Information processing program, recording medium, information processing method

The implementation of navigation characters to guide player characters in games enhances engagement and enjoyment by offering personalized and adaptive guidance, addressing the lack of interest in conventional direction indication marks.

JP7872694B2Active Publication Date: 2026-06-10KOEI TECMO GAMES CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
KOEI TECMO GAMES CO LTD
Filing Date
2022-05-19
Publication Date
2026-06-10

AI Technical Summary

Technical Problem

Conventional games that guide player objects using direction indication marks lack interest and engagement.

Method used

Implement a system where a navigation character guides a player character to a destination in a virtual space using a first and second character control processing unit, allowing for interactive guidance and enhanced gameplay experience.

🎯Benefits of technology

Improves gameplay enjoyment by providing personalized and engaging guidance, even in complex terrains or for beginners, through the use of navigation characters that can adapt to player needs and enhance the game's storyline and worldbuilding.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide an information processing program that can improve amusement on a game of executing a process of guiding a character which is operated by a player to a destination, and to provide a recording medium and a method for processing information.SOLUTION: An information processing program runs an information processing device 3 as: a first character control processing unit 25 for moving a player character 17 disposed in a game field GF, which is a three-dimensional virtual space, on the basis of a movement operation by a player; and a second character control processing unit 27 for moving a navigation character 29 disposed in the game field GF so as to guide the player character 17 to a predetermined destination.SELECTED DRAWING: Figure 3
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Description

【Technical Field】 【0001】 The present invention relates to an information processing program, a recording medium on which the information processing program is recorded, and an information processing method. 【Background Art】 【0002】 Conventionally, there is known a game that displays a direction indication mark indicating a direction in which a player object should move or a specific orientation on a game screen (see, for example, Patent Document 1). 【Prior Art Documents】 [[ID=十六]] 【Patent Documents】 【0003】 【Patent Document 1】 Japanese Patent Application Laid-Open No. 11-151376 <00000-19>【Summary of the Invention】 【Problems to be Solved by the Invention】 【0004】 In the game of the above prior art, since the player object is guided by the direction indication mark, there is a problem that it is inorganic and lacks interest. 【0005】 The present invention has been made in view of such problems, and an object thereof is to provide an information processing program, a recording medium, and an information processing method capable of improving the interest in a game that executes a process of guiding a character operated by a player to a destination. 【Means for Solving the Problems】 【0006】 To achieve the above object, the information processing program of the present invention causes an information processing apparatus to function as a first character control processing unit that moves a first character arranged in a virtual space based on a first operation of a player, and a second character control processing unit that moves a second character arranged in the virtual space so as to guide the first character to a predetermined destination. 【0007】 Furthermore, in order to achieve the above objective, the recording medium of the present invention is a recording medium readable by the information processing device, which records an information processing program that causes the information processing device to function as a first character control processing unit that moves a first character placed in a virtual space based on a first operation of a player, and a second character control processing unit that moves a second character placed in the virtual space in such a way as to guide the first character to a predetermined destination. 【0008】 Furthermore, in order to achieve the above objective, the information processing method of the present invention is an information processing method performed by an information processing device, comprising the steps of: moving a first character placed in a virtual space based on a first operation of a player; and moving a second character placed in the virtual space in such a way as to guide the first character to a predetermined destination. [Effects of the Invention] 【0009】 According to the information processing program of the present invention, in a game that performs the process of guiding a player-controlled character to a destination, the level of enjoyment can be improved. [Brief explanation of the drawing] 【0010】 [Figure 1] This diagram shows an example of the overall configuration of the game system according to the embodiment. [Figure 2] This is an example of a game screen during combat. [Figure 3] This is a block diagram showing an example of the functional configuration of the information processing device according to the first embodiment. [Figure 4] This diagram shows an example of a navigation character controlled by the second character control processing unit. [Figure 5] This is an enlarged view of the map screen to illustrate an example of the control content by the second character control processing unit. [Figure 6]It is a diagram showing an example of a game screen for explaining an example of the control content by the second character control processing unit. [Figure 7] It is a diagram showing an example of a game screen for explaining an example of the control content by the second character control processing unit. [Figure 8] It is a diagram showing an example of a game screen for explaining an example of the control content by the second character control processing unit. [Figure 9] It is a flowchart showing an example of the processing procedure executed by the information processing apparatus according to the first embodiment. [Figure 10] It is a block diagram showing an example of the functional configuration of the information processing apparatus according to the second embodiment. [Figure 11] It is a diagram showing an example of a game screen for explaining an example of the control content by the second character control processing unit and the achievement rate display processing unit. [Figure 12] It is a diagram showing an example of a game screen for explaining an example of the control content by the second character control processing unit and the achievement rate display processing unit. [Figure 13] It is a diagram showing an example of a game screen for explaining an example of the control content by the second character control processing unit and the achievement rate display processing unit. [Figure 14] It is a diagram showing an example of a game screen for explaining an example of the control content by the second character control processing unit and the achievement rate display processing unit. [Figure 15] It is a diagram showing an example of hint giving by the hint giving processing unit. [Figure 16] It is a flowchart showing an example of the processing procedure executed by the information processing apparatus according to the second embodiment. [Figure 17] It is a block diagram showing an example of the hardware configuration of the information processing apparatus. 【Embodiments for Carrying Out the Invention】 【0011】 Hereinafter, embodiments of the present invention will be described with reference to the drawings. 【0012】 <1. Overall Configuration of the Game System> Using FIG. 1, an example of the overall configuration of the game system 1 common to the first and second embodiments will be described. As shown in FIG. 1, the game system 1 includes an information processing device 3, a game controller 5, and a display device 7. The game controller 5 and the display device 7 are communicably connected to the information processing device 3 by wire or wirelessly. 