a vertically elongated orientation. The left controller 3 can also be held in a horizontally elongated orientation. When the left controller 3 is held in a horizontally elongated orientation, it may be held with both hands.

[0051] The left controller 3 is equipped with an analog stick 32. As shown in Figure 4, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a directional input unit that can input direction. The user can input direction (and magnitude according to the angle of tilt) by tilting the analog stick 32. In addition, the left controller 3 may be equipped with a directional pad or a slide stick that allows slide input instead of the analog stick as the directional input unit. Furthermore, in this embodiment, input by pressing the analog stick 32 is also possible.

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

[0053] Furthermore, the left controller 3 is equipped with a terminal 42 for wired communication between the left controller 3 and the main unit 2.

[0054] Figure 5 is a six-view drawing showing an example of the right controller 4. As shown in Figure 5, the right controller 4 includes a housing 51. In this embodiment, the housing 51 has a vertically elongated shape, that is, a shape that is long in the vertical direction. When the right controller 4 is detached from the main unit 2, it can also be held in a vertically elongated orientation. The housing 51 is shaped and sized to be held with one hand, especially the right hand, when held in a vertically elongated orientation. The right controller 4 can also be held in a horizontally elongated orientation. When the right controller 4 is held in a horizontally elongated orientation, it may be held with both hands.

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

[0056] Furthermore, the right controller 4 is equipped with a terminal 64 for wired communication between the right controller 4 and the main unit 2.

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

[0058] The main unit 2 includes a processor 81. The processor 81 is an information processing unit that performs various information processing operations performed in the main unit 2, and may consist of, for example, only a CPU (Central Processing Unit), or it may consist of an SoC (System-on-a-chip) that includes multiple functions such as CPU function and GPU (Graphics Processing Unit) function. The processor 81 performs various information processing operations by executing information processing programs (for example, game programs) stored in a storage unit (specifically, an internal storage medium such as flash memory 84, or an external storage medium installed in slot 23).

[0059] The main unit 2 includes, as an example of an internal storage medium built into itself, a flash memory 84 and a DRAM (Dynamic Random Access Memory) 85. The flash memory 84 and DRAM 85 are connected to the processor 81. The flash memory 84 is a memory mainly used to store various types of data (which may be programs) stored in the main unit 2. The DRAM 85 is a memory used to temporarily store various types of data used in information processing.

[0060] The main unit 2 is equipped with a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to slot 23 and reads and writes data to a predetermined type of storage medium (for example, a dedicated memory card) installed in slot 23, according to instructions from the processor 81.

[0061] The processor 81 performs the above-mentioned information processing by appropriately reading and writing data to and from the flash memory 84 and DRAM 85, as well as to each of the above-mentioned storage media.

[0062] The main unit 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 communicates wirelessly with the left controller 3 and / or the right controller 4. The communication method between the main unit 2 and the left controller 3 and the right controller 4 is arbitrary, but in this embodiment, the controller communication unit 83 communicates with the left controller 3 and with the right controller 4 in accordance with the Bluetooth® standard.

[0063] The processor 81 is connected to the left terminal 17 and the right terminal 21 described above. When the processor 81 communicates with the left controller 3 via a wired connection, it transmits data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. Similarly, when the processor 81 communicates with the right controller 4 via a wired connection, it transmits data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. Thus, in this embodiment, the main unit 2 can perform both wired and wireless communication with the left controller 3 and the right controller 4, respectively.

[0064] The display 12 is also connected to the processor 81. The processor 81 displays images generated (for example, by performing the above information processing) and / or images acquired from an external source on the display 12.

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

[0066] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in Figure 7, the communication control unit 101 is connected to each component, including the terminal 42. In this embodiment, the communication control unit 101 can communicate with the main unit 2 both by wired communication via the terminal 42 and by wireless communication without using the terminal 42. The communication control unit 101 controls the method of communication that the left controller 3 performs with the main unit 2. That is, when the left controller 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. When the left controller 3 is detached from the main unit 2, the communication control unit 101 performs wireless communication with the main unit 2 (specifically, the controller communication unit 83). Wireless communication between the controller communication unit 83 and the communication control unit 101 is performed according to, for example, the Bluetooth® standard.

[0067] The left controller 3 also includes a memory 102, such as flash memory. The communication control unit 101 is composed of, for example, a microcontroller (also called a microprocessor) and performs various processes by executing firmware stored in the memory 102.

[0068] The left controller 3 is equipped with buttons 103 (specifically, buttons 33-39, 43, 44, and 47). The left controller 3 is also equipped with an analog stick (referred to as "stick" in Figure 7) 32. Each button 103 and the analog stick 32 repeatedly output information about the operations performed on them to the communication control unit 101 at appropriate intervals.

[0069] The communication control unit 101 acquires information about the input (specifically, information about the operation or detection results from the sensor) from each input unit (specifically, each button 103 and the analog stick 32). The communication control unit 101 transmits operation data, including the acquired information (or information that has been processed in a predetermined manner), to the main unit 2. The operation data is transmitted repeatedly at a rate of once at predetermined intervals. The interval at which information about the input is transmitted to the main unit 2 may or may not be the same for each input unit.

[0070] When the above operation data is transmitted to the main unit 2, the main unit 2 can obtain the input made to the left controller 3. In other words, the main unit 2 can determine the operation of each button 103 and the analog stick 32 based on the operation data.

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

[0072] As shown in Figure 7, the right controller 4 includes a communication control unit 111 that communicates with the main unit 2. The right controller 4 also includes a memory 112 connected to the communication control unit 111. The communication control unit 111 is connected to each component, including the terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main unit 2 both by wired communication via the terminal 64 and by wireless communication without the terminal 64 (specifically, communication according to the Bluetooth® standard), and controls the method of communication that the right controller 4 performs with the main unit 2.

[0073] The right controller 4 is equipped with the same inputs as the left controller 3. Specifically, it is equipped with buttons 113 and an analog stick 52. These inputs have the same functions and operate in the same way as the inputs of the left controller 3.

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

[0075] [2. Overview of processing in the game system] The following describes the information processing performed in Game System 1. In this embodiment, Game System 1 runs a game in which multiple characters, including a player character controlled by the player (also called a user), appear in a virtual game space. In addition to the player character, companion characters, who are allies of the player character, also appear in the game. The player character progresses through the game, for example, by cooperating with companion characters to defeat enemy characters.

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

[0077] [2-1. Process to have allied characters perform skill actions] The following describes the actions taken when a player character causes a companion character to perform a skill action, referring to Figures 8 to 10. Figure 8 is an example of a game image when a player character causes a companion character to perform a skill action. As shown in Figure 8, during gameplay, the game system 1 displays a game image on the display 12 that represents the game space surrounding the player character 201. In the example shown in Figure 8, the player character 201 and five companion characters 202 to 206 are placed in the game space. In this embodiment, as shown in Figure 8, it is assumed that five companion characters 202 to 206 appear in the game space. The number of companion characters appearing in the game space is arbitrary.

[0078] In the example shown in Figure 8, player character 201 approaches companion character 202. In this way, player character 201 can issue a preparation command to companion character by approaching them. A preparation command instructs companion character to enter a state where they are ready to perform a skill action. In other words, companion character enters a state where they are ready to perform a skill action in response to the preparation command.

[0079] In this embodiment, an action range is set in an area in front of the player character 201, within a predetermined distance from the player character 201 (see Figure 15, which will be described later). As will be described in detail later, in this embodiment, the player character 201 can perform actions on objects within the action range (meaning including companion characters). These actions are operations corresponding to the object, such as giving preparation instructions to companion characters or acquiring items. If a companion character is located within the action range of the player character 201, the player character 201 can give preparation instructions to that companion character.

[0080] Furthermore, as shown in Figure 8, when the player character 201 is able to give a preparation command to the companion character 202, the game system 1 displays a preparation command image 208 along with an image of the game space. This notifies the player that a preparation command is possible. The preparation command image 208 is displayed near the player character 201 or companion character 202 to notify the player of which companion character is the target of the preparation command. The preparation command image 208 also includes an image indicating the input required to give the preparation command (in this case, pressing the A button 53 on the right controller 4). This notifies the player of the input required to give the preparation command.

[0081] In the situation shown in Figure 8, when a preparation command is issued (i.e., an operation input to issue a preparation command is made), the game system 1 puts the companion character 202, who is the target of the preparation command, into a prepared state. Figure 9 shows an example of a game image when companion character 202 is in a prepared state. Here, companion character 202's skill action is to generate wind from behind player character 201 toward the front of player character 201. Therefore, the game system 1 causes companion character 202, who is in a prepared state, to move behind player character 201 (see Figure 9). By generating wind, companion character 202 can, for example, blow away objects placed in the game space with the wind, or move player character 201, who is using an item that allows them to glide through the air, with the wind (i.e., player character 201 moves through the air by receiving the wind). Furthermore, when a companion character enters a preparation state, Game System 1 may display an effect image corresponding to the skill action, or have the companion character perform a preparatory action corresponding to the skill action, in order to make the user aware that the character is in a preparation state and the content of the skill action.

[0082] When a companion character is in a ready state, player character 201 can make that companion character perform a skill action by issuing an execution command. As shown in Figure 9, when companion character 202 is in a ready state, game system 1 displays an execution command image 209 along with an image of the game space. This notifies the player that an execution command is possible. The execution command image 209 is displayed near player character 201 or companion character 202 to notify the player of which companion character the execution command is directed at. The execution command image 209 also includes an image indicating the input required to issue the execution command (in this case, pressing the A button 53 on the right controller 4). This notifies the player of the input required to issue the execution command.

[0083] In the situation shown in Figure 9, when an execution command is issued (i.e., an operation input to issue an execution command is made), the game system 1 causes the companion character 202, who is the target of the execution command, to perform a skill action. Figure 10 shows an example of a game image in the situation when companion character 202 has performed a skill action. In the example shown in Figure 10, companion character 202 performs a skill action that generates wind in front of the player character 201 in response to the execution command. The player can specify the direction of the wind by specifying the direction of the player character 201 through an operation that changes the direction of the player character 201 (for example, an operation on the analog stick 32 of the left controller 3), and generate wind in the specified direction in response to the execution command.

[0084] In the example shown in Figure 10, the player specifies the direction in which companion character 202 performs the skill action. However, for other skill actions performed by companion characters other than companion character 202, the player may specify the target location of the skill action. For example, a skill action may be an action that performs a predetermined attack at a location specified by the player in the game space. Specifically, a skill action may be an action in which, when the player character fires an arrow in response to the player's input, the companion character performs a ranged attack at the location where the arrow lands. A skill action may also be an action in which the player character performs a projectile attack in the direction the player character is facing in response to the player's input. Furthermore, among the skill actions performed by each companion character, there may be actions that do not require specifying direction and location. For example, a companion character's skill action may be an action that attacks the entire area around the companion character, or an action that merges with the player character.

[0085] Furthermore, in the example shown in Figure 10, the input for issuing an execution command is the same as the input for issuing a preparation command: pressing the A button 53 on the right controller 4. This allows for easy-to-understand operations for the player to issue both preparation and execution commands, improving the operability of controlling the actions of companion characters to perform skill actions. However, the input for issuing execution commands for other skill actions may differ from the input for issuing preparation commands. For example, in the skill action where a companion character performs a ranged attack on the location where the arrow landed, the input for the player character to fire the arrow functions as the input for issuing the execution command. The input for firing the arrow may differ from the input for pressing the A button 53.

[0086] As described above, in this embodiment, the player character first gives a preparation instruction to the companion character, and then gives an execution instruction to the companion character who has entered a prepared state in response to the preparation instruction, thereby causing the companion character to perform a skill action. That is, the game system 1, in response to an operation input from the user when the player character and the companion character are in a predetermined positional relationship indicating proximity (specifically, the companion character is located within the action range), moves the companion character to a prepared state for the control corresponding to that character (specifically, the control that causes the skill action to be performed). Then, when the companion character enters the above prepared state, the game system 1 executes the above control toward the specified direction or position in response to an operation input from the user that includes specifying a direction or position (specifically, an input consisting of an input specifying the direction of the player character and an input giving an execution instruction). In order for the player character to be in a predetermined positional relationship with the companion character, it is necessary to approach the companion character, and the player character may move facing the direction of the companion character. In this case, if the skill action is executed immediately in response to the operation input, the skill action may be executed in a direction that is contrary to the player's intention, for example, from the player character toward the companion character. In this regard, as described above, since the player gives a preparation command and then specifies the direction or position before giving an execution command, the possibility of errors such as skill actions being performed in an unintended direction or position, or skill actions being performed even though there was no intention to perform a skill action, can be reduced. This improves the operability of the game.

