Game programs, game systems, and game devices

JP7905029B2Active Publication Date: 2026-08-14CAPCOM CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-11-01
Publication Date
2026-08-14

AI Technical Summary

Benefits of technology

【0029】 本開示によれば、ゲームの興趣性をより高めたゲームプログラム等を提供することができる。

✦ Generated by Eureka AI based on patent content.

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Abstract

The goal is to provide game programs and other elements that enhance user immersion and thus increase their appeal. [Solution] The game program of this disclosure causes the computer to function as: a game execution means 562 that executes a game by causing a player character to act in a virtual game space based on user operations; a quest acceptance means 563 that accepts a quest based on user operations, which is cleared and rewarded when clear conditions related to a target object among the objects placed in the game field of the virtual game space are met; a quest start means 564 that puts an accepted quest into a quest start state when the player character performs a predetermined action on the target object; and a reward granting means 567 that grants a reward to the player character when the accepted quest in the quest start state is cleared.
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Description

Technical Field

[0001] The present invention relates to a game program, a game system, and a game device.

Background Art

[0002] Patent Document 1 describes a technique related to processing at the start of a quest in a game control method in a computer that executes a game.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in the technique described in Patent Document 1, since there is a screen switch at the start of the quest, the user's immersion in the game is impaired. Therefore, an object of the present disclosure is to provide a game program or the like that enhances the interestingness by enhancing the user's immersion in the game.

Means for Solving the Problems

[0005] [[ID=​​​​​​​ This is configured to function as a reward-granting means that grants the reward to the player character when the accepted quest, which is in the quest start state, is completed. This is a game program.

[0006] In the first aspect, accepting the quest, the player character performing the predetermined action on the target object, and clearing the accepted quest in the quest start state can be performed in the same game field in the virtual game space.

[0007] In the first aspect, the computer can be further configured to function as a quest start notification means for notifying the user when the accepted quest is in the quest start state.

[0008] In the first aspect, the game execution means executes a game in accordance with the story, The aforementioned quest may be designed to influence the progression of the story.

[0009] In the first aspect, the system may further provide a quest retry means that, after completing or failing the quest, restores the virtual game space to the environment in which the quest was accepted, and makes the quest a quest to be accepted again.

[0010] In the first aspect, the player character performing the predetermined action on the target object can be interpreted as the player character attacking the enemy character which is the target object.

[0011] In the first aspect, the reward may be made clear to the user before accepting the quest.

[0012] In the first aspect, each of the aforementioned quests may have a time limit between accepting or starting the quest and completing it.

[0013] In the first aspect, the quest is cleared by reducing the parameter set for the target object to a first value. The aforementioned parameter decreases based on the actions of the player character. The quest acceptance means can make it impossible to accept the quest if the parameter has decreased to the second value.

[0014] In the first aspect, the target object has an activity time set for it to be active in the game field according to the time in the game field of the virtual game space. The target object can continue its activity in the game field regardless of the activity time as long as the quest is an accepted quest.

[0015] In the first aspect, a plurality of the objects are placed in the game field of the virtual game space. The computer can be further configured to function as a notification means for notifying the user when the player character performs the predetermined action on an object that cannot be the target object.

[0016] In the first aspect, the game execution means enables the first player character operated by the first user and the second player character operated by the second user to act in the virtual game space. The quest acceptance means can enable the acceptance of the quest based on the operation of the first user, and disable the acceptance of the quest based on the operation of the second user.

[0017] In a first aspect, the game execution means enables a first player character operated by a first user and a second player character operated by a second user to act in the virtual game space. When the second player character performs the predetermined action on the target object, the quest start means can request the first user to select whether to set the received quest to the quest start state.

[0018] In a first aspect, the game execution means enables a first player character operated by a first user and a second player character operated by a second user to act in the virtual game space. The quest is cleared by reducing the parameter set for the target object to a first value, The parameter decreases based on the actions of the first player character and the second player character, and can be set so that the parameter only decreases to a second value greater than the first value until the first player character performs the predetermined action on the target object.

[0019] In a first aspect, the target object can be an object that operates in the game field.

[0020] In a first aspect, the player character performing the predetermined action on the target object can be such that the player character directly interferes with the target object.