【0013】 The information processing device 3 is, for example, a stationary game machine. However, it is not limited thereto, and for example, a portable game machine integrally provided with an input unit, a display unit, etc. may also be used. In addition to game machines, for example, computer devices such as server computers, desktop computers, notebook computers, tablet computers, etc., and devices having a telephone function such as smartphones, mobile phones, phablets, etc. may also be used. 【0014】 The player performs various operation inputs using the game controller 5. In the example shown in FIG. 1, the game controller 5 has, for example, a cross key 9, operation buttons 11, an operation lever 13, an operation pad 15, etc. 【0015】 <2. Outline of the Game> Hereinafter, the case where the information processing program or information processing method of the present invention is executed as a game program or game processing method, which is an example of the information processing program and information processing method, will be described. Next, an example of the outline of the game according to the first and second embodiments, that is, the game provided by executing the game program or game processing method by the information processing device 3 will be described. 【0016】 The games according to the first and second embodiments are games in which, for example, multiple stages are prepared according to a story, and the story progresses as friendly characters and enemy characters engage in combat in each stage. The game may also be a so-called action role-playing game in which the player controls the player character in real time to perform actions during combat. The types of characters that appear in the game are not particularly limited, but are typically human male or female characters. Characters may also be animal characters, virtual creature characters, robots, objects, etc. 【0017】 Figure 2 shows an example of a game screen during combat. As shown in Figure 2, allied characters (shown in white) and enemy characters (shown in hatched areas) engage in combat in a three-dimensional virtual space called the game field GF. Allied characters and enemy characters are, for example, 3D models. Allied characters include the player character 17, which is controlled by the player. Enemy characters include, for example, strong enemy characters 19 and weak enemy characters 21. Combat takes place directly on the game field GF when the player character 17 encounters an enemy character. The player character 17 moves in real time in conjunction with the player's actions, moving on the game field GF and attacking enemy characters. Enemy characters are automatically controlled by a predetermined algorithm (so-called game AI) defined by the game program, and move on the game field GF and attack allied characters. 【0018】 Furthermore, allied characters may include non-player characters that are automatically controlled by a predetermined algorithm defined by the game program. In that case, the player may be able to switch between multiple allied characters to control their own player character. 【0019】 A map screen 23, representing the terrain of the game field GF, is displayed around the battle screen. Players can refer to the map screen 23 to check the current locations of allied and enemy characters as they progress through the battle. Note that the map screen 23 does not necessarily have to be displayed. 【0020】 In the games described above, for example, if there are multiple destinations or the terrain is complex, even if the player refers to the map screen 23, it may be difficult to determine which direction the player character 17 should move. Also, for example, if the player is a beginner unfamiliar with action games, they may be too busy moving the player character 17 and fighting enemy characters to have time to look at the map screen 23. For this reason, the games according to the first and second embodiments execute a process to guide the player character 17 to the destination. This will be explained in detail below. 【0021】 <3. First Embodiment> First, a first embodiment of the present invention will be described with reference to the drawings. The first embodiment is an embodiment in which the guidance of the player character 17 to the destination is always performed. (3-1. Functional configuration of information processing equipment) An example of the functional configuration of the information processing device 3 according to the first embodiment will be described using Figures 3 and 4 to 8. 【0022】 As shown in Figure 3, the information processing device 3 has a first character control processing unit 25 and a second character control processing unit 27. 【0023】 The first character control processing unit 25 makes the player character 17 (an example of the first character) placed in the game field GF, a three-dimensional virtual space, perform actions based on the player's input. "Actions" include various actions such as moving, attacking enemy characters, dodging or defending against attacks from enemy characters, using or acquiring items, and examining the surroundings. An example of the first input is movement operations to move the player character 17 (for example, operations using the directional pad 9 or the control lever 13). 【0024】 The second character control processing unit 27 moves a navigation character (an example of a second character) placed on the game field GF to guide the player character 17 to a predetermined destination. The "navigation character" is a character used to guide the player character 17 to a destination. The type of navigation character is not particularly limited, but may be a human, an animal, a creature other than a human or animal, a virtual creature, a robot or machine, an object such as a product or object, etc. The "predetermined destination" is, for example, a location set in advance for each stage that serves as a target for achieving the success conditions for clearing the stage. For example, this may include the location of a specific enemy character that must be defeated, the location of a specific character that must be made an ally, the location of a waypoint that must be passed through, the final goal, the location of an enemy character's base, or a location where a specific item can be obtained. There may be only one predetermined destination in each stage, or there may be multiple predetermined destinations. 【0025】 Figure 4 shows an example of a navigation character controlled by the second character control processing unit 27. In the example shown in Figure 4, a fairy character is displayed as the navigation character 29. The navigation character 29 moves in a leading manner, flying around the vicinity of the player character 17 and guiding the player character 17 to the destination (in this example, the location of the enemy character 19). As a result, the player can reach the destination simply by having the player character 17 follow the navigation character 29. In addition, an identification mark 31 may be displayed at the destination to make it easier for the player to identify it. In Figure 4, an example of an identification mark 31, such as an exclamation mark, is displayed at the enemy character 19, which is the destination. 【0026】 Furthermore, the map screen 23 displays icons 33 indicating the position of the player character 17 and icons 35 indicating the position of the enemy character 19. An identification mark 31 may also be displayed on the icon 35 of the enemy character 19, which is the destination of the navigation character 29. The icons 33 are displayed in a manner that indicates the orientation of the player character 17. For example, in this embodiment, the vertices of the triangle represent the orientation of the player character 17. Also, in this embodiment, the position of the navigation character 29 is not displayed on the map screen 23, but this may be changed. 【0027】 Furthermore, if there are multiple destinations in the game field GF, the second character control processing unit 27 may move the navigation character 29 to guide the player character 17 to the destination closest to the player character 17's current location. Note that "closest" does not mean the shortest straight-line distance between the current location and the destination, but rather the shortest distance along the terrain path in the game field GF. 