[0087] Furthermore, the above-mentioned "operation input including the specification of direction or position by the user" may be limited to input specifying direction or position only. For example, the game system 1 may, after a predetermined time has elapsed since the companion character was put into a ready state in response to a preparation instruction, have the companion character perform a skill action in the direction specified at that time (i.e., the direction the player character is facing). Also, the above-mentioned "operation input including the specification of direction or position by the user" may consist of an input specifying direction or position and an input releasing the input that issued the preparation instruction. For example, the game system 1 may, after putting a companion character into a ready state by an input of pressing the A button 53 (at which point the A button 53 is still being pressed), accept an input specifying direction, and then, in response to the release of the A button 53, have the companion character perform a skill action in the direction specified at the time of release.

[0088] In other embodiments, the game system 1 may accept execution instructions without accepting preparation instructions. That is, the game system 1 may accept an execution instruction when a companion character is positioned within the action range of the player character, and cause the companion character to perform a skill action in response to the execution instruction given by the player.

[0089] In this embodiment, when a companion character performs a skill action, that companion character cannot perform another skill action until a predetermined waiting time has elapsed since the first skill action. That is, the game system 1 allows the re-execution of the control for the skill action corresponding to the companion character only after the waiting time has elapsed since the first execution of the control. This prevents the player from gaining too much of an advantage by having companion characters perform skill actions at a high frequency. Furthermore, immediately after a companion character performs a skill action, the player is only able to have other companion characters perform skill actions, thus providing the player with an incentive to have other companion characters perform skill actions as well as just one companion character. This provides the player with an incentive to cooperate with multiple companion characters to progress through the game. The waiting time for each companion character may be the same for all companion characters, or it may differ for each companion character. Furthermore, although not shown in the diagram, if a companion character enters the player character's action range after a skill action is performed but before the above-mentioned waiting time has elapsed, the game system 1 may display an image (for example, a gauge showing the remaining time) indicating the remaining time until the above-mentioned waiting time for that companion character has elapsed.

[0090] In other embodiments, the game system 1 may allow a companion character to perform a skill action again without waiting for a waiting period after the character has performed a skill action. In other embodiments, instead of setting a waiting period for each companion character's skill action, the game system 1 may set a waiting period for execution commands from the player character to any companion character. That is, the game system 1 may allow execution commands from the player character to any companion character only after a waiting period has elapsed since the player character issued the execution command to that character.

[0091] [2-2. Process to control the movement of companion characters] Next, the process for controlling the movement of each companion character will be described. In this embodiment, the game system 1 controls the movement of each companion character 202 to 206 in accordance with the movement of the player character 201. In this embodiment, the game system 1 can take at least one of the following control modes for controlling the movement of each companion character 202 to 206: a companion mode and a standby mode. In companion mode, the game system 1 controls the movement of each companion character 202 to 206 so that they accompany the player character 201 in accordance with the player character 201's movement. In standby mode, the game system 1 stops the movement of each companion character 202 to 206 within a predetermined range (a reference range described later) that includes the player character 201, in accordance with the stopping of the player character 201's movement. As described above, the game system 1 can control the movement of multiple companion characters. Furthermore, game system 1 makes it easier to bring the player character 201 closer to a desired companion character from among multiple companion characters, and makes it easier to give instructions regarding the skill actions described above.

[0092] In other embodiments, the game system 1 may also be able to control the movement of each companion character 202-206 using a control mode different from the accompanying mode and the standby mode.

[0093] Figure 11 shows an example of a game image when each companion character 202-206 is moving in companion mode. In companion mode, each companion character 202-206 moves in accordance with the movement of the player character 201, accompanying the player character 201. As will be explained in detail later, each companion character 202-206 is controlled to move in approximately the same direction as the player character 201, while remaining close to the player character 201. In the example shown in Figure 11, the player character 201 is assumed to be moving towards the background in the game image in response to the player's input. At this time, each companion character 202-206 moves towards the background in accordance with the player character 201's movement towards the background in the game image (see the arrows shown in Figure 11).

[0094] Furthermore, "moving in conjunction with the player character" refers to a movement pattern where the companion character moves in approximately the same direction as the player character while remaining close to the player character. However, it is not limited to a movement pattern where the companion character is always positioned within a certain distance of the player character. In companion mode, the companion character may move away from the player character for various reasons (for example, to avoid an obstacle). In other words, when "moving in conjunction with the player character," the relative positions of the player character and the companion character do not need to be fixed. Also, when "moving in conjunction with the player character," the companion character moves in roughly the same direction as the player character, but the direction of movement of the companion character and the direction of movement of the player character do not always need to be strictly identical. For example, while the companion character is moving in conjunction with the player character, game system 1 may move the companion character in a direction different from the direction of movement of the player character, for example, to avoid an obstacle or to make the companion character's movement appear more natural.

[0095] Figure 12 shows an example of the placement of each character 201 to 206 in companion mode. In this embodiment, the game system 1 sets target positions for each companion character 202 to 206 and controls their movement by moving each companion character 202 to 206 toward the target position. In companion mode, the game system 1 sets target movement positions 211 to 215 for each companion character 202 to 206 (see Figure 12).

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

[0097] Once the target movement positions are set as described above, the game system 1 sets the correspondence between the companion characters and the target movement positions (i.e., the target movement positions that each companion character should head towards). Note that the above correspondence is set so that multiple companion characters cannot be associated with the same target movement position (i.e., each companion character is associated with a different target movement position). In this embodiment, the game system 1 sets the above correspondence based on the current position of each companion character and each target movement position. Specifically, the above correspondence is set so that the distance between each companion character and their corresponding target movement position is minimized. For example, the game system 1 sets the above correspondence so that the sum of the distances when each companion character moves to each target movement position is minimized. Therefore, in the example shown in Figure 12, each companion character 202 to 206 is associated with the target movement position closest to itself, and each companion character 202 to 206 moves toward that target movement position (see the dotted arrows shown in Figure 12). According to the above, the possibility of each companion character 202 to 206 moving across each other can be reduced. Therefore, it is possible to quickly move each companion character 202-206 to their target location, and the movement behavior of each companion character 202-206 can be made more natural.

[0098] The method for setting the above correspondence is arbitrary. In other embodiments, the above correspondence may be fixed regardless of the positional relationship between the companion character and the target location. For example, the companion character 202 may always be associated with the target location 211 diagonally to the right and in front of the player character 201, and the companion character 202 may always be controlled to move toward the target location 211.

[0099] Once the correspondence between companion characters and target movement positions is established, the game system 1 moves each companion character 202-206 toward their corresponding target movement position. The game system 1 only needs to move the companion characters toward the target movement position; it does not necessarily need to move them to reach the target movement position. For example, the game system 1 may set an upper limit on the movement speed and move the companion characters toward the target movement position. In this embodiment, the game system 1 sets the movement speed of a companion character to a speed that will allow them to reach the target movement position if it is possible to do so at a speed below the upper limit, and sets it to the upper limit if it is not possible to reach the target. In this embodiment, in order to make it easier for companion characters to reach the target movement position, the upper limit speed is set to a speed faster than the upper limit of the player character 201's movement speed. The upper limit speed may be different for each companion character or the same for all of them. Furthermore, the upper limit speed of a companion character does not need to be constant and may be controlled variably according to the game situation.

[0100] In companion mode, game system 1 repeatedly performs the process of setting the target movement position and the process of moving each companion character 202-206 toward the target movement position at predetermined time intervals (specifically, every frame). In other words, the target movement position is set to change sequentially in accordance with the movement of player character 201, and each companion character 202-206 repeatedly moves toward the sequentially changing target movement position. As a result, in companion mode, each companion character 202-206 moves in accordance with player character 201. For example, if player character 201 moves in a straight line, the target movement position is set to move in the same direction as player character 201's direction of travel so that the positional relationship with player character 201 does not change, and as a result, each companion character 202-206 also moves in the same direction as player character 201's direction of travel. As mentioned above, the positional relationship between player character 201 and the target location does not change, but the correspondence between the target location and the companion characters may change depending on the placement of each companion character.

[0101] As described above, in this embodiment, each movement target position 211 to 215 is set in front of the player character 201 (see Figure 12). As a result, the game system 1 moves the companion characters in response to the movement of the player character 201, so that when the player character 201 is facing forward and moving forward, the companion characters are positioned in front of the player character 201. In other words, in companion mode, each companion character 202 to 206 moves in front of the player character 201. Consequently, in companion mode, if the virtual camera for generating the game image is set to face forward of the player character 201, each companion character 202 to 206 is more likely to come into the field of view of the virtual camera. As a result, a game image including each companion character 202 to 206 (see Figure 11) is more easily generated. Therefore, the player can more easily grasp the position of each companion character 202 to 206 in companion mode. In other embodiments, the placement of each companion character 202-206 in companion mode is arbitrary, and some companion characters may be controlled to move behind the player character 201.

[0102] In this embodiment, the player character 201 and each of the companion characters 202-206 are arranged in a V-shape when viewed from above (see Figure 12). That is, each of the characters 201-206 is positioned at different locations in the left-right direction, so when the virtual camera is set to face forward of the player character 201, each of the characters 201-206 is positioned without overlapping and is easily visible. Note that the above-mentioned "arranged in a V-shape" is not limited to the arrangement in which each of the characters 201-206 is arranged to form a strict V-shape, but also includes the arrangement in which they generally spread out horizontally as they move forward.

[0103] Furthermore, companion characters do not necessarily have to be positioned in front of the player character in companion mode. As mentioned above, companion characters may move away from the player character for various reasons (for example, to avoid an obstacle), and in such cases, they may be positioned behind the player character.

[0104] Furthermore, in companion mode, if a companion character moves away from the player character, game system 1 may reposition (or warp) the companion character to a location closer to the player character. For example, if a companion character moves more than a predetermined distance away from the player character, game system 1 may remove the companion character from the game space and then reposition it to a location near the player character. This allows companion characters that are far from the player character to quickly reach their target location. When repositioning a companion character as described above, game system 1 may choose a location outside the field of view of the virtual camera as the repositioning location. This reduces the possibility that the player may feel uneasy due to a companion character suddenly appearing near the player character.

[0105] Figure 13 shows an example of the placement of characters 201-206 when player character 201 changes direction of movement in companion mode. The example shown in Figure 13 shows a situation where player character 201 changes direction of movement towards companion characters 202 and 203, from a state where player character 201 was moving upward in Figure 13. In the example shown in Figure 13, since player character 201 was moving upward in Figure 13 until just before, companion characters 202-206 are positioned above player character 201 in Figure 13.

[0106] As shown in Figure 13, in companion mode, when player character 201 moves towards companion characters 202 and 203, it is presumed that the player intends to move player character 201 closer to companion character 202 or 203 and give instructions to companion character 202 or 203 regarding skill actions. However, in companion mode, as described above, each companion character 202-206 moves towards a target position based on the direction of movement of player character 201. Therefore, even if player character 201 moves towards companion characters 202 and 203, companion characters 202 and 203 will move away from player character 201. As a result, it may be difficult for player character 201 to catch up to companion characters 202 and 203, and it may be difficult to give instructions to companion character 202 or 203 regarding skill actions.

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

[0108] In the example shown in Figure 13, the movement speed of the other companion characters 204-206 is not reduced, and their movement speeds, which are set in the normal manner described above, are maintained (i.e., the speed at which they can reach the target location corresponding to that companion character if it is possible to do so at a speed below the upper limit speed; otherwise, the upper limit speed). As shown in Figure 13, if the player character 201 changes its direction of movement, the target locations for companion characters 204-206 will change significantly, and the target locations may become farther away from the corresponding companion characters. However, if the upper limit speed of each companion character 204-206 is set faster than the movement speed of the player character 201, then the movement speed of companion characters 204-206 will be faster than the movement speed of the player character 201, and in the above case, companion characters 204-206 will be able to reach the target location.

[0109] As described above, in this embodiment, when a companion character is moving in companion mode, the game system 1 slows down the movement speed of the companion character to that of the player character as the player character moves toward the companion character. This makes it easier for the player character to catch up with the companion character, and thus makes it easier to give instructions to the companion character even in companion mode. In other embodiments, the game system 1 does not need to perform a process to change the movement speed of the companion character depending on whether the player character is moving toward the companion character or not.

[0110] The specific method for determining whether a player character is moving towards a companion character is arbitrary. For example, Game System 1 determines that a player character is moving towards a companion character if the angle between the player character's direction of movement and the line segment extending from the player character to the companion character is less than a predetermined angle, and determines that a player character is not moving towards a companion character if the angle is greater than or equal to the predetermined angle.

[0111] Furthermore, making a companion character's movement speed slower than the player character's movement speed includes, for example, changing the companion character's movement speed to a speed lower than the normal upper limit of the player character's movement speed, changing the upper limit of the movement speed to a speed lower than the normal value, or changing it to a speed lower than the player character's current movement speed. Also, making a companion character's movement speed slower than the player character's movement speed includes setting the companion character's movement speed to 0 (i.e., stopping their movement). Note that the player character's movement speed may be controlled to change based on the player's input (for example, by the degree to which the analog stick 32 of the left controller 3 is tilted).