[0021] A second aspect includes a game execution unit that executes a game by causing a player character to act in a virtual game space based on a user's operation, and a quest reception unit that receives a quest based on the user's operation and sets it as a received quest, where the quest is cleared by setting a target object to a predetermined state and a reward is given. A quest start unit that sets the received quest to the quest start state when the player character performs a predetermined action on the target object, and a reward awarding unit that awards the reward to the player character when the received quest in the quest start state is cleared. It is a game system.

[0022] A third aspect is a game execution unit that makes the player character act in a virtual game space based on a user's operation to execute the game, a quest receiving unit that receives a quest that is cleared and rewarded by setting a target object to a predetermined state as a received quest based on the user's operation, a quest start unit that sets the received quest to the quest start state when the player character performs a predetermined action on the target object, and a reward awarding unit that awards the reward to the player character when the received quest in the quest start state is cleared. It is a game device.

[0023] In a first aspect, a plurality of the objects are arranged in the game field of the virtual game space, The quest receiving means can enable the quest receiving of the quest that sets the object that satisfies a predetermined condition among the objects as the target object.

[0024] In a first aspect, the computer can be further functioned as a notification means for notifying the user when the player character performs the predetermined action on the target object in a state where the quest targeting the target object is not the received quest.

[0025] In a first aspect, the quest receiving means can receive a plurality of the quests simultaneously, The quest initiation means can be configured to prohibit the initiation of any other accepted quests when one accepted quest is in the quest initiation state.

[0026] In the first aspect, the quest acceptance means may prohibit accepting any further quests when the number of accepted quests exceeds a predetermined number.

[0027] In the first aspect, the game execution means enables the first player character operated by the first user and the second player character operated by the second user to act in the virtual game space. The quest initiation means can set the accepted quest to the quest in the quest initiation state when the first player character performs the predetermined action on the target object, and can prohibit the accepted quest from being set to the quest initiation state when the second player character performs the predetermined action on the target object.

[0028] In the first aspect, the game execution means enables the first player character operated by the first user and the second player character operated by the second user to act in the virtual game space. The quest initiation means can bring the accepted quest to the quest initiation state when the second player character performs the predetermined action on the target object, or when the first user has already performed the predetermined action on the target object. [Effects of the Invention]

[0029] According to this disclosure, it is possible to provide game programs and the like that enhance the enjoyment of games. [Brief explanation of the drawing]

[0030] [Figure 1]This is a block diagram showing the schematic configuration of the game system of the embodiment. [Figure 2] This is an example of a screen displayed on the game device of the embodiment. [Figure 3] This flowchart shows an example of the quest acceptance process in this embodiment. [Figure 4] This is an example of a screen displayed on the game device of the embodiment. [Figure 5] This flowchart shows an example of the quest start determination process in this embodiment. [Figure 6] This is an example of a screen displayed on the game device of the embodiment. [Figure 7] This flowchart shows an example of the quest completion process in this embodiment. [Figure 8] This flowchart shows an example of the process flow for starting a retryable quest in this embodiment. [Figure 9] This flowchart shows an example of the process for extending the activity time of enemy characters in this embodiment. [Figure 10] This flowchart shows an example of the quest start determination process in the first modified example. [Figure 11] This flowchart shows an example of the quest start determination process in the second modified example. [Figure 12] This flowchart shows an example of the process for reducing the enemy character's health in the third modified example. [Figure 13] This flowchart shows an example of the quest acceptance process in the fourth variation. [Figure 14] This flowchart shows an example of the quest acceptance process in the fifth variation. [Modes for carrying out the invention]

[0031] <Embodiment> Embodiments of the game system 1 of this disclosure will be described with reference to the drawings.

[0032] <Game Description> In the game system 1 shown in Figure 1, a server device 2 and multiple game devices 5 are connected to each other via a communication network 6, and games provided by the server device 2 are executed on the game devices 5.

[0033] The game of this embodiment is a game that can be played online or offline and executed on the game system 1. The game can be run offline when a user plays alone, and online when a user plays with other users. In this game, the user of the game device 5 can make one or more player characters active in the virtual game space, and can have the player characters fight against enemy characters, which are non-player characters.