【0028】 Figure 5 shows an enlarged view of the map screen 23 to illustrate an example of the control performed by the second character control processing unit 27. For the sake of clarity, in Figure 5, the multiple icons 35 indicating the locations of the multiple enemy characters 19 that the player character 17 must defeat are shown separately as icons 35a to 35e. In the example shown in Figure 5, the player character 17 is first guided by the navigation character 29 to the enemy character 19 corresponding to the icon 35a closest to the icon 33 representing the current location. During the guidance, an identification mark 31 is displayed on icon 35a. 【0029】 When player character 17 moves to the location of enemy character 19 corresponding to icon 35a and defeats it, player character 17 is then guided by navigation character 29 to the enemy character 19 corresponding to icon 35b, which is the closest location from the player character 17's current position. During the guidance, an identification mark 31 is displayed on icon 35b. 【0030】 When player character 17 moves to the location of enemy character 19 corresponding to icon 35b and defeats it, player character 17 is then guided by navigation character 29 to the enemy character 19 corresponding to icon 35c, which is closest to the player character's current location. During the guidance, an identification mark 31 is displayed on icon 35c. 【0031】 Subsequently, the player character 17 is sequentially guided to the enemy characters 19 corresponding to icons 35d and 35e, in order of proximity from its current location. During the guidance, identification marks 31 are displayed on icons 35d and 35e. In this way, the player character 17 can be efficiently guided even when there are multiple destinations. 【0032】 Furthermore, it is conceivable that there may be areas on the game field GF that the player character 17 cannot enter until certain conditions are met, due to obstacles (such as closed gates or doors). In such cases, if the destination is located within the inaccessible area, the second character control processing unit 27 may, assuming that there are no obstacles and the player character 17 can enter, select the destination closest to the player character 17's current location and move the navigation character 29 to guide the player character 29 to any obstacles on the path to that destination. 【0033】 Furthermore, even if the player moves the player character 17 to follow the navigation character 29, the navigation character 29 may move away from the player character 17, for example, while engaging in combat with an enemy character. In this case, the second character control processing unit 27 may stop the movement of the navigation character 29 if the distance to the player character 17 on the path from the current location to the destination is greater than the first distance, and may resume the movement of the navigation character 29 if the distance to the player character 17 is less than the second distance. "On the path from the current location to the destination" means that the player character 17 is moving along the correct path toward the destination. The "first distance" and "second distance" are set in advance to appropriate distances depending on, for example, the success conditions of each stage, the content of the scenario, the difficulty level, etc. Alternatively, instead of or in addition to the condition of moving beyond the first distance, the condition for stopping the movement of the navigation character 29 may be that the navigation character 29 disappears from the game screen (is no longer in the field of view of the virtual camera). Alternatively, instead of or in addition to the condition for approaching a distance greater than the second distance, the appearance of the navigation character 29 on the game screen (coming into the field of view of the virtual camera) may be used as a condition for resuming the movement of the navigation character 29. 【0034】 Figure 6 shows an example of a game screen illustrating an example of the control content by the second character control processing unit 27. As shown in the upper part of Figure 6, if the navigation character 29 moves beyond a certain distance from the player character 17, it waits for the player character 17. At this time, the navigation character 29 may perform actions such as waving or jumping, or say lines such as "over here," to make it easier for the player to find it. Also, as shown in the lower part of Figure 6, once the player character 17 catches up to the navigation character 29 and gets within a certain distance, the navigation character 29 resumes guiding to the destination. This prevents the navigation character 29 from moving too far away from the player character 17 and becoming unable to guide them. 【0035】 Furthermore, if the player character 17 moves in the wrong direction, the second character control processing unit 27 may make the navigation character 29 appear in the direction of the player character 17's movement and move the navigation character 29 to guide the player character 17 toward the destination. "Wrong direction" refers to, for example, a direction opposite to the destination or a direction of an incorrect path that is different from the path toward the destination. "Appearance" may be performed, for example, by instantaneously moving the navigation character 29 in front of the player character 17, or by moving the navigation character 29 in front of the player character 17 at a faster speed than usual. 【0036】 Figure 7 shows an example of a game screen illustrating an example of the control performed by the second character control processing unit 27. As shown in the upper part of Figure 7, if the player character 17 attempts to move in the wrong direction, the navigation character 29 appears in front of the player character 17. At this time, the navigation character 29 may be made to perform an action such as spreading both arms to block the path of the player character 17, or to say a line such as "Not this way." After that, as shown in the lower part of Figure 7, the navigation character 29 moves to guide the player character 17 in the correct direction toward the destination. This corrects the direction of movement of the player character 17 and guides it to move in the correct direction. 【0037】 Furthermore, the second character control processing unit 27 may move the navigation character 29 to the vicinity of the player character 17 when it receives a predetermined summoning operation from the player (an example of a second operation). The "predetermined summoning operation" is, for example, pressing any of the operation buttons 11 on the game controller 5. The "movement" may be performed, for example, by instantaneously moving the navigation character 29 to the vicinity of the player character 17, or by moving the navigation character 29 to the vicinity of the player character 17 at a faster speed than usual. 【0038】 Figure 8 shows an example of a game screen illustrating an example of the control content by the second character control processing unit 27. As shown in the upper part of Figure 8, for example, if the player loses sight of the navigation character 29, when the player performs a predetermined calling operation, the navigation character 29 will appear near the current location of the player character 17 (for example, in front of it), as shown in the lower part of Figure 8. At this time, the navigation character 29 may be made to perform an action such as a greeting in response to the calling, or to say a line such as "Hi." This allows the player to call the navigation character 29 and resume guidance at any time of their choosing. 【0039】 Furthermore, the processing in each processing unit described above is not limited to these examples of processing division. For example, the processing may be carried out by even fewer processing units (e.g., one processing unit), or by even more subdivided processing units. In addition, the functions of each processing unit described above are implemented by the game program executed by the CPU 301 (see Figure 17 below), but for example, a part of it may be implemented by actual devices such as dedicated integrated circuits like ASICs or FPGAs, or other electrical circuits. 