[0112] Figure 14 shows an example of the arrangement of each character 201 to 206 in standby mode. In this embodiment, the game system 1 switches the control mode from companion mode to standby mode when the movement of player character 201 stops in companion mode. In standby mode, each companion character 202 to 206 that was moving in companion mode is controlled to stop within a reference range 220 based on player character 201.

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

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

[0115] As described above, in this embodiment, the game system 1 sets a target stopping position for companion characters to stop moving in response to the player character stopping their movement, within a reference range based on the position where the player character stopped moving. As a result, when the player character stops moving, companion characters will be positioned around the player character, making it easier for the player character to approach the companion characters. Therefore, it becomes easier for the player to give instructions regarding skill actions to the companion characters.

[0116] In this embodiment, each of the stop target positions 221 to 225 is set near the outer edge of the reference range 220. For example, each of the stop target positions 221 to 225 is set to a position (see Figure 16) such that a portion of the additional range described later, which is set based on the positions of each of the companion characters 202 to 205, is outside the reference range 220, assuming that each of the companion characters 202 to 205 is positioned at each of the stop target positions 221 to 225. However, in other embodiments, each of the stop target positions 221 to 225 may be set at any position within the reference range 220. Also, in other embodiments, each of the stop target positions 221 to 225 may be set at a position outside the reference range 220.

[0117] As shown in Figure 14, in this embodiment, each stop target position 221 to 225 is set to surround the player character 201. Specifically, the stop target positions 221 to 225 are set to the right rear, right front, left rear, left front, and front of the player character 201, respectively. In other words, when there are three or more stop target positions, each stop target position is set so that the player character 201 is positioned inside a polygon with each stop target position as a vertex. Therefore, in response to the stopping of the player character 201's movement, the game system 1 stops the movement of each of the multiple companion characters 202 to 206 at positions where the player character 201 is surrounded by the multiple companion characters 202 to 206. According to this, each of the companion characters 202-206 is positioned in a way that makes it easy for the player character 201 to approach each of them, making it easier for the player to give skill action commands to any of the companion characters 202-206. In addition, it becomes easier to position companion characters with sufficient distance between them, making it less likely for multiple companion characters to be included in the action range of player character 201 at the same time. If multiple companion characters are included in the action range of player character 201 at the same time, there is a possibility that the player may give skill action commands to companion characters that were not intended to be included, but by setting each stop target position 221-225 as described above, this possibility can be reduced.

[0118] Furthermore, in this embodiment, the game system 1 sets each of the stop target positions 221 to 225 such that two stop target positions do not simultaneously exist within the action range. More specifically, the game system 1 sets each of the stop target positions 221 to 225 such that the distance between any two stop target positions is greater than the width of the longest part of the action range. This makes it possible to more reliably reduce the possibility of the player unintentionally issuing skill action instructions to a companion character, as described above.

[0119] In standby mode, the stopping positions for each companion character 202-206 are arbitrary, and they do not need to stop in a configuration that surrounds the player character 201. For example, in other embodiments, each companion character 202-206 may stop in a position in front of the player character 201. Also, for example, in other embodiments, the stopping target positions 221-225 may be set in a configuration where two stopping target positions may be located within the action range simultaneously.

[0120] Once the stopping target positions are set as described above, the game system 1 sets the correspondence between the companion characters and the stopping target positions (i.e., the stopping target positions that each companion character should head to). The correspondence between companion characters and stopping target positions may be set in the same way as when setting the correspondence between companion characters and movement target positions as described above. That is, the game system 1 sets the above correspondence such that the distance between each companion character and their corresponding movement target positions is minimized.

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

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

[0123] Once the correspondence between companion characters and target stopping positions is established, the game system 1 controls the movement of each companion character 202-206 based on the target stopping positions. In the example shown in Figure 14, the game system 1 moves companion characters 203, 205, and 206, which are located outside the reference range 220, to their respective target stopping positions and then stops them. As a result, in standby mode, each companion character 203, 205, and 206 will stop within the reference range 220. For example, in companion mode, if companion characters 203, 205, and 206 are positioned near each movement target position set in front of player character 201, and player character 201 stops, resulting in companion characters 203, 205, and 206 being positioned as shown in Figure 14, then companion characters 203, 205, and 206 will be outside the reference range 220 when they enter standby mode, and will move to the respective stop target positions 222, 224, and 225 before stopping.

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

[0125] As described above, if a companion character is located outside the reference range when transitioning to standby mode, that companion character will generally stop at the target stopping position within the reference range 220. However, if an object on which the player character can perform an action (referred to as an "action target object") is placed near the target stopping position, the companion character will stop at a different position than the target stopping position.

[0126] Figure 15 shows an example of how an action target object 227 is positioned near the player character 201. The action target object 227 is, for example, an item that the player character 201 can acquire, a door that the player character 201 can open, or a non-player character (a non-player character different from a companion character) that the player character 201 can talk to. As described above, the game system 1 sets the action range 228 based on the position and orientation of the player character 201. In this embodiment, the action range 228 is a range within a predetermined distance from the player character 201, and is a range of predetermined angles to the left and right centered on the direction in front of the player character 201 (see Figure 15). The shape and size of the action range 228 are arbitrary.

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

[0128] In the example shown in Figure 15, an action target object 227 is placed in the game space, and a stopping target position 222 corresponding to the companion character 203 is set near the action target object 227. In the example shown in Figure 15, for example, if the player character 201 approaches the action target object 227 to perform an action on it, the stopping target position 222 will be included within the action range 228 of the player character 201. Therefore, if the companion character 203 is positioned at the stopping target position 222, then in the situation shown in Figure 15, both the action target object 227 and the companion character 203 will be included within the action range 228. In this case, the game system 1 will, for example, select one of the objects included within the action range 228 as the action target. For example, the object closest to the player character 201 will be selected as the action target. Therefore, if a player wants to target an action target object 227, they need to do more than simply move player character 201 so that the action target object 227 is included within the action range 228. They also need to move the action target object 227 closer to the companion character 203, or move companion character 228 to a position and orientation such that it is not included within the action range 228.

[0129] Therefore, in this embodiment, if the stop target position 222 corresponding to a companion character 203 that is located outside the reference range when the system transitions to standby mode is set near the action target object 227, the game system 1 stops the companion character 203 at a position away from the action target object 227. Specifically, when the action target object 227 is located within the action range 228, the game system 1 stops the companion character 203 at a position 222' (which may also be a position within the reference range 220) such that the companion character 203 is not included within the action range 228. In other words, the game system 1 changes the stop target position corresponding to the companion character 203 to the above position 222', so that the companion character 203 moves to the above position 222' before stopping. Note that the above position 222' can also be described as a position where the distance between the action target object 227 and the companion character 203 is longer than the width of the longest part of the action range 228. Based on the above, it becomes less likely that a situation will occur where the player character 201 can perform actions on both the action target object 227 and the companion character 203, making it easier for the player to control the player character 201 to perform these actions.

[0130] Furthermore, if a companion character that was outside the reference range when the game transitioned to standby mode is moving towards the target stop position and a new action target object appears near that target stop position, the game system 1 will change the target stop position to a location away from the action target object. This makes it easier for the player to have their character perform actions on companion characters or action target objects, even if a new action target object appears near the target stop position after the game transitioned to standby mode.

[0131] Furthermore, in the example shown in Figure 14, among companion characters 202 to 206, companion characters 202 and 204, which are located within the reference range 220 when the player enters standby mode, will stop moving in place (i.e., at the position they were in when the player entered standby mode) without moving to the target stopping position. In this way, the game system 1 stops the movement of companion characters if they are located within the reference range 202 when the player character 201 stops moving, regardless of whether the companion characters are located at the target stopping position or not. For example, if the player character 201 stops in accompanying mode before the companion characters 202 and 204 have reached the respective target movement positions set in front of the player character 201, and as a result the companion characters 202 and 204 are arranged as shown in Figure 14, then companion characters 202 and 204, which were located near the player character 201, will be located within the reference range 220 when the player enters standby mode, and will stop in place without moving to the target stopping positions 221 and 223, respectively.

[0132] Furthermore, if a companion character is continuing to move near player character 201 when player character 201 stops moving, the companion character may move away from player character 201 when player character 201 stops moving, and the player may feel that such behavior of the companion character is unnatural. In contrast, according to this embodiment, the above possibility can be reduced by immediately stopping the movement of companion characters that are already near player character 201 when player character 201 stops moving (i.e., located within the reference range 220).

[0133] Furthermore, if the action target object is located near a companion character that is within the above reference range when the game enters standby mode, the game system 1 will stop the companion character at a position away from the action target object. In other words, in the above case, the game system 1 moves the companion character from its position when it entered standby mode to a position away from the action target object before stopping it. The stopping position may be determined in the same way as when determining the stopping position of companion character 203 (position 222' shown in Figure 15) in the example shown in Figure 15. According to the above, even if the action target object is located near a companion character that is within the reference range when the game enters standby mode, it is possible to make it easier for the player to have the player character perform an action on the companion character or the action target object.

[0134] In standby mode, each companion character 202-206 stops moving within the reference range 220 as described above. While companion characters are stopped moving in standby mode, game system 1 may have them perform non-movement actions, such as swaying their bodies or stomping their feet. This makes the behavior of companion characters more natural.

[0135] Figure 16 shows an example of the placement of each character 201 to 206 in standby mode. In this embodiment, even if the player character 201 resumes movement in standby mode, the game system 1 does not immediately resume companion mode after the movement, but transitions from standby mode to companion mode when the player character 201 leaves the predetermined stopping range 229. That is, while the player character 201 is moving within the stopping range 229, the game system 1 does not transition the control mode from standby mode to companion mode, and the control mode is maintained in standby mode (see Figure 16). Furthermore, as will be described in detail later, the stopping range 229 is the range that includes the reference range 220 (see Figure 16). Therefore, in standby mode, each companion character 202 to 206 will be located within the stopping range 229. As a result, in standby mode, for example, even if the player character 201 moves closer to a companion character to give instructions regarding skill actions, the game system does not transition to companion mode, and therefore the companion character does not move. Therefore, player character 201 can easily approach the desired companion character and easily give instructions to the companion character regarding skill actions.

[0136] Meanwhile, in response to the player character 201 moving outside the stopping range 229, the game system 1 switches its control mode from standby mode to accompanying mode (see Figure 16). After switching to accompanying mode, as described above, the game system 1 resumes controlling the companion characters 202-206 to move along with the player character 201.

[0137] In this embodiment, the stopping range 229 is a range that includes the reference range 220 set at the start of the standby mode and additional ranges 231 to 235 based on the positions of each companion character 202 to 206. Specifically, the stopping range 229 is a range that is inside at least one of the reference range 220 and each of the additional ranges 231 to 235. The additional ranges 231 to 235 are within a second distance from the positions of the companion characters 202 to 206. For example, the second distance is set to be shorter than the first distance, which is the radius of the reference range 220. Thus, the outer perimeter of the stopping range 229 is composed of a part of the outer perimeter of the reference range 220 and a part of the outer perimeter of each of the additional ranges 231 to 235 (however, in Figure 16, for the purpose of making the stopping range 229 easier to see, the outer perimeter of the stopping range 229 is shown slightly outside the outer perimeters of the reference range 220 and each of the additional ranges 231 to 235).

[0138] For example, when player character 201 approaches a companion character to give the above preparation instructions, it is possible that player character 201 may go slightly too far and move outside the reference range 220. If the stopping range 229 is the same as the reference range 220, then in the above case, player character 201 will move outside the stopping range 229 against the player's intention. As a result, the companion character will start moving when transitioning from standby mode to accompanying mode, making it difficult for player character 201 to give instructions to the companion character. Therefore, in this embodiment, by setting the stopping range 229 to include additional ranges 231 to 235 in addition to the reference range 220, it is possible to make it difficult for player character 201 to move outside the stopping range 229 in the above case. This reduces the possibility of player character 201 moving outside the stopping range 229 against the player's intention, making it easier to give instructions to the companion character.

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

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

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

[0142] Figure 17 shows an example of a stop determination range. In the example shown in Figure 17, the stop determination range 241 is within the reference range 220. That is, the stop determination range 241 is smaller than the reference range 220, and the entire range is included within the reference range 220. Specifically, in the example shown in Figure 17, the reference range 220 is a circular area centered on a position a predetermined distance forward from the position of the player character 201 when transitioning to standby mode. The stop determination range 241 is a circular area centered on the position of the player character 201, with a smaller radius than the reference range 220. Note that "the stop determination range 241 is within the reference range 220" means that a part of the outer perimeter of the stop determination range 241 overlaps with a part of the outer perimeter of the reference range 220. In other examples, the stop determination range 241 may not include the position of the player character 201. The specific position, size, and shape of the reference range 220 and the stop determination range 241 are arbitrary. For example, both the reference range 220 and the stop determination range 241 may be circular regions centered on the position of the player character 201.