【0040】 (3-2. Processing procedures executed by the information processing device) Next, an example of a processing procedure performed by the information processing device 3 according to the first embodiment will be described using Figure 9. This flowchart is executed, for example, when combat begins in each stage. 【0041】 As shown in Figure 9, in step S5, the information processing device 3, using the first character control processing unit 25, moves the player character 17 based on the player's input. It also causes the player character 17 to perform actions such as attacking enemy characters based on the player's input. 【0042】 In step S10, the information processing device 3 uses the second character control processing unit 27 to move the navigation character 29 to guide the player character 17 to a predetermined destination. 【0043】 In step S15, the information processing device 3, using the second character control processing unit 27, determines whether the distance between the navigation character 29 and the player character 17 is greater than a predetermined distance (the first distance mentioned above). If the distance is not greater than the predetermined distance (step S15: NO), the process proceeds to step S35, which will be described later. On the other hand, if the distance is greater than the predetermined distance (step S15: YES), the process proceeds to the next step, S20. 【0044】 In step S20, the information processing device 3 stops the movement of the navigation character 29 and puts it into standby mode using the second character control processing unit 27. 【0045】 In step S25, the information processing device 3 uses the second character control processing unit 27 to determine whether the distance between the navigation character 29 and the player character 17 has decreased to a predetermined distance (the second distance mentioned above). If the distance has not decreased to a predetermined distance (step S25: NO), the process returns to step S20 and continues to wait for the navigation character 29. On the other hand, if the distance has decreased to a predetermined distance (step S25: YES), the process moves to the next step S30. 【0046】 In step S30, the information processing device 3 restarts the guidance of the player character 17 by the navigation character 29 using the second character control processing unit 27. 【0047】 In step S35, the information processing device 3 determines, using the second character control processing unit 27, whether the player character 17 has moved in the wrong direction. If it has not moved in the wrong direction (step S35: NO), the process proceeds to step S45, which will be described later. On the other hand, if it has moved in the wrong direction (step S35: YES), the process proceeds to the next step, S40. 【0048】 In step S40, the information processing device 3, using the second character control processing unit 27, causes the navigation character 29 to appear in front of the player character 17 and guides it in the direction of the destination. 【0049】 In step S45, the information processing device 3 determines whether or not it has received a predetermined summoning operation from the player using the second character control processing unit 27. If the summoning operation has not been received (step S45: NO), the process proceeds to step S55, which will be described later. On the other hand, if the summoning operation has been received (step S45: YES), the process proceeds to the next step, S50. 【0050】 In step S50, the information processing device 3 moves the navigation character 29 to the vicinity of the player character 17 using the second character control processing unit 27. 【0051】 In step S55, the information processing device 3 determines whether the stage has ended. Each stage has pre-defined success conditions for successfully completing the stage and failure conditions for failing to complete the stage. If neither the success condition nor the failure condition is met (step S55: NO), the process returns to step S15 and steps S15 to S50 are repeated. On the other hand, if either the success condition or the failure condition is met (step S55: YES), this flowchart is terminated. 【0052】 The processing procedure described above is merely an example, and you may delete or modify at least a part of it, or add other procedures, as long as you do not deviate from its purpose and technical concept. You may also change the order of at least a part of the above procedures, combine multiple procedures into a single procedure, or execute them in parallel. 【0053】 (3-3. Effects of the First Embodiment) As described above, in the game according to this embodiment, the player character 17 placed on the game field GF moves based on the player's movement controls, and the navigation character 29 placed on the game field GF moves to guide the player character 17 to a predetermined destination. 【0054】 This allows the player character 17 to reach its destination even if, for example, there are multiple destinations or the terrain of the game field GF is complex, making it difficult for the player to determine the direction the player character 17 should go by referring to the map screen 23. Furthermore, even if the player is a beginner unfamiliar with action games and is too busy moving the player character 17 and fighting enemy characters to have time to look at the map screen 23, the player character 17 can still reach its destination. 【0055】 Furthermore, the navigation character 29 that guides the player character 17 can be a variety of characters depending on the game's worldview, story, scenario, virtual space location, character type, etc. This allows for a navigation function that leverages the game's worldview and storyline, compared to simply guiding the player character impersonally with signs or arrows. It also enables various effects, such as creating communication between the player character 17 and the navigation character 29 through conversation, or incorporating expressions and actions that reflect the personality of the navigation character 29 when guiding the player. Therefore, the game's enjoyment can be enhanced. 【0056】 Furthermore, in this embodiment, if there are multiple destinations, the navigation character 29 may be moved to guide the player character 17 to the destination closest to the player character 17's current location. In this case, the player character 17 can be guided to each destination in order from the one closest to its current location. Therefore, even if there are multiple destinations, the player character 17 can be guided efficiently. 【0057】 In this embodiment, if the distance between the navigation character 29 and the player character 17 on the route from the current location to the destination is greater than a first distance, the movement of the navigation character 29 may be stopped, and if the distance between the navigation character 29 and the player character 17 is less than a second distance, the movement of the navigation character 29 may be resumed. 【0058】 In this case, the navigation character 29 can be instructed to wait for the player character 17 if it moves beyond a certain distance from the player character 17, and to resume guiding the player character 17 to the destination once the player character 17 catches up and is within a certain distance. This prevents the navigation character 29 from moving too far away from the player character 17 and becoming unable to guide them. Furthermore, the above actions of the navigation character 29 can help the player develop a sense of familiarity and affection for the navigation character 29. 【0059】 In this embodiment, if the player character 17 moves in the wrong direction, the navigation character 29 may appear in the direction of the player character 17's movement and move to guide the player towards the destination. In this case, the player character 17's direction of movement can be corrected and guided towards the correct direction. Furthermore, such actions by the navigation character 29 can make the player feel a sense of familiarity and affection for the navigation character 29. 