[0143] Furthermore, in the modified example shown in Figure 17, the game system 1 sets each stop target position 221 to 225 within the reference range 220, similar to the embodiment described above. In this modified example, each stop target position 221 to 225 is located outside the stop determination range 241. In other examples, each stop target position 221 to 225 may be set to be located within the stop determination range 241.

[0144] In the above modified example, when transitioning to standby mode, the game system 1 sets a stop determination range 241 along with the reference range 220. The game system 1 then stops any companion characters (companion characters 202 and 204 in the example shown in Figure 17) that are located within the stop determination range 241 when transitioning to standby mode. In other words, the game system 1 stops the movement of companion characters located within the stop determination range 241 when transitioning to standby mode, regardless of whether the companion character is located at the target stopping position or not.

[0145] On the other hand, for companion characters located outside the stop determination range 241 when transitioning to standby mode (in the example shown in Figure 17, companion characters 203, 205, and 206), the game system 1 moves the companion character to the stop target position before stopping it. Therefore, in this modified example, even if a companion character is located within the reference range 220 when transitioning to standby mode, if it is located outside the stop determination range 241 (in the example shown in Figure 17, companion character 206) it will move to the stop target position. In this modified example, the stop target position is located near the outer edge of the reference range 220, similar to the embodiment described above (see Figure 17). Therefore, in the example shown in Figure 17, companion character 206, which is located within the reference range 220 but outside the stop determination range 241 when transitioning to standby mode, will move away from the player character 201. Furthermore, when transitioning to standby mode, companion characters located outside the reference range 220 (companion characters 203 and 205 in the example shown in Figure 17) will, in this modified example as well, move to the stop target position, thereby moving from a position outside the reference range 220 to a position inside the reference range 220 before stopping. Thus, in this modified example as well as in the above embodiment, each companion character 202 to 206 will stop moving within the reference range 220 in standby mode.

[0146] As shown in the above modified example, the game system 1 may, when the player character stops moving, stop the movement of a companion character if that companion character is located within the stop determination range 241, which is within the reference range 220, regardless of whether that companion character is located at the stop target position or not. If the companion character is located outside the stop determination range 241, the system may move that companion character to the stop target position. This increases the number of cases in which companion characters move to the stop target position and stop when transitioning to standby mode compared to the above embodiment. Furthermore, companion characters that are close to the player character 201 when transitioning to standby mode (i.e., companion characters within the stop determination range 241) will stop moving in place in the above modified example, just as in the above embodiment. Therefore, in this modified example, just as in the above embodiment, it is possible to reduce the possibility that the player may feel uncomfortable if nearby companion characters continue moving when the player character 201 stops moving.

[0147] In this embodiment, companion characters 202 to 206 generally do not move during standby mode, however, in the first to third exceptions described below, companion characters may move even during standby mode. Note that in the cases of the first to third exceptions described below, the companion characters move in a direction different from the direction of movement of the player character, or in a direction unrelated to the direction of movement of the player character. In this respect, the movement of companion characters in the cases of the first to third exceptions is a different type of movement from the movement of companion characters in accompanying mode.

[0148] The first exception is when a companion character becomes combat-ready. In this embodiment, the companion character is controlled by the game system 1 to be able to take on one of two states related to combat with enemy characters: a non-combat state and a combat-ready state. A non-combat state is a state in which the companion character does not engage in combat, and a combat-ready state is a state in which the companion character is capable of combat (i.e., a state in which they can perform actions related to combat). When a companion character becomes combat-ready, they are controlled to perform actions related to attacking enemy characters (i.e., actions such as moving towards the target enemy character or actions such as attacking the enemy character). In this embodiment, the game system 1 transitions the companion character from a non-combat state to a combat-ready state when predetermined combat conditions are met. The specific content of the combat conditions is arbitrary. For example, the combat conditions could be that the companion character or the player character is discovered by an enemy character, or that the companion character discovers an enemy character. Furthermore, if the combat conditions are no longer met, for example, by defeating an enemy character, the allied characters will be controlled to revert from a combat-ready state to a non-combat state.

[0149] Game System 1 controls the actions of companion characters who become combat-ready when combat conditions are met, based on the combat action algorithm. Therefore, even when in standby mode, companion characters who are combat-ready may move (for example, move towards an enemy character) as a result of their actions being controlled based on the combat action algorithm.

[0150] Furthermore, if a companion character returns from a combat-ready state to a non-combat state while in standby mode, game system 1 will stop the companion character within the above-mentioned reference range. For example, if the companion character's position at the time of returning to the non-combat state is within the above-mentioned reference range, game system 1 may stop the companion character in place; if the position at the time of returning to the non-combat state is outside the above-mentioned reference range, game system 1 may move the companion character to the target stopping position before stopping it.

[0151] Furthermore, not only in standby mode but also in companion mode, companion characters may become combat-ready. In this case as well, game system 1 controls the movement of companion characters regardless of their target position (or movement target position in companion mode). In other words, even while moving in companion mode, game system 1 may set companion characters to a combat-ready state and cause them to perform combat-related movements regardless of their movement target position.

[0152] As described above, in this embodiment, when the combat conditions for a companion character to engage in combat with another character are met, the game system 1 moves the companion character regardless of whether the player character is outside the stopping range. This allows companion characters to perform natural actions for combat even while in standby mode. In other embodiments, the game system 1 may move the companion character toward a target position (i.e., a target to move to or a target to stop) even when combat is possible, just as it does in a non-combat state.

[0153] Furthermore, the movement of allied characters in combat-ready states may be controlled with consideration of the target position or a reference range, or it may be controlled without considering the target position or a reference range. In the former case, game system 1 may, for example, move allied characters within a predetermined range centered on the target position, or within a reference range.

[0154] Furthermore, in this embodiment, the player character itself can also attack enemy characters. Specifically, the game system 1 controls the player character to attack other characters (for example, enemy characters) in response to user input. For example, the player character attacks an enemy character with the weapon they are equipped with in response to the above input. Note that this input is different from the input used by the player character to give instructions to allied characters, and is, for example, the input of pressing the Y button 56 on the right controller 4 while the player character is holding a weapon. Thus, according to this embodiment, the player can have the player character attack itself, and can also have allied characters attack in response to instructions from the player character. This increases the range of attack options and improves the strategic depth of the game.

[0155] The second exception is when the action target object is placed near a companion character that is stationary in standby mode. This includes, for example, when an item appears near a companion character, or when a non-player character that player character 201 can talk to moves near the companion character. In this case, if the companion character remains stationary, it becomes difficult for the player to have the player character perform an action on the intended target, either the action target object or the companion character, as explained in Figure 15.

[0156] Therefore, if the above-mentioned action target object appears near a companion character that is stopped in standby mode, the game system 1 moves the companion character to a position away from the action target object and stops it. The stopping position may be determined in the same way as when determining the stopping position of the companion character in the example shown in Figure 15. In the above case, if the companion character is positioned at a different position from the stopping target position (for example, because it was within the reference range when standby mode was entered), and the stopping target position is far from the action target object, the game system 1 may move the companion character to the stopping target position. According to the above, even if an action target object appears near a companion character in standby mode, it is made easier for the player to have the player character perform an action on the companion character or the action target object.

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

[0158] As described above, in this embodiment, the game system 1 executes a control corresponding to the action target object (for example, a control to have the player character acquire an item, or a control to have the player character speak to a non-player character) in response to an input from the player when the action target object is located within the action range set based on the player character's position. The game system 1 also stops the companion character at a position that is not within the action range based on the player character's position when the action target object is within the action range (i.e., a position where the player character cannot give instructions to the companion character when they are in a state where they can take action on the action target object). Specifically, in this embodiment, the game system 1 stops the companion character at a position away from the action target object in three cases: a case where a companion character located outside the reference range when entering standby mode is stopped within the reference range (see Figure 15), a case where a companion character located within the reference range when entering standby mode is stopped within the reference range, and a case where an action target object appears near the companion character after transitioning to standby mode (i.e., the second exception described above). As described above, it becomes less likely that a situation will occur where the player character can perform actions on both the target object and the companion character, making it easier for the player to control the player character to perform these actions. In other embodiments, the game system 1 may stop the companion character at a location away from the target object in only one or two of the three cases described above.

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

[0160] A third exception is when the aiming mode is activated. In this embodiment, the game system 1 can generate game images in two modes: normal mode and aiming mode. Normal mode is a mode in which game images are generated based on a virtual camera positioned behind the player character (see, for example, Figure 8). Aiming mode, on the other hand, is a mode in which game images are generated based on a virtual camera positioned closer to the player character than in normal mode. In this embodiment, for example, when the player character uses a specific weapon or item, the mode for generating game images is set to aiming mode.

[0161] Figure 18 shows an example of a game image in aiming mode. In the example shown in Figure 18, the player character 201 is about to fire a ranged attack. At this time, as shown in Figure 18, the game image is generated in aiming mode. In aiming mode, the game system 1 changes the orientation of the virtual camera in response to input from the player specifying the direction (for example, input to the analog stick 52 of the right controller 4). In this embodiment, the player character 201 fires the ranged attack towards the aiming mark 251 displayed near the center of the game image. Therefore, the player can change the direction of their line of sight and the direction in which the ranged attack is fired in the game image by the above input.

[0162] In this embodiment, a game image including the player character 201 is generated in aiming mode, just as in normal mode. However, in other embodiments, a game image that does not include the player character 201 (a so-called first-person perspective game image) may be generated in aiming mode. Furthermore, a game image may be generated in aiming mode not only when the player character 201 performs a ranged attack, but also when other items are used (for example, when an item is used in which the player specifies the direction of use) or when virtually taking a picture in a virtual space.

[0163] In standby mode, when game images are generated in aiming mode as described above, game system 1 moves the companion character so that it is outside the field of view of the virtual camera. For example, if a companion character is positioned within the field of view of the virtual camera due to an input that changes the direction of the virtual camera, the companion character moves to a position outside the field of view of the virtual camera and then stops. This prevents companion characters from obstructing the view in aiming mode and makes it easier for the player to operate in aiming mode. Game system 1 may move companion characters that are about to enter the field of view of the virtual camera before they are positioned within the field of view of the virtual camera, or it may move companion characters after they are positioned within the field of view of the virtual camera.

[0164] Furthermore, in both standby mode and accompanying mode, game system 1 may generate game images in aiming mode. In this case, game system 1 may move companion characters so that they are outside the field of view of the virtual camera, in both standby mode and accompanying mode. For example, if the target position is within the field of view of the virtual camera, game system 1 may change the target position so that it is outside the field of view.

[0165] In other embodiments, a combat mode in which a companion character enters the combat state described above, and a targeting mode described above, may be set as one of the control modes for controlling the movement of each companion character. That is, the game system 1 may control the movement of companion characters by transitioning from the accompanying mode or standby mode to the combat mode or to the targeting mode under certain conditions. In this embodiment, the method of controlling the movement of each companion character is changed by changing the control mode described above, but in other embodiments, it is not necessary to set a control mode, and the method of controlling the movement of each companion character may be changed by any process. That is, the game system 1 may, without setting a control mode, control the movement of non-player characters as described above using a control method corresponding to the conditions that are met, such as when a player character leaves the stopping range, when a player character stops, or when a non-player character enters a combat state.

[0166] In the above, we have described as an example in which, in accompanying mode and standby mode, the target positions (i.e., the moving target position in accompanying mode, or the stopping target position in standby mode) are set so that they are in a predetermined positional relationship based on the position and orientation of the player character. Here, in certain situations, game system 1 may change the position of each target position from a position where the positional relationship with the player character is predetermined. The target positions may be set to different positions depending on the game situation, for example, as shown below.

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

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

[0169] Furthermore, in this embodiment, the player can issue instructions to bring each companion character into the game space or to remove them from the game space. Therefore, the number of companion characters appearing in the game space may be four or fewer. Accordingly, in the accompanying mode and standby mode, the game system 1 sets target positions corresponding to the number of companion characters appearing (i.e., the same number).

[0170] Note that when setting four or fewer target positions, the placement of each target position is arbitrary. In this embodiment, in the accompanying mode, when setting four or fewer target positions, the game system 1 sets the target positions in front of the player character with respect to the player character's direction of movement, similar to when setting five target positions. Also, in the standby mode, when setting four or fewer target positions, the game system 1 sets each stop target position so as to surround the player character, similar to when setting five target positions (except when there is only one stop target position). For example, when setting three target positions, each target position may be in the same position as the three stop target positions 211, 213, and 215 shown in Figure 14, which are arranged to surround the player character 201. Note that when setting four or fewer target positions, the game system 1 may set the target positions in different positions than the target positions when setting five target positions.