【0060】 In this embodiment, when the player requests a summoning operation, the navigation character 29 may be moved to the vicinity of the player character 17. In this case, even if the player loses sight of the navigation character 29, the navigation character 29 can be summoned to the vicinity of the player character 17 at any time, and guidance can be resumed. Therefore, the player can concentrate on combat and other activities without worrying about losing sight of the navigation character 29, and can play the game with peace of mind. 【0061】 <4. Second Embodiment> Next, a second embodiment of the present invention will be described with reference to the drawings. The second embodiment is an embodiment in which the guidance of the player character 17 to the destination is temporarily suspended. (4-1. Functional configuration of information processing equipment) An example of the functional configuration of the information processing device 3 according to the second embodiment will be described using Figures 10 and 11 to 15. 【0062】 As shown in Figure 3, the information processing device 3 includes, in addition to the first character control processing unit 25 and the second character control processing unit 27 described above, a condition determination processing unit 37, an achievement rate display processing unit 39, a strategy success / failure determination processing unit 41, and a hint provision processing unit 43. 【0063】 The first character control processing unit 25 and the second character control processing unit 27 are the same as those in the first embodiment described above, so their description will be omitted. 【0064】 The condition determination processing unit 37 determines whether a predetermined first condition has been met. The "first condition" is a condition for determining whether or not guidance is provided by the navigation character 29. For example, the condition determination processing unit 37 determines that the first condition has been met when the achievement rate, which is the percentage of the predetermined second condition that has been met, reaches 100%, or when the distance between the player character 17 and a place where the achievement rate can be increased becomes shorter than a third distance. The "second condition" is set for each stage according to the content of each stage. The second condition may include, for example, defeating a specific enemy character, going through a hidden passage, making an obstacle (such as a gate or door) passable after defeating a certain number of enemy characters, destroying an object such as a wall that has a hidden path ahead, making a specific enemy character approach a specific friendly character, capturing enemy bases in a specific order, obtaining a specific item, etc. A "place where the achievement rate can be increased" is a place where the above second condition can be met. For example, these include locations where specific enemy characters exist, hidden passages, obstacles, objects with hidden paths ahead, and locations where specific items can be obtained. Below, locations where the completion rate can be increased will also be referred to as "specific points." The "third distance" is pre-set to an appropriate distance depending on the type of specific point, for example. 【0065】 The aforementioned second character control processing unit 27 pauses guidance by the navigation character 29 if the condition determination processing unit 37 determines that the first condition is not met, and resumes guidance by the navigation character 29 if the condition determination processing unit 37 determines that the first condition is met. In other words, the second character control processing unit 27 pauses guidance by the navigation character 29 if the achievement rate has not reached 100%, or if the player character 17 is more than a third distance from the specific point, and resumes guidance by the navigation character 29 if the achievement rate reaches 100%, or if the player character 17 is closer than a third distance from the specific point. When guidance is paused, the navigation character 29 follows the movement of the player character 17 without providing guidance, and remains in the vicinity of the player character 17. Note that when guidance by the navigation character 29 is paused, the destination is not displayed on the map screen 23. 【0066】 The achievement rate display processing unit 39 displays the achievement rate on the game screen. The achievement rate may be calculated by, for example, assigning a percentage value (%) to each item of the second condition set for each stage, and summing up the percentage values ​​of the items achieved each time the player character 17 achieves the second condition. In this case, the sum of the percentage values ​​of all items in the second condition is set to 100%. 【0067】 Figures 11 to 14 show examples of game screens illustrating an example of the control content by the second character control processing unit 27 and the achievement rate display processing unit 39. As shown in Figures 11 to 14, the achievement rate display processing unit 39 displays the achievement rate value in the achievement rate display unit 45 of the game screen. In the example shown in Figure 11, since the achievement rate is, for example, 25%, the guidance by the navigation character 29 is suspended by the second character control processing unit 27. At this time, an identification mark 47 indicating that the navigation character 29 is unable to provide guidance may be displayed. In Figure 11, a question mark is displayed as an example of the identification mark 47. Alternatively, the navigation character 29 may be made to perform actions such as holding its head in its hands or to say lines such as "Hmm." In the example shown in Figure 12, since the achievement rate has reached 100%, the guidance by the navigation character 29 is started by the second character control processing unit 27. 【0068】 Figure 13 shows a state where, for example, guidance by the navigation character 29 was suspended because the completion rate was 25%, but guidance by the navigation character 29 was started by the second character control processing unit 27 because the player character 17 approached a specific point 49 within a predetermined distance. In the example shown in Figure 13, the specific point 49 is, for example, a place where lumber is piled up, and by moving the lumber, a hidden passage is revealed or a specific item can be obtained. At this time, an identification mark 51 may be displayed to indicate that the player character 17 is approaching the specific point. In Figure 13, as an example of the identification mark 51, a light bulb mark is displayed on the navigation character 29. Alternatively, the navigation character 29 may be made to perform an action of joy or say a line of dialogue such as "That's great." After that, as shown in Figure 14, the second character control processing unit 27 executes guidance by the navigation character 29 to the specific point 49. In this case, since the completion rate is less than 100%, guidance by the navigation character 29 is suspended again after the player character 17 increases the completion rate at the specific point 49. 【0069】 Returning to Figure 10, the success / failure determination processing unit 41 determines that the stage has been successfully completed if the player character 17 meets predetermined success conditions while the completion rate is 100%, and determines that the stage has been failed if the player character 17 meets predetermined success conditions while the completion rate is less than 100%, or if the player character 17 meets predetermined failure conditions regardless of the completion rate. The "predetermined success conditions" are set in advance for each stage. Success conditions include, for example, defeating a specific enemy character, eliminating all enemy characters, accepting a specific character as an ally, passing through checkpoints, reaching the final destination, conquering enemy character bases, acquiring specific items, etc., within a predetermined time. The "predetermined failure conditions" are set in advance for each stage. Failure conditions include, for example, the player character 17 being defeated by an enemy character's attack, or failing to achieve the above success conditions within a predetermined time. 