[0171] Furthermore, Game System 1 may temporarily remove allied characters from the game space, regardless of whether the player instructs it to, when the player character is in a specific situation. For example, allied characters may be removed from the game space while the player character is climbing a wall or gliding or falling through the air. During the above times, Game System 1 may or may not set a target location.

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

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

[0174] When a designated target location 261 is set, four normal target locations are set (i.e., one less than the number of companion characters currently present). In the example shown in Figure 19, the positions of the normal target locations 211-214 are the same as when no designated target location 261 is set (see Figure 12), but they may be in different positions. Also, in the example shown in Figure 19, the designated target location 261 is set in place of the normal target location 215, but the designated target location 261 may be set in place of any one of the other target locations 211-214.

[0175] As shown in Figure 19, the designated target location 261 is set to be the position closest to the player character 201 among the target locations 211-214 and 261. In other words, the game system 1 sets the designated target location 261 such that the distance from the player character 201 to the designated target location 261 is shorter than the distance from the player character 201 to the normal target locations 211-214. The control method for moving each companion character to each target location is the same whether a designated companion character is set or not. Therefore, the designated companion character 202 is controlled to move toward the designated target location 261, making it more likely to be positioned closest to the player character 201 among companion characters 202-206.

[0176] Based on the above, it becomes easier for the player character 201 to give instructions to the designated companion character 202 compared to the regular companion characters 203-206. Here, in the game, there are situations in which the player may want to continue giving instructions to a companion character that the player has instructed to perform a skill action (i.e., without giving instructions to other companion characters). According to this embodiment, by setting a designated companion character, it becomes easier for the player to give instructions to the desired companion character (i.e., the companion character set as the designated companion character) in the above-mentioned situation.

[0177] In companion mode, the designated target movement position 261 is set in front of the player character 201, just like the other target movement positions 211-214 (see Figure 19). Therefore, even when designated companion characters are set, game images including each companion character 202-206 (see Figure 11) are more likely to be generated, just as when they are not set, making it easier for the player to understand the positions of each companion character 202-206 in companion mode.

[0178] Furthermore, as described above, in companion mode, game system 1 slows down the movement speed of at least one of the multiple companion characters when the player character moves towards that character (see Figure 13). Therefore, just like with normal companion characters, game system 1 slows down the movement speed of a designated companion character when the player character moves towards that character. For example, the movement speed of a designated companion character may be changed to a speed lower than the upper limit of the player character's movement speed, or to a speed lower than the player character's current movement speed, or it may be changed to 0. As a result, the player character can more easily approach the designated companion character, making it easier to give instructions to that character.

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

[0180] If a designated stop target position 262 is set, four normal stop target positions will be set (i.e., one less than the number of companion characters that are present). In the example shown in Figure 20, the positions of the normal stop target positions 222 to 225 are the same as when a designated stop target position 262 is not set (see Figure 14), but they may be in different positions. Also, in the example shown in Figure 20, the designated stop target position 262 is set in place of the normal stop target position 221, but the designated stop target position 262 may be set in place of any one of the other stop target positions 222 to 225.

[0181] As shown in Figure 20, the designated stop target position 262 is set to be the closest to the player character 201 among the stop target positions 221-224 and 262. That is, the game system 1 sets the designated stop target position 262 such that the distance from the player character 201 to the designated stop target position 262 is shorter than the distance from the player character 201 to the normal stop target positions 222-225. The control method for moving companion characters to the target position in standby mode is the same whether a designated companion character is set or not. That is, the game system 1 stops companion characters in place if their position at the time of transitioning to standby mode is within the reference range 220, and moves companion characters outside the reference range 220 at the time of transitioning to standby mode to the stop target position before stopping.

[0182] Therefore, in companion mode, designated companion character 202 is likely to be placed near player character 201. If designated companion character 202 is within the reference range 220 when transitioning from companion mode to standby mode, it will remain placed near player character 201. Furthermore, even if designated companion character 202 is outside the reference range 220 when transitioning from companion mode to standby mode, designated companion character 202 will move to the designated stop target position 262 near player character 201 before stopping, thus remaining near player character 201. Consequently, even in standby mode, designated companion character 202 is likely to be placed in the position closest to player character 201 among companion characters 202-206.

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

[0184] The process of transitioning from standby mode to companion mode is the same whether a designated companion character is set or not. That is, when the player character resumes movement after stopping, game system 1 does not resume the movement of companion characters corresponding to the player character's movement (i.e., movement controlled in companion mode) while the player character is moving within the stopping range, and resumes the movement of companion characters corresponding to the player character's movement only when the player character moves outside the stopping range.

[0185] In other embodiments, a different stopping range may be used for designated companion characters than that used for normal companion characters. Specifically, the game system 1 may use a first stopping range for designated companion characters and a second stopping range for normal companion characters, and the first stopping range may be set to be narrower than the second stopping range. More precisely, the second stopping range may be a range that is inside at least one of the above reference range and an additional range based on the position of a normal companion character, and the first stopping range may be a range that is inside at least one of a circular range with a smaller radius than the above reference range and an additional range based on the position of a designated companion character. According to the above, the game system 1 can start movement control in companion mode for designated companion characters at an earlier timing than for normal companion characters. As a result, designated companion characters start moving to accompany the player character at an earlier timing than normal companion characters, making it easier to position designated companion characters closer to the player character.

[0186] Furthermore, in the case of the first to third exceptions described above, the process of moving companion characters regardless of their target position is the same whether or not a designated companion character is set. In other embodiments, when a designated companion character is in a combat-ready state, the game system 1 may control the designated companion character to move to a position close to the player character. That is, during the movement of companion characters in response to the fulfillment of combat conditions, the game system 1 may control the movement of multiple companion characters so that the distance between the designated companion character and the player character is closer than the distance between a normal companion character and the player character. Specifically, the game system 1 may control the movement of normal companion characters for combat regardless of their target position, while controlling the movement of designated companion characters for combat so that they move within a predetermined range centered on a designated stop target position or a designated move target position, or within a reference range. According to the above, it is possible to position a designated companion character close to the player character even while they are engaged in combat.

[0187] Next, the method for setting the designated companion character will be explained. In this embodiment, except for certain game scenes described later, the game system 1 sets the companion character to the designated companion character, which was the last companion character to receive a preparation instruction. Therefore, for example, if a designated companion character is set and a preparation instruction is given to a regular companion character, the designated companion character will be replaced. That is, when a predetermined control corresponding to a regular companion character (i.e., a control that puts the companion character into a prepared state) is executed by the game system 1, the previously set designated companion character is changed to a regular companion character, and the regular companion character on which the predetermined control was executed is set to the new designated companion character. Here, if there are too many designated companion characters, many companion characters will be placed close to the player character, and the action range based on the player character will likely include multiple companion characters. As a result, it may become more difficult for the player to give instructions to the companion character they intend. In contrast, according to this embodiment, since the designated companion character can be replaced, it is possible to suppress the number of designated companion characters from becoming too large, and thus reduce the above possibility. Furthermore, in this embodiment, since the designated companion character can be replaced by a preparation instruction, the player does not need to perform a separate operation for replacement, and this operation can be easily performed. In other embodiments, if a designated companion character is set and a preparation instruction is given to a regular companion character, the game system 1 may simply add the designated companion character instead of replacing the designated companion character as described above.

[0188] In this embodiment, the number of designated companion characters that can be set at one time is one, but in other embodiments, multiple companion characters may be set as designated companion characters at the same time. However, the upper limit of the number of designated companion characters is set to be less than the number of companion characters that can accompany the player. If the number of designated companion characters that have been set has already reached the upper limit, the game system 1 changes one of the previously set designated companion characters to a normal companion character in response to the execution of a control that puts a normal companion character into a ready state, and sets the normal companion character on which the control was executed as the new designated companion character. The phrase "change a previously set designated companion character to a normal companion character" includes changing one of the multiple designated companion characters that have been set to a normal companion character.

[0189] If the designated companion character is replaced as described above, game system 1 also changes the correspondence between the companion character and the target location. Specifically, the companion character newly designated as the companion character is associated with the designated movement target location or designated stop target location, while the companion character that has been reverted to a normal companion character is associated with the normal movement target location or stop target location. This makes it easier for the new designated companion character to be placed closer to the player character.

[0190] Furthermore, as described above, in this embodiment, the game system 1 sets a companion character as the designated companion character in response to a preparation instruction being given to that companion character. Here, in this embodiment, the first control executed in response to the preparation instruction is a control that transitions the companion character to a preparation state for a second control in which the companion character may affect other objects. In addition, the game system 1 executes the second control in response to an operation input from the user (i.e., an operation input to give an execution instruction) in the preparation state for the second control. The second control may be one in which the companion character may affect other objects, and in this embodiment, it may be a control that causes the companion character to perform a skill action to attack an enemy character, or it may be a control that causes the companion character to perform an action to destroy an object placed in the game space (for example, a rock). Thus, according to this embodiment, the player can set a designated companion character by preparation instruction without having the companion character perform the second control that may affect other characters. In this embodiment, once the second control that causes a skill action is executed, the companion character is restricted from performing another skill action until the waiting time described above has elapsed. However, as described above, by setting a designated companion character through preparation instructions, you can set a designated companion character without restricting the execution of skill actions.

[0191] Furthermore, in this embodiment, in a particular game scene, regardless of which companion character was given the last preparation instruction, the companion character appropriate to that scene is set as the designated companion character. That is, in a particular game scene, the game system 1 sets the companion character associated with that particular game scene from among multiple companion characters as the designated companion character. This makes it easier to give instructions to a specific companion character in a particular game scene. For example, in a particular game scene, many enemy characters that are weak against attacks using the skill actions of the companion character associated with that game scene may appear, or the terrain may be designed so that the player can progress by using those skill actions, so that the skill actions of that companion character are effective in progressing the game. In this case, by setting a companion character suitable for the game scene as the designated companion character, it becomes easier for the player to progress through the game.

[0192] A specific game scene could be, for example, a specific period within a game scenario, a scene where the player character is in a specific area, or a scene where the player character is fighting a specific enemy character. Furthermore, game system 1 may, for example, associate different companion characters with multiple game scenes. In this case, game system 1 can change the designated companion character for each of the multiple game scenes.

[0193] Furthermore, in a particular game scene, if a companion character associated with that particular game scene is set as the designated companion character, even if the player character gives a preparation command to a regular companion character, that regular companion character will not be set as the designated companion character (i.e., the designated companion character will not be changed). However, in other embodiments, in the above case, if a regular companion character other than the companion character associated with that particular game scene is set as the designated companion character, the game system 1 may set the companion character associated with that particular game scene as the designated companion character in response to the designated companion character leaving the game space.

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

[0195] In this embodiment, the game system 1 cancels the setting of a designated companion character when predetermined cancellation conditions are met. The specific content of the cancellation conditions is arbitrary. In this embodiment, if a designated companion character leaves the game space at the player's instruction, the setting of that designated companion character is canceled. Therefore, the player can easily cancel the setting of a designated companion character by having the designated companion character leave the game space. In addition to the above case, the setting of a designated companion character may also be canceled in other cases, such as when the game is interrupted and then resumed using save data, or when the player character moves to a warp point set in the game space during the game.

[0196] [3. Specific examples of processing in game systems] Next, we will explain specific examples of information processing in game system 1 with reference to Figures 21 to 26.

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

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

[0199] Player character data is data related to the player character. For example, player character data includes data indicating the player character's position and orientation in the game space, data indicating the player character's status (health, etc.), and data indicating the items the player character possesses.

[0200] Companion character data is data relating to a companion character. Companion character data is stored for each companion character. In this embodiment, companion character data includes placement data, target position data, movement speed data, elapsed time data, and combat status data. Placement data indicates the position and orientation of the companion character in the game space. Target position data indicates the target position corresponding to the companion character among the target positions set by the game system 1. Movement speed data indicates the movement speed of the companion character. Remaining time data indicates the remaining time until the above-mentioned waiting time has elapsed when the companion character has performed a skill action (i.e., until they can perform a skill action again). Combat status data indicates the combat status of the companion character (i.e., whether they are in a non-combat state or a combat-ready state).

[0201] The designated companion character data indicates the designated companion character that is currently set. If no designated companion character is set, the designated companion character data will not be stored.

[0202] Figures 22 and 23 are flowcharts illustrating an example of the game processing flow performed by game system 1. The game processing shown in Figure 22 is initiated, for example, when the player issues a command to start the game while the game program is running. At the start of the game, each companion character may be present in the game space or may have left the game space.