【0070】 The hint-giving processing unit 43 provides hints to the player to help them successfully complete the stage when the player character 17 is likely to meet the success conditions while the completion rate is less than 100%. "Likely to meet the success conditions" includes, for example, when the player character 17 has come closer than a predetermined distance to the final destination where the success conditions can be met (for example, the location where the stage's boss character is located). "Hints" include, for example, content that guides the player to a place where the completion rate can be increased. "Granting" includes displaying the hints on the game screen or outputting them as sound. 【0071】 Figure 15 shows an example of hint provision by the hint provision processing unit 43. In the example shown in Figure 15, for example, with an achievement rate of 80%, the player character 17 is approaching the stage's boss character, the strong enemy character 19. If the strong enemy character 19 is defeated at this point, the stage will be cleared, so the hint provision processing unit 43 displays a hint in the speech bubble 53, for example, a line of dialogue from another ally character. This makes the player realize that the stage will be cleared if things continue as they are, and guides the player character 17 to a place where the achievement rate can be increased. Note that in Figure 15, since the achievement rate is less than 100%, guidance by the navigation character 29 is suspended. 【0072】 Furthermore, the processing in each processing unit described above is not limited to these examples of processing division. For example, the processing may be carried out by even fewer processing units (e.g., one processing unit), or by even more subdivided processing units. In addition, the functions of each processing unit described above are implemented by the game program executed by the CPU 301 (see Figure 17 below), but for example, a part of it may be implemented by actual devices such as dedicated integrated circuits like ASICs or FPGAs, or other electrical circuits. 【0073】 (4-2. Processing procedures executed by the information processing device) Next, an example of a processing procedure performed by the information processing device 3 according to the second embodiment will be described using Figure 16. This flowchart is executed, for example, when combat begins in each stage. 【0074】 As shown in Figure 16, in step S105, the information processing device 3, using the first character control processing unit 25, moves the player character 17 based on the player's input. It also causes the player character 17 to perform actions such as attacking enemy characters based on the player's input. 【0075】 In step S110, the information processing device 3 displays the achievement rate on the game screen using the achievement rate display processing device 39. 【0076】 In step S115, the information processing device 3 determines whether the achievement rate is less than 100% using the condition determination processing unit 37. If the achievement rate is less than 100% (step S115: YES), the process moves to the next step S120. 【0077】 In step S120, the information processing device 3, using the second character control processing unit 27, pauses the guidance provided by the navigation character 29 and positions the navigation character 29 near the player character 17 in a state where guidance is not being provided. 【0078】 In step S125, the information processing device 3, using the hint-giving processing device 43, determines whether the player character 17 is likely to meet the success conditions. If it is unlikely that the success conditions will be met (step S125: NO), the process proceeds to step S135, which will be described later. On the other hand, if it is likely that the success conditions will be met (step S125: YES), the process proceeds to the next step, S130. 【0079】 In step S130, the information processing device 3, through the hint-giving processing unit 43, displays hints on the game screen to help the user successfully complete the stage. 【0080】 In step S135, the information processing device 3 uses the success / failure determination processing device 41 to determine whether the player character 17 has met the success conditions or whether the player character 17 has met the failure conditions. If either the success conditions or failure conditions are met (step S135: YES), the device proceeds to the next step S140. 【0081】 In step S140, the information processing device 3, using the stage completion determination processing device 41, determines that the stage has been completed but has failed, and terminates the stage. This flowchart then ends. 【0082】 On the other hand, if neither the success condition nor the failure condition is met in step S135 (step S135: NO), the process proceeds to step S145. 【0083】 In step S145, the information processing device 3, using the condition determination processing unit 37, determines whether the player character 17 has approached a specific point by a predetermined distance (the third distance mentioned above). If the player character is further away than the predetermined distance (step S145: NO), the process returns to step S115. On the other hand, if the player character has approached the predetermined distance (step S145: YES), the process moves to the next step S150. 【0084】 In step S150, the information processing device 3 uses the second character control processing unit 27 to move the navigation character 29 to guide the player character 17 to a specific point. 【0085】 In step S155, the information processing device 3 determines whether the player character 17 has met the conditions for increasing the achievement rate (the second condition mentioned above). If the conditions for increasing the achievement rate are not met (step S155: NO), the process returns to step S150. On the other hand, if the conditions for increasing the achievement rate are met (step S155: YES), the process moves to the next step S160. 【0086】 In step S160, the information processing device 3 updates the achievement rate value. Then, it returns to step S115. 【0087】 On the other hand, if the achievement rate reaches 100% in step S115 (step S115: NO), the process moves to the next step, S165. 【0088】 In step S165, the information processing device 3 uses the second character control processing unit 27 to move the navigation character 29 to guide the player character 17 to a predetermined destination. 【0089】 In step S170, the success / failure determination processing unit 41 determines whether the player character 17 has met the failure conditions. If the failure conditions are met (step S170: YES), the process moves to step S140, where it is determined that the player has failed to clear the stage and the stage ends. On the other hand, if the failure conditions are not met (step S170: NO), the process moves to the next step S175. 【0090】 In step S175, the information processing device 3 uses the success / failure determination processing device 41 to determine whether the player character 17 has met the success conditions. If the success conditions have not been met (step S175: NO), the process returns to step S165. On the other hand, if the success conditions have been met (step S175: YES), the process moves to the next step S180. 【0091】 In step S180, the stage completion determination processing unit 41 determines that the stage has been successfully completed and ends the stage. After that, this flowchart ends. 【0092】 The processing procedure described above is merely an example, and you may delete or modify at least a part of it, or add other procedures, as long as you do not deviate from its purpose and technical concept. You may also change the order of at least a part of the above procedures, combine multiple procedures into a single procedure, or execute them in parallel. 【0093】 (4-3. Effects of the second embodiment) As described above, in the game according to this embodiment, it is determined whether a predetermined first condition is met for each stage. If it is determined that the first condition is not met, the guidance by the navigation character 29 is suspended. If it is determined that the first condition is met, the guidance by the navigation character 29 is resumed. 【0094】 This makes it possible to implement a specification where, for example, a first condition is set for a specific stage, and guidance by the navigation character 29 is not provided until the first condition is met in that stage. Once the game progresses and the first condition is met, guidance by the navigation character 29 is provided. This allows players to enjoy both the state with and without the navigation function. Furthermore, game designers can adjust the difficulty of each stage or add strategic elements to each stage depending on whether or not the first condition is set and what that condition is. 【0095】 In this embodiment, the first condition may also be determined to be met when the achievement rate, which is the percentage of the predetermined second condition that has been met, reaches 100%, or when the distance between the player character 17 and a specific point becomes closer than the third distance. 【0096】 In this case, instead of only guiding the player character 29 when the completion rate reaches 100%, guidance can be initiated by the navigation character 29 even when the completion rate is less than 100%, as long as the player character 17 approaches a specific point. This makes it easier for the player to increase their completion rate and allows them to progress through the game smoothly. 【0097】 In this embodiment, the completion rate may also be displayed on the game screen. In this case, the player can see how close they are to clearing the stage by referring to the completion rate displayed on the game screen, which can increase the player's motivation. In addition, by displaying the completion rate, it is possible to prevent the player from fulfilling the success conditions and failing to clear the stage before reaching 100% completion. 【0098】 In this embodiment, if the player character 17 meets predetermined success conditions while the achievement rate is 100%, it may be determined that the stage has been successfully cleared. If the player character 17 meets predetermined success conditions while the achievement rate is less than 100%, or if the player character 17 meets predetermined failure conditions regardless of the achievement rate, it may be determined that the stage has been unsuccessful. 【0099】 In this case, in order to clear the stage, it is necessary not only to meet the success conditions but also to achieve a 100% completion rate. This allows for a greater strategic depth and storytelling compared to situations where success or failure of the stage is determined simply by whether or not the success conditions are met. 【0100】 Furthermore, in this embodiment, if the player character 17 is about to meet the success conditions while the achievement rate is less than 100%, the player may be given hints to help them successfully complete the stage. In this case, the player can be made aware that they are about to meet the success conditions even though the achievement rate has not reached 100%, thus preventing the player from failing to complete the stage. In addition, this is a player-friendly design, resulting in a user-friendly game. 【0101】 <5. Variations, etc.> It should be noted that the present invention is not limited to the embodiments described above, and various modifications are possible without departing from its spirit and technical concept. 【0102】 For example, in the second embodiment described above, guidance by the navigation character 29 is paused when the achievement rate has not reached 100%. However, instead of always pausing the guidance, it is also possible to mix states where guidance is active and states where it is paused. Specifically, consider a case where the success condition is "defeat all enemy characters," and initially three enemy characters appear on the game field GF. A fourth enemy character appears when certain conditions are met, and the appearance of the fourth enemy character is necessary to achieve a 100% achievement rate. In such a case, even before the fourth enemy character appears, i.e., when the achievement rate is less than 100%, guidance by the navigation character 29 may be continued until two enemy characters are defeated, and then guidance may be paused. If guidance by the navigation character 29 is continued until three enemy characters are defeated without meeting the specific conditions, the success condition may be met by defeating three enemy characters while the achievement rate is less than 100%, potentially resulting in failure to clear the stage. Therefore, by guiding the enemy character until the second enemy character is defeated and then pausing, the player can prevent the kind of incorrect guidance (misleading) described above, while still being able to proceed smoothly with the battle. 【0103】 Furthermore, in the second embodiment described above, the navigation character 29 is instructed to provide guidance when the player character 17 approaches a specific point within a predetermined distance. However, the player may be able to arbitrarily set whether to turn this guidance function on or off. If it is set to off, the player must find the specific point without guidance from the navigation character 29, thereby increasing the difficulty. Therefore, the player can adjust the difficulty according to their level of proficiency in the game. 【0104】 Furthermore, while the above has described the application of the present invention to an action role-playing game, the genres of games to which the present invention can be applied are not limited to those mentioned above. It can be applied to a wide variety of game genres, such as simulation games, role-playing games, adventure games, action games, fighting games, etc., as long as the game performs a process of guiding the player-controlled character to a destination. 【0105】 Furthermore, while the above has described the application of the present invention to games, the scope of application of the present invention is not limited to games. For example, it can also be applied to so-called metaverses, where users can live, provide, and receive services in a virtual space built on a computer network. 【0106】 Furthermore, in addition to what has already been described above, the methods of the above embodiments and their respective modifications may be used in appropriate combinations. While not explicitly exemplified here, the above embodiments and their respective modifications may be implemented with various modifications, without departing from their intended purpose. 【0107】 The problems and effects that the embodiments and modifications described above aim to solve are not limited to those stated above. The embodiments and modifications may solve problems not mentioned above, or produce effects not mentioned above, and may solve only some of the problems described or produce only some of the effects described. 【0108】 <6. Hardware Configuration of Information Processing Equipment> Next, using Figure 17, we will describe an example of the hardware configuration of the information processing device 3 that implements each processing unit implemented by the program executed by the CPU 301 etc. as described above. 【0109】 As shown in Figure 17, the information processing device 3 includes, for example, a CPU 301, a ROM 303, a RAM 305, a GPU 306, a dedicated integrated circuit 307 built for a specific application such as an ASIC or FPGA, an input device 313, an output device 315, a recording device 317, a drive 319, a connection port 321, and a communication device 323. These components are connected to each other via a bus 309, an input / output interface 311, etc., enabling them to transmit signals to one another. 【0110】 The game program can be stored in a recording device such as a ROM 303, RAM 305, or hard disk 317. 【0111】 Furthermore, the game program can also be temporarily or permanently (non-temporarily) recorded on a removable recording medium 325, such as a magnetic disk like a flexible disk, an optical disk like various CDs, MO disks, or DVDs, or a semiconductor memory. Such a recording medium 325 can also be provided as so-called packaged software. In this case, the game program recorded on these recording media 325 may be read by the drive 319 and recorded on the recording device 317 via the input / output interface 311 or bus 309, etc. 