[0203] In this embodiment, the processor 81 of the main unit 2 executes the game program stored in the game system 1, thereby executing the processing of each step shown in Figures 22 to 26. However, in other embodiments, some of the processing of each step may be executed by a processor other than the processor 81 (for example, a dedicated circuit). Also, if the game system 1 can communicate with other information processing devices (for example, a server), some of the processing of each step shown in Figures 22 to 26 may be executed by the other information processing device. Furthermore, the processing of each step shown in Figures 22 to 26 is merely an example, and the processing order of each step may be changed, or other processing may be performed in addition to (or instead of) the processing of each step, as long as similar results can be obtained.

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

[0205] In step S1 shown in Figure 22, the processor 81 controls the player character's movements based on the player's input. Specifically, the processor 81 acquires operation data received from each controller via the controller communication unit 83 and / or terminals 17 and 21 at appropriate timings, and controls the player character's movements based on the acquired operation data. As a result, the player character moves around the game space, performs attack actions, and performs actions on the aforementioned action target objects. The processing in step S2 is executed after step S1.

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

[0207] In step S3, the processor 81 determines whether or not to remove a companion character from the game space. Specifically, the processor 81 determines to remove the companion character from the game space if the player gives an instruction to remove the companion character from the game space, or if the conditions for temporarily removing the companion character from the game space are met. On the other hand, if the player has not given the above instruction and the above conditions are not met, the processor 81 determines not to remove the companion character from the game space. The specific method by which the player gives the instruction to remove a companion character from the game space is arbitrary. For example, the processor 81 may accept an input for specifying a companion character to remove from the game space on a menu screen that is displayed in response to a predetermined input from the player. The above conditions are that the companion character has moved more than a predetermined distance away from the player character, or that the player character has entered one of the specific situations described above (specifically, situations such as climbing a wall or gliding through the air). If the result of the determination in step S3 is affirmative, the processing in step S4 is executed. On the other hand, if the result of the determination in step S3 is negative, the process in step S4 is skipped and the process in step S5 is executed.

[0208] In step S4, the processor 81 removes the companion character from the game space. That is, the processor 81 removes the companion character instructed by the player, or a companion character whose conditions are met, from the game space. At this time, the processor 81 updates the placement data included in the companion character data for the removed companion character, which is stored in memory, to indicate that it is no longer placed in the game space. Furthermore, if the companion character being removed is removed at the instruction of the player and is a designated companion character, the processor 81 removes the designated companion character setting. That is, in this case, the processor 81 deletes the designated companion character data stored in memory. The processing of step S5 is executed after step S4.

[0209] In step S5, the processor 81 determines whether or not to bring the companion character into the game space. Specifically, the processor 81 determines to bring the companion character into the game space if the player gives an instruction to bring the companion character into the game space, or if the conditions for a temporarily absent companion character to reappear in the game space are met. On the other hand, if the player has not given the above instruction and the above conditions are not met, the processor 81 determines not to bring the companion character into the game space. The specific method by which the player gives the instruction to bring the companion character into the game space is arbitrary. For example, the processor 81 may accept an input for specifying which companion character to bring into the game space on the menu screen described above. The above conditions are that the companion character was temporarily removed from the game space because it moved more than a predetermined distance away from the player character, or that the companion character was temporarily removed from the game space because the player character was in one of the above-mentioned specific situations (specifically, situations such as climbing a wall or gliding through the air), and that specific situation has been resolved. If the result of the judgment in step S5 is positive, the process in step S6 is executed. On the other hand, if the result of the judgment in step S5 is negative, the process in step S6 is skipped and the process in step S7 is executed.

[0210] In step S6, the processor 81 introduces a companion character into the game space. That is, the processor 81 introduces a companion character instructed by the player, or a companion character whose conditions are met, into a predetermined position around the player character. At this time, the processor 81 updates the companion character data stored in memory regarding the introduced companion character to indicate the position and orientation in the game space. When the first companion character appears in step S6 (i.e., when a companion character appears from a state where no companion characters have appeared), the control mode that controls the movement of that companion character may be set to a predetermined default mode among the accompanying mode and the standby mode, or it may be set to the mode that was set when the companion character last appeared. When a second or subsequent companion character appears in step S6, the currently set control mode (i.e., accompanying mode or standby mode) is maintained. In other words, the newly introduced second and subsequent companion characters are controlled in the same control mode as the companion characters that have already appeared. The processing of step S7 is executed after step S6.

[0211] In step S7, the processor 81 controls the combat status of each companion character. Specifically, for each companion character appearing in the game space, the processor 81 determines whether the combat conditions have been met based on the results of controlling each character's actions through the processes in steps S1 and S2. The processor 81 then sets companion characters whose combat conditions are met to a combat-ready state and companion characters whose combat conditions are not met to a non-combat state. At this time, the processor 81 updates the combat status data for each companion character stored in memory to reflect the set content. The process in step S8 is executed after step S7.

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

[0213] In step S9, the processor 81 determines whether the player character's movement has stopped based on the processing result in step S1 described above. If the result of the determination in step S9 is affirmative, the processing in step S10 is executed. On the other hand, if the result of the determination in step S9 is negative, the processing in step S13, which will be described later, is executed.

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

[0215] In step S11, the processor 81 determines whether the player character has moved outside the stopping range based on the processing result in step S1 described above. If the determination result in step S11 is positive, the processing in step S12 is executed. On the other hand, if the determination result in step S11 is negative, the processing in step S13, which will be described later, is executed.

[0216] In step S12, the processor 81 switches the control mode for moving the companion character to the companion mode. The processing in step S13 is executed after step S12.

[0217] In step S13, the processor 81 executes companion mode processing to control the movement of companion characters in companion mode. As will be described in detail later, in companion mode processing, the processor 81 moves each companion character to accompany the player character in accordance with the player character's movement (see Figure 24). The processing in step S15 (see Figure 23) is executed after step S13.

[0218] In step S14, the processor 81 executes standby mode processing to control the movement of companion characters in standby mode. As will be described in detail later, in standby mode processing, the processor 81 stops the movement of each companion character within a reference range based on the player character in response to the player character stopping its movement (see Figure 26). The processing in step S15 (see Figure 23) is executed after step S14.

[0219] In step S15 shown in Figure 23, the processor 81 determines, based on the operation data, whether the player has made an operation input to give a preparation instruction while the companion character is positioned within the action range of the player character. If the result of the determination in step S15 is affirmative, the process in step S16 is executed. On the other hand, if the result of the determination in step S15 is negative, the processes in steps S16 to S18 are skipped, and the process in step S19, which will be described later, is executed.

[0220] In step S16, the processor 81 causes the companion character, who has been given a preparation instruction by the player character, to perform the action that brings them to the prepared state described above (for example, the action of moving behind the player character as shown in Figure 9). At this time, the processor 81 updates the companion character data stored in memory to reflect the content after the action. The processing in step S17 is executed after step S16.

[0221] In step S17, the processor 81 determines whether the game scene described above is one in which a specific companion character is set as the designated companion character. If the result of the determination in step S17 is negative, the process in step S18 is executed. On the other hand, if the result of the determination in step S17 is positive, the process in step S18 is skipped, and the process in step S19, which will be described later, is executed.

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

[0223] In step S19, the processor 81 determines, based on the operation data, whether the player has given an operation input to instruct a companion character to perform a skill action while the companion character is in a ready state and capable of performing a skill action. The state in which a companion character is capable of performing a skill action is the state after the waiting time mentioned above has elapsed since the companion character last performed a skill action (i.e., the time indicated by the remaining time data stored in memory has become 0). If the result of the determination in step S19 is affirmative, the processing in step S20 is executed. On the other hand, if the result of the determination in step S19 is negative, the processing in step S20 is skipped and the processing in step S21 is executed.

[0224] In step S20, the processor 81 causes the companion character, who has been instructed by the player character to perform the aforementioned skill action (for example, the action of generating wind shown in Figure 10). At this time, the processor 81 updates the companion character data stored in memory to reflect the content after the action. The processor 81 also updates the remaining time data included in the companion character data stored in memory to reflect the length of the aforementioned waiting time. Subsequently, the processor 81 sequentially updates the remaining time data so that the time indicated by the remaining time data decreases as time passes. The processing in step S21 is executed after step S20.

[0225] In step S21, the processor 81 determines, based on the results of controlling the actions of each character through the processes in steps S1 and S2, whether the game is in one of the aforementioned specific game scenes (for example, a player character is located in a specific area, or a player character is in combat with a specific enemy character). If the result of the determination in step S21 is positive, the process in step S22 is executed. On the other hand, if the result of the determination in step S21 is negative, the process in step S22 is skipped, and the process in step S23 is executed.

[0226] In step S22, the processor 81 sets the companion character associated with the current game scene (i.e., the game scene to which the player transitioned in step S21) as the designated companion character. That is, the processor 81 updates the designated companion character data stored in memory to reflect the aforementioned companion character. The process in step S23 is executed after step S22. As long as the game scene continues, the designated companion character will not be changed even if a preparation instruction is given (see steps S17 and S18), so the state in which the companion character associated with the game scene is set as the designated companion character is maintained.

[0227] In step S23, the processor 81 generates a game image representing the game space and displays it on the display device. For example, the processor 81 generates a game image representing the game space including the player character based on the position and orientation of a virtual camera controlled in response to player input. If the game image includes a companion character, an image of that companion character is generated based on companion character data reflecting the processing results of step S13 or S14. If the processor 81 can issue a preparation instruction to the companion character, it displays the preparation instruction image together with the game space image (see Figure 8), and if it can issue an execution instruction to the companion character, it displays the execution instruction image together with the game space image (see Figure 9). As described above, the processor 81 generates the game image in aiming mode depending on the game situation. During gameplay, the processing loop of steps S1 to S23 is repeatedly executed at a rate of once every predetermined time (e.g., 1 frame time), thereby updating the game image to dynamically reflect the state of the game space. The display device on which the game image is displayed may be the display 12 described above, or it may be another display device connected to the main unit 2.

[0228] Following step S23, the process in step S1 is executed again. Thereafter, the series of processes from steps S1 to S23 are repeatedly executed during the game. The game processes shown in Figures 22 and 23 are terminated when the game ends. Furthermore, the game processes may be interrupted during the game in certain circumstances (for example, when a video for game presentation is played).

[0229] Figure 24 is a subflowchart showing an example of a detailed flow of the companion mode processing in step S13 shown in Figure 22. In the companion mode processing, first in step S31, the processor 81 sets the target movement positions as described above. Specifically, the processor 81 sets the same number of target movement positions as the number of companion characters appearing in the game space, according to the method described in "[2-2. Processing to control the movement of companion characters]" above. If a designated companion character is set, one of the one or more target movement positions set is the designated target movement position. After step S31, the processing in step S32 is executed.

[0230] In step S32, the processor 81 sets the correspondence between the target movement position set in step S31 and the companion character. This correspondence is set according to the method described in "[2-2. Processing to control the movement of companion characters]" above. If a designated companion character is set, the above correspondence is set so that the designated companion character corresponds to the designated target movement position. The processor 81 updates each target position data contained in each companion character data stored in memory to reflect the set correspondence. The processing in step S33 is executed after step S32.

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

[0232] In step S34, the processor 81 determines whether the companion character selected in step S33 is in a combat-ready state. This determination is made based on the combat status data for that companion character stored in memory. If the result of the determination in step S34 is affirmative, the process in step S35 is executed. On the other hand, if the result of the determination in step S34 is negative, the process in step S36 is executed.

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

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

[0235] In step S37, the processor 81 sets the movement speed of the companion character selected in step S33 in the usual manner. That is, the companion character's movement speed is set to a speed at which it can reach the target location if it is possible to reach the target location at a speed below the upper limit speed, and to the upper limit speed if it is not possible to reach the target location at a speed below the upper limit speed. At this time, the processor 81 updates the movement speed data contained in the companion character data stored in memory to indicate the set speed. The processing in step S39 is executed after step S37.

[0236] Meanwhile, in step S38, the processor 81 sets the movement speed of the companion character selected in step S33 to a speed slower than the player character's movement speed. At this time, the processor 81 updates the movement speed data contained in the companion character data stored in memory to reflect the set speed. The processing in step S39 is executed after step S38.

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

[0238] In step S40, the processor 81 determines whether all companion characters appearing in the game space were selected in step S33 (i.e., whether movement control was performed for all companion characters). If the result of the determination in step S40 is negative, the processing in step S33 is executed again. Thereafter, the processing loop from steps S33 to S40 is repeatedly executed until all companion characters are selected in step S33. On the other hand, if the result of the determination in step S40 is positive, the processor 81 terminates the companion mode processing.

[0239] Figures 25 and 26 are subflowcharts showing an example of a detailed flow of the standby mode processing in step S14 shown in Figure 22. In the standby mode processing, first in step S51, the processor 81 determines whether or not the standby mode has started. This determination is made based on whether or not the processing in step S10 (i.e., the processing to switch the control mode to standby mode) was executed in the processing loop of steps S1 to S23. If the determination result in step S51 is positive, the processing in step S52 is executed. On the other hand, if the determination result in step S51 is negative, the processing in steps S52 to S54 is skipped and the processing in step S55 is executed.

[0240] In step S52, the processor 81 sets the target stop positions as described above. Specifically, the processor 81 sets the same number of target stop positions as the number of companion characters appearing in the game space, in accordance with the method described in "[2-2. Processing to control the movement of companion characters]" above. If a designated companion character is set, one of the one or more target stop positions set is the designated target stop position. The processing in step S53 is executed after step S52.

[0241] In step S53, the processor 81 sets the correspondence between the stop target position set in step S52 and the companion character. This correspondence is set according to the method described in "[2-2. Processing to control the movement of companion characters]" above. If a designated companion character is set, the above correspondence is set so that the designated companion character corresponds to the designated stop target position. The processor 81 updates each target position data contained in each companion character data stored in memory to reflect the set correspondence. The processing in step S54 is executed after step S53.

[0242] In step S54, the processor 81 sets a reference range in the game space based on the result of controlling the player character's movements through the processing in step S1. For example, the processor 81 stores information for identifying the reference range (for example, the center position of the reference range, i.e., the current position of the player character) in memory. The processing in step S55 is executed after step S54.

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

[0244] In step S56, the processor 81 determines whether the companion character selected in step S55 is in a combat-ready state. This determination is made in the same way as the determination in step S34 described above. If the result of the determination in step S56 is positive, the process in step S57 is executed. On the other hand, if the result of the determination in step S56 is negative, the process in step S58 is executed.

[0245] In step S57, the processor 81 controls the companion character selected in step S55 to perform actions for combat. The processing in step S57 is the same as the processing in step S35 described above. Following step S57, the processing in step S67, shown in Figure 26 described later, is executed.

[0246] In step S58, the processor 81 determines whether the companion character selected in step S55 is located within the field of view of the virtual camera when the game image is generated in the aiming mode described above. If the result of the determination in step S58 is affirmative, the process in step S59 is executed. On the other hand, if the result of the determination in step S58 is negative, the process in step S60 is executed.

[0247] In step S59, the processor 81 moves the companion character selected in step S55 so that it is located outside the field of view of the virtual camera. At this time, the processor 81 updates the companion character data stored in memory to indicate the new position and orientation. Note that the companion character does not need to be controlled to move outside the field of view of the virtual camera in a single step S59 operation; as an upper limit is set on the movement speed, it may be controlled to move outside the field of view of the virtual camera in multiple steps of step S59. Following step S59, the process of step S67, shown in Figure 26, which will be described later, is executed.

[0248] In step S60, the processor 81 determines whether the companion character selected in step S55 is located near the aforementioned target object for action. The determination result in step S60 is affirmative if (1) the target object for action is located near a companion character within the reference range when the system enters standby mode, or (2) the target object for action appears near a companion character that has stopped at the target stop position after the system has entered standby mode. The determination of whether a companion character is located near the target object for action is made, for example, by checking whether the distance between the target object for action and the companion character is shorter than the width of the longest part of the action range. If the determination result in step S60 is affirmative, the processing in step S61 is executed. On the other hand, if the determination result in step S60 is negative, the processing in step S62 shown in Figure 26 is executed.

[0249] In step S61, the processor 81 moves the companion character selected in step S55 to a position away from the action target object. Specifically, the processor 81 moves the companion character to a position where the distance between the action target object and the companion character is greater than the width of the longest part of the action range. At this time, the processor 81 updates the companion character data stored in memory to indicate the new position and orientation. Note that the companion character does not need to be controlled to move to the above position in a single step S61 operation; as an upper limit is set on the movement speed, it may be controlled to move to the above position in multiple steps of step S61. Following step S61, the process of step S67, shown in Figure 26, which will be described later, is executed.

[0250] In step S62 shown in Figure 26, the processor 81 determines whether the companion character selected in step S55 was located outside the above-mentioned reference range when the standby mode started. The determination process in step S62 is to determine whether to move the companion character selected in step S55 to the stop target position and then stop it, or to stop it at the position it was at when the standby mode started. If the determination result in step S62 is positive, the process in step S63 is executed. On the other hand, if the determination result in step S62 is negative, the process in step S65, which will be described later, is executed.

[0251] In step S63, the processor 81 determines whether the companion character selected in step S44 has reached the stopping target position. If the result of the determination in step S63 is negative, the process in step S64 is executed. On the other hand, if the result of the determination in step S63 is positive, the process in step S67, which will be described later, is executed.

[0252] In step S64, the processor 81 determines whether the stop target position corresponding to the companion character selected in step S55 is located near the action target object described above. The determination process in step S64 is to determine whether the stop target position corresponding to a companion character that is located outside the reference range when the standby mode is entered is located near the action target object. The determination of whether the stop target position is located near the action target object is made, for example, by checking whether the distance between the action target object and the stop target position is shorter than the width of the longest part of the action range. If the determination result in step S64 is positive, the process in step S65 is executed. On the other hand, if the determination result in step S64 is negative, the process in step S66 is executed.

[0253] In step S65, the processor 81 changes the target stop position corresponding to the companion character selected in step S55. Specifically, the processor 81 changes the target stop position to a position where the distance between the action target object and the target stop position is greater than the width of the longest part of the action range. At this time, the processor 81 updates the target position data contained in the companion character data stored in memory to reflect the changed position. The processing in step S66 is executed after step S65.

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

[0255] Furthermore, if the processes in steps S57, S59, S61, or S66 described above are executed, the companion character will move. If these processes are not executed, the process to move the companion character will not be performed, and the companion character will remain stationary.

[0256] In step S67, the processor 81 determines whether all companion characters appearing in the game space were selected in step S55 (i.e., whether movement control was performed for all companion characters). If the result of the determination in step S67 is negative, the processing in step S55 is executed again. Thereafter, the processing loop from steps S55 to S67 is repeatedly executed until all companion characters are selected in step S55. On the other hand, if the result of the determination in step S67 is positive, the processing in step S68 is executed.

[0257] In step S68, the processor 81 sets the stop range used for the determination in step S11. The stop range is set based on the reference range set in step S54 and each additional range set based on the current position of each companion character (see Figure 16). After step S68, the processor 81 terminates the standby mode processing.

[0258] [4. Effects and Modifications of This Embodiment] As described above, in the above embodiment, the information processing system (specifically, game system 1) is configured to include the following means (it can also be said that the game program, which is an example of an information processing program, is configured to cause the computer to function as the following means). • Player character control means (step S1) that moves the player character in the virtual space in response to a first operation input by the user. Non-player character control means that performs movement control including at least the following: (step S13) control to move non-player characters (e.g., companion characters 202-206) in accordance with the movement of the player character in the virtual space; and (step S14) control to stop the movement of the non-player characters within a first range (e.g., reference range) including the player character in accordance with the stopping of the player character's movement. - A first control execution means (step S16 or S20) executes a first control corresponding to the non-player character (for example, a control that causes the companion character to perform a preparation action, or a control that causes the companion character to perform a skill action) in response to a second operation input by the user in a state where the player character and the non-player character are in a predetermined positional relationship indicating proximity (for example, a state where the non-player character is located within the action range of the player character). Furthermore, when a player character resumes movement after stopping, the non-player character control means (1) when the player character is located within a second range (e.g., a stopping range) that includes a first range, does not resume control to move the non-player character to accompany the player character even if the player character moves, and (2) resumes control to move the non-player character to accompany the player character in response to the player character moving out of the second range.

[0259] With the above configuration, by controlling the movement of non-player characters in response to the movement and stopping of the player character, it is possible to position non-player characters around the player character and also to stop non-player characters around the player character. This makes it easier for the user to manipulate the player character to move closer to the non-player character according to their intentions.

[0260] The first control mentioned above is not limited to a control that causes the corresponding non-player character to perform an action, but may be any control performed on the non-player character. For example, the game system 1 may, as the first control, execute a control that causes the player character to perform some action (for example, the player character speaking to the non-player character), or it may execute a control that displays information about the non-player character (for example, status information such as ability scores).

[0261] The phrase "a predetermined positional relationship indicating that the player character and the non-player character are close" refers to a relationship that is conditional on the distance between the player character and the non-player character, but is not limited to a relationship that is conditional solely on that distance. For example, the positional relationship may be a relationship that is conditional on the orientation of the player character in addition to the distance between the player character and the non-player character, such as when the non-player character is located within the action range of the player character in the above embodiment. Thus, the phrase "a predetermined positional relationship indicating that the player character and the non-player character are close" does not mean that the positional relationship must always apply if the distance between the player character and the non-player character is below a certain level, and there may be cases where the positional relationship does not apply even if the distance between the player character and the non-player character is below a certain level.

[0262] In the above, "stopping the movement of a non-player character in response to the stopping of the player character's movement" means that the movement of a non-player character stops as a trigger for the stopping of the player character's movement, and that the timing of stopping the movement of a non-player character is not limited. That is, as in the above embodiment, a companion character, which is an example of a non-player character, may stop when the player character stops, or it may stop at a later time than when the player character stops. Furthermore, "stopping the movement of a non-player character in response to the stopping of the player character's movement" does not exclude the possibility that a non-player character may move in response to some condition (for example, in response to the occurrence of the first to third exceptions in the above embodiment) even if the player character has not left the second range after the non-player character has been controlled to stop moving.

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

[0264] From the above, "control to stop the movement of non-player characters within the first range including the player character in response to the stop of the movement of the player character" means the following control. · Control to stop non-player characters when the player character stops moving and set the first range to include the player character and non-player characters · Continuously set a range based on the position of the player character (during movement following the player character, the movement control of non-player characters is performed without considering the range), set the range at the time when the player character stops moving as the first range, and after that time, control to move the non-player character to be within the first range and then stop it

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

[0266] Also, it can be said that the information processing system (specific example: game system 1) in the above embodiment has a configuration including the following means (it can also be said that a game program, which is an example of an information processing program, causes a computer to function as the following means). · Player character control means for moving a player character in a virtual space in response to a first operation input by a user · Non-player character control means for performing control to move a non-player character so as to follow a player character in accordance with the movement of the player character in a virtual space · First control execution means for executing preparatory control to shift the non-player character to a preparatory state of predetermined control in response to a second operation input by the user in a state where a predetermined positional relationship indicating that the player character and the non-player character are close to each other is established · Second control execution means for executing predetermined control toward a designated direction or position in response to a third operation input including designation of a direction or position by the user when the non-player character is in a preparatory state of predetermined control

[0267] According to the above configuration, since the user performs a third operation input for predetermined control after performing a second operation input for preparatory control, for example, it is possible to reduce the possibility of occurrence of erroneous operations such as predetermined control being performed in an unintended direction or position or unintended predetermined control being performed. In the above configuration, control for stopping the non-player character as described above may or may not be performed. In any case, according to the above configuration, the effect of reducing the possibility of occurrence of the above-described erroneous operations can be obtained.

[0268] ]] Also, it can be said that the information processing system (specific example: game system 1) in the above embodiment has a configuration including the following means (it can also be said that a game program, which is an example of an information processing program, causes a computer to function as the following means). · Player character control means for moving a player character in a virtual space in response to a first operation input by the user · Non-player character control means for performing control to move a non-player character so as to follow a player character in accordance with the movement of the player character in a virtual space - A first control execution means that executes a first control corresponding to a non-player character in response to a second operation input by the user while the player character and the non-player character are in a predetermined positional relationship indicating that they are close together. Furthermore, the non-player character control means, when the non-player character is moving to accompany the player character, slows down the movement speed of the non-player character to that of the player character as the player character moves toward the non-player character (step S38).

[0269] The above configuration makes it easier for the player character to approach the non-player character, thus making it easier to execute the first control corresponding to the non-player character. In the above configuration, the control to stop the non-player character as described above may or may not be performed. In either case, the above configuration has the effect of reducing the possibility of the above-mentioned erroneous operation occurring.

[0270] Furthermore, it can be said that the information processing system in the above embodiment (specifically, game system 1) is configured to include the following means (it can also be said that the game program, which is an example of an information processing program, is configured to cause the computer to function as the following means). • Player character control means (step S1) that moves the player character in the virtual space in response to the user's first operation input. - Non-player character control means (steps S13, S14) that moves multiple non-player characters (e.g., companion characters 202-206) that are allies of the player character in the virtual space in response to the player character's movement. - A control execution means (step S16 or S20) that executes a first control corresponding to a non-player character in response to a second user input when a predetermined positional relationship is established indicating that one of multiple non-player characters is close to a player character (for example, when a non-player character is located within the action range of a player character). • A designated character setting means (step S18) that sets the non-player character on which the first control was performed as the designated non-player character. Furthermore, the non-player character control means controls the movement of multiple non-player characters so that the distance between a designated non-player character and a player character is shorter than the distance between a normal non-player character other than the designated non-player character and a player character (Figures 19 and 20).