【0112】 Furthermore, the game program can also be stored on, for example, a download site, another computer, or another recording device (not shown). In this case, the game program is transferred via a network such as a LAN or the Internet, and the communication device 323 receives this program. The program received by the communication device 323 may then be recorded on the recording device 317 via the input / output interface 311 or bus 309, etc. 【0113】 Furthermore, the game program can also be stored, for example, on an appropriate external device 327. In this case, the game program may be transferred via an appropriate connection port 321 and recorded on the recording device 317 via an input / output interface 311 or bus 309, etc. 【0114】 Then, the CPU 301 executes various processes according to the program recorded in the recording device 317, thereby realizing the processing by the aforementioned first character control processing unit 25, second character control processing unit 27, condition judgment processing unit 37, achievement rate display processing unit 39, strategy success / failure judgment processing unit 41, hint provision processing unit 43, etc. In this case, the CPU 301 may, for example, directly read and execute the program from the recording device 317, or it may load it into RAM 305 first and then execute it. Furthermore, if the CPU 301 receives a program via the communication device 323, drive 319, or connection port 321, it may execute the received program directly without recording it in the recording device 317. 【0115】 Furthermore, the CPU 301 may, if necessary, perform various processes based on signals and information input from input devices 313, such as the aforementioned game controller 5, or other devices such as a microphone, mouse, or keyboard (not shown). 【0116】 GPU306 performs image display processing, such as rendering, in response to instructions from CPU301. 【0117】 The CPU 301 and GPU 306 then output the results of the above processing from an output device 315, including the display device 7 mentioned above. Furthermore, the CPU 301 and GPU 306 may, if necessary, transmit these processing results via the communication device 323 or connection port 321, or record them in the recording device 317 or recording medium 325. [Explanation of symbols] 【0118】 1. Game System 3. Information Processing Device 5 Game Controllers 7 Display device 17. Player Character (First Character) 25. First Character Control Processing Unit 27. Second Character Control Processing Unit 29 Navigation Character (Second Character) 37 Conditional Determination Processing Unit 39. Achievement Rate Display Processing Unit 41. Success / Failure Determination Processing Unit 43 Hint-granting processing unit 325 Recording media

Claims

[Claim 1] Information processing equipment, A first character control processing unit that moves a first character placed in a virtual space based on a first operation by the player. A second character control processing unit moves a second character placed in the virtual space to guide the first character to a predetermined destination. A condition determination processing unit that determines whether or not a predetermined first condition has been met. To make it function as, The second character control processing unit is: If it is determined that the first condition is not met, the guidance by the second character is suspended, and if it is determined that the first condition is met, the guidance by the second character is resumed. When the guidance is suspended, the second character is positioned near the first character while following the movement of the first character. Information processing program. [Claim 2] The second character control processing unit is: If there are multiple destinations, the second character is moved so as to guide the first character to the destination that is closest to the first character's current location in terms of distance along the path on the terrain of the virtual space. The information processing program according to claim 1. [Claim 3] The second character control processing unit is: In the path from the current location of the first character to the destination, if the distance to the first character is greater than a first distance, the movement of the second character is stopped, and if the distance to the first character is less than a second distance, the movement of the second character is resumed. The information processing program according to claim 1. [Claim 4] The second character control processing unit is: If the first character moves in the wrong direction, the second character is made to appear in the direction of the first character's movement, and the second character is moved to guide it towards the destination. The information processing program according to claim 1. [Claim 5] The second character control processing unit is: When the second operation by the player is received, the second character is moved to the vicinity of the first character. The information processing program according to claim 1. [Claim 6] The condition determination processing unit is: The first condition is determined to be met when the achievement rate, which is the percentage of the predetermined second condition that has been met, reaches 100%, or when the distance between the first character and a location where the achievement rate can be increased becomes shorter than the third distance. The information processing program according to claim 1. [Claim 7] Information processing equipment, A completion rate display processing unit that displays the aforementioned completion rate on the game screen. To make it function even better The information processing program according to claim 6. [Claim 8] Information processing equipment, A stage completion success / failure determination processing unit determines that the stage has been successfully completed if the first character meets predetermined success conditions while the completion rate is 100%, and determines that the stage has been unsuccessfully completed if the first character meets predetermined success conditions while the completion rate is less than 100%, or if the first character meets predetermined failure conditions. To make it function even better The information processing program according to claim 7. [Claim 9] Information processing equipment, When the achievement rate is less than 100% and the first character is likely to meet the success conditions, a hint-giving display processing unit provides hints for successfully clearing the stage. To make it function even better The information processing program according to claim 8. [Claim 10] Information processing equipment, A first character control processing unit that moves a first character placed in a virtual space based on a first operation by the player. A second character control processing unit moves a second character placed in the virtual space to guide the first character to a predetermined destination. A condition determination processing unit that determines whether or not a predetermined first condition has been met. To make it function as, The second character control processing unit is: If it is determined that the first condition is not met, the guidance by the second character is suspended, and if it is determined that the first condition is met, the guidance by the second character is resumed. When the guidance is suspended, the second character is positioned near the first character while following the movement of the first character. A recording medium on which an information processing program is recorded, and which can be read by the information processing device. [Claim 11] An information processing method performed by an information processing device, The first step involves moving a first character placed in a virtual space based on the first action of the player, The steps include moving a second character placed in the virtual space to guide the first character to a predetermined destination, A step of determining whether a predetermined first condition has been met, It has, The step of moving the second character is, If it is determined that the first condition is not met, the guidance by the second character is suspended, and if it is determined that the first condition is met, the guidance by the second character is resumed. When the guidance is suspended, the second character is positioned near the first character while following the movement of the first character. Information processing methods.