[0271] As described above, it becomes easier to perform the first control on a designated non-player character compared to a normal non-player character. Therefore, by performing the first control on a desired non-player character, the user can easily perform the first control on that non-player character again. This makes it easier to have the player character perform an action for the desired non-player character (i.e., an action corresponding to the first control). In the above configuration, the control to stop the non-player character as described above may or may not be performed. In either case, the above configuration has the effect of reducing the possibility of the above-mentioned erroneous operation occurring.

[0272] Furthermore, the phrase "controlling the movement of multiple non-player characters so that the distance between a designated non-player character and the player character is shorter than the distance between a different normal non-player character and the player character" does not mean that the non-player characters are always positioned in such a way that this state is maintained, but rather that the movement control is performed using an algorithm to achieve this state. The above movement control may, for example, be a control process that moves a non-player character closer to the player character when its distance from the player character exceeds an upper limit, and sets the upper limit for the designated companion character to be smaller than the upper limit for normal characters. Alternatively, the above movement control may be a control process that sets a range of movement for non-player characters and restricts the range of movement for the designated companion character to a range closer to the player character than the range of movement for normal characters.

[0273] In the above embodiment, various ranges (specifically, reference range, additional range, and stop range) and target positions (specifically, moving target position and stop target position) are not displayed. This makes the game image easier for the user to see. In other embodiments, some or all of the above-mentioned ranges and target positions may be displayed.

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

[0275] In the above embodiment, when processing is performed using data (meaning including programs) in a certain information processing device, some of the data necessary for the processing may be transmitted from another information processing device different from the said information processing device. In this case, the said information processing device may perform the processing using the data received from the other information processing device and the data stored in itself.

[0276] In other embodiments, the information processing system may not have some of the configurations in the above embodiments, nor may it perform some of the processes executed in the above embodiments. For example, in order to achieve some of the specific effects in the above embodiments, the information processing system may have to have the configurations necessary to achieve those effects and perform the processes necessary to achieve those effects, but it may not have to have other configurations or perform other processes. [Industrial applicability]

[0277] The above embodiment can be used, for example, in a game system and game program, with the aim of making it easier for the user to perform operations that bring the player character closer to the non-player character according to the user's intentions. [Explanation of symbols]

[0278] 1. Game System 2. Main unit 81 processors 201 Player Characters Characters 202-206 211~215 Movement target position 220 Reference range 221~225 Stop target position 227 Action Target Object 228 Action range 229 Stopping range 241 Range for stop determination 261 Specified movement target position 262 Specified stop target position

Claims

1. A computer, A virtual camera control process that changes the orientation of the virtual camera in response to user input, A player character control process that moves the player character in the virtual space according to the input, Within the virtual space, a first non-player character control process moves at least one non-player character to accompany the player character in accordance with the player character's movement, A game program that causes the program to execute a second non-player character control process, which moves at least one non-player character located within the field of view of the virtual camera to outside the field of view of the virtual camera in a targeting mode in which the distance between the virtual camera, which is positioned behind the player character in normal mode, and the player character is closer than in normal mode.

2. The game program according to claim 1, wherein the computer stops the movement of the player character in the first non-player character control process in response to the computer stopping the movement of the player character in the player character control process.

3. The game program according to claim 1 or 2, wherein when the computer transitions at least one non-player character from a non-combat state to a combat-ready state, the computer causes the at least one non-player character to attack an enemy character present in the virtual space while in the combat-ready state.

4. The computer, In response to the input, the system transitions at least one non-player character to an attack preparation state in which it can perform an attack action corresponding to that at least one non-player character. The game program according to claim 1 or 2, wherein, in the attack preparation state, the program causes at least one non-player character to perform the attack action in response to an input.

5. The game program according to claim 4, wherein the computer, after a predetermined time has elapsed since the execution of the attack action, causes the at least one non-player character to perform the attack action again in response to an operation input.

6. The game program according to claim 1 or 2, wherein if the computer does not have at least one non-player character in the virtual space, it will make the at least one non-player character appear in the virtual space in response to an operation input.

7. The game program according to claim 1 or 2, wherein, if the computer has at least one non-player character present in the virtual space, it removes the at least one non-player character from the virtual space in response to an operation input.

8. The game program according to claim 1 or 2, wherein in the first non-player character control process, if the computer moves at least one non-player character out of the field of view of the virtual camera and then transitions from the aiming mode to the normal mode, the computer moves the at least one non-player character into the field of view of the virtual camera.

9. The game program according to claim 1 or 2, wherein the computer, in the normal mode of the first non-player character control processing, moves at least one non-player character to accompany the player character at a position further back in the line of sight of the virtual camera than the player character.

10. The game program according to claim 1 or 2, wherein the computer is instructed to move a plurality of non-player characters so as to accompany the player character in the first non-player character control process.

11. The game program according to claim 1 or 2, wherein the computer is instructed to change the direction of movement of at least one non-player character in the normal mode of the first non-player character control process in response to a change in the direction of movement of the player character.

12. A game system comprising a processor, The aforementioned processor, A virtual camera control process that changes the orientation of the virtual camera in response to user input, A player character control process that moves the player character in the virtual space according to the input, Within the virtual space, a first non-player character control process moves at least one non-player character to accompany the player character in accordance with the player character's movement, A game system that performs a second non-player character control process in a aiming mode in which the distance between the virtual camera, which is positioned behind the player character in normal mode, and the player character is closer than in normal mode, to move at least one non-player character, which is located within the field of view of the virtual camera, to outside the field of view of the virtual camera.

13. The game system according to claim 12, wherein the processor stops the movement of the non-player character in the first non-player character control process in response to the stopping of the movement of the player character in the player character control process.

14. The game system according to claim 12 or 13, wherein the processor causes the at least one non-player character to transition from a non-combat state to a combat-ready state, and in that combat-ready state, causes the at least one non-player character to attack an enemy character present in the virtual space.

15. The processor, in response to an operation input, transitions the at least one non-player character to an attack preparation state in which it can perform an attack action corresponding to the at least one non-player character. The game system according to claim 12 or 13, wherein, in the attack preparation state, the system causes at least one non-player character to perform the attack action in response to an input.

16. The game system according to claim 15, wherein the processor, after a predetermined time has elapsed since the execution of the attack action, causes the at least one non-player character to perform the attack action again in response to an operation input.

17. The game system according to claim 12 or 13, wherein the processor, if the at least one non-player character is not present in the virtual space, causes the at least one non-player character to appear in the virtual space in response to an operation input.

18. The game system according to claim 12 or 13, wherein the processor, when at least one non-player character is present in the virtual space, removes the at least one non-player character from the virtual space in response to an operation input.

19. The game system according to claim 12 or 13, wherein, in the first non-player character control process, if the processor moves the at least one non-player character out of the field of view of the virtual camera and then transitions from the aiming mode to the normal mode, the processor moves the at least one non-player character into the field of view of the virtual camera.

20. The game system according to claim 12 or 13, wherein in the normal mode of the first non-player character control processing, when the player character is facing the line of sight of the virtual camera, the processor moves at least one non-player character to accompany the player character at a position further back in the line of sight of the virtual camera than the player character.

21. The game system according to claim 12 or 13, wherein the processor moves each of the multiple non-player characters so as to accompany the player character in the first non-player character control process.

22. The game system according to claim 12 or 13, wherein the processor, in the normal mode of the first non-player character control processing, changes the direction of movement of at least one non-player character in response to a change in the direction of movement of the player character.

23. A game device comprising a processor, The aforementioned processor, A virtual camera control process that changes the orientation of the virtual camera in response to user input, A player character control process that moves the player character in the virtual space according to the input, Within the virtual space, a first non-player character control process moves at least one non-player character to accompany the player character in accordance with the player character's movement, A game device that performs a second non-player character control process in which, in a aiming mode in which the distance between the virtual camera positioned behind the player character in the normal mode and the player character is closer than in the normal mode, the device moves at least one non-player character located within the field of view of the virtual camera to outside the field of view of the virtual camera.

24. The game device according to claim 23, wherein the processor stops the movement of the non-player character in the first non-player character control process in response to the stopping of the movement of the player character in the player character control process.

25. The game device according to claim 23 or 24, wherein the processor causes the at least one non-player character to transition from a non-combat state to a combat-ready state, and in that combat-ready state, causes the at least one non-player character to attack an enemy character present in the virtual space.

26. The processor, in response to an operation input, transitions the at least one non-player character to an attack preparation state in which it can perform an attack action corresponding to the at least one non-player character. The game device according to claim 23 or 24, wherein, in the attack preparation state, the device causes at least one non-player character to perform the attack action in response to an input.

27. ​​The game device according to claim 26, wherein the processor, after a predetermined time has elapsed since the execution of the attack action, causes the at least one non-player character to perform the attack action again in response to an operation input.

28. The game device according to claim 23 or 24, wherein the processor, if the at least one non-player character is not present in the virtual space, causes the at least one non-player character to appear in the virtual space in response to an operation input.

29. The game device according to claim 23 or 24, wherein the processor, when at least one non-player character is present in the virtual space, removes the at least one non-player character from the virtual space in response to an operation input.

30. The game device according to claim 23 or 24, wherein, in the first non-player character control processing, if the processor moves at least one non-player character out of the field of view of the virtual camera and then transitions from the aiming mode to the normal mode, the processor moves the at least one non-player character into the field of view of the virtual camera.

31. The game device according to claim 23 or 24, wherein the processor, in the normal mode of the first non-player character control processing, moves at least one non-player character to accompany the player character at a position further back in the line of sight of the virtual camera than the player character.

32. The game device according to claim 23 or 24, wherein the processor moves each of the multiple non-player characters so as to accompany the player character in the first non-player character control process.

33. The game device according to claim 23 or 24, wherein the processor, in the normal mode of the first non-player character control processing, changes the direction of movement of at least one non-player character in response to a change in the direction of movement of the player character.

34. A computer, A virtual camera control process that changes the orientation of the virtual camera in response to user input, A player character control process that moves the player character in the virtual space according to the input, Within the virtual space, a first non-player character control process moves at least one non-player character to accompany the player character in accordance with the player character's movement, A game processing method that performs a second non-player character control process in which, in a aiming mode in which the distance between the virtual camera positioned behind the player character in normal mode and the player character is closer than in normal mode, the process moves at least one non-player character located within the field of view of the virtual camera to outside the field of view of the virtual camera.

35. The game processing method according to claim 34, wherein the computer stops the movement of the non-player character in the first non-player character control processing in response to the computer stopping the movement of the player character in the player character control processing.

36. The game processing method according to claim 34 or 35, wherein when the computer transitions at least one non-player character from a non-combat state to a combat-ready state, the computer causes the at least one non-player character to attack an enemy character present in the virtual space while in the combat-ready state.

37. The computer is instructed to transition the at least one non-player character to an attack preparation state in response to an operation input, in which case the computer is instructed to perform an attack action corresponding to the at least one non-player character. The game processing method according to claim 34 or 35, wherein, in the attack preparation state, the game causes at least one non-player character to perform the attack action in response to an input.

38. The game processing method according to claim 37, wherein, after a predetermined time has elapsed since the execution of the attack action, the computer causes at least one non-player character to perform the attack action again in response to an operation input.

39. The game processing method according to claim 34 or 35, wherein, if the computer does not have at least one non-player character in the virtual space, the computer makes the at least one non-player character appear in the virtual space in response to an operation input.

40. The game processing method according to claim 34 or 35, wherein, if the computer has at least one non-player character in the virtual space, the computer removes the at least one non-player character from the virtual space in response to an operation input.

41. The game processing method according to claim 34 or 35, wherein, in the first non-player character control processing, if the computer moves at least one non-player character out of the field of view of the virtual camera and then transitions from the aiming mode to the normal mode, the computer moves the at least one non-player character into the field of view of the virtual camera.

42. The game processing method according to claim 34 or 35, wherein the computer, in the normal mode of the first non-player character control processing, moves at least one non-player character to accompany the player character at a position further back in the line of sight of the virtual camera than the player character, when the player character is facing the line of sight of the virtual camera.

43. The game processing method according to claim 34 or 35, wherein the computer is instructed to move a plurality of non-player characters so as to accompany the player character in the first non-player character control processing.

44. The game processing method according to claim 34 or 35, wherein the computer is instructed to change the direction of movement of at least one non-player character in the normal mode of the first non-player character control processing in response to a change in the direction of movement of the player character.

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