[0034] Furthermore, in this game, a user of game device 5 can engage in so-called multiplayer, where their own player character and player characters controlled by other users of game device 5 operate within the virtual game space. This allows each user's player character to cooperate and battle against enemy characters, which are non-player characters. In multiplayer, the player character of a guest user, a secondary user, can participate in and operate within the virtual game space where the host user's player character is active. Since the game progresses based on the host user's virtual game space, for example, if the story progress differs between the host user and the guest user, the game will progress in the virtual game space based on the host user's story progress. Therefore, various restrictions will be placed on the guest user's game progress, as will be described later.

[0035] In games, users can acquire game media. Game media refers to electronic data representing elements of the game, including player characters that users control in the virtual game space, items such as weapons, armor, and tools that player characters can use in the virtual game space, and consumable media including various virtual currencies usable within the game. Users can acquire game media through in-game purchases, completing quests, or as rewards for various in-game events.

[0036] Virtual currency can be either paid or free. Paid virtual currency is virtual currency obtained through payment. Free virtual currency is virtual currency obtained without payment. Free virtual currency may be obtainable as the game progresses, for example, as a reward given to users when they log into the game (so-called login bonus), or as a reward given to users for completing game events such as quests.

[0037] A quest is a game content that involves tasks or conditions that must be met within the game, and it has set completion conditions. When the completion conditions of a quest are met through the user's game actions, the user is given a predetermined reward.

[0038] In the game of this embodiment, the main story progresses as the player character controlled by the user battles enemy characters, which are non-player characters among multiple objects placed in the virtual game space, and completes quests. There are two types of quests: main quests, which advance the main story when completed, and subquests, which do not affect the progress of the main story when completed. The quests in this embodiment are mainly assumed to be the main quests described above, but subquests may also be included.

[0039] Furthermore, quests may have additional tasks (so-called missions) associated with them besides the clear conditions. By completing these missions while fulfilling the clear conditions, users will receive mission completion rewards in addition to the clear rewards.

[0040] Such games are played using a game device 5, which may be a home game console such as PlayStation® or Xbox®, a portable game console such as Nintendo Switch®, or an electronic device such as a personal computer, smartphone, or tablet. The following example illustrates the case where the game device 5 is a game console.

[0041] <Overview of the game system> Game system 1 consists of a server device 2 and multiple game devices 5.

[0042] Server device 2 stores game programs and game data, and manages the game data of game device 5, and more specifically, manages game data for each account.

[0043] Game device 5 executes a predetermined game based on user input. To do this, game device 5 receives game programs and game data from server device 2 via communication network 6 and transmits game data to server device 2. When playing multiplayer, game data is transmitted and received between the game device 5 and the game devices 5 of other users via server device 2. Each user is assigned account information associated with game device 5. Account information includes identification information and passwords. Account information is transmitted from game device 5 to server device 2 upon login and used for user authentication in server device 2.

[0044] After user authentication, communication between server device 2 and game device 5 becomes possible. After logging in, game device 5 receives data necessary for game progression, such as data related to the game progress, from server device 2, and then proceeds with the game while outputting game images and sounds based on the user's input.

[0045] <Game System Configuration> The hardware configurations of server device 2 and game device 5 will be described below with reference to Figure 1.

[0046] <Server configuration> Server device 2 provides the game to game device 5. As shown in Figure 1, server device 2 has a network interface 21, a storage unit 22, and a control unit 23. The network interface 21 and the storage unit 22 are electrically connected to the control unit 23 via a bus 29.

[0047] The network interface 21 is connected to each game device 5 via a communication network 6 such as the Internet and LAN, enabling communication between them.

[0048] The storage unit 22 consists of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), and SSD (Solid State Drive). The storage unit 22 stores various programs, including a part of the game program of this embodiment, as well as various data such as the user DB (Data Base) 221.

[0049] User DB221 stores user information and information about the player character controlled by each user, associated with their identification number. User information includes information such as username and user rank. Information about the player character includes the player character's level and stats, as well as information about equipment and items associated with that player character.

[0050] The control unit 23 is composed of a microcomputer having a CPU and semiconductor memory, and controls the operation of the server device 2. The control unit 23 functions as an information processing means 231 and a matching means 232 by executing various programs.

[0051] (Information processing means) The information processing means 231 sends and receives various data to and from each game device 5. The main data received by the information processing means 231 includes game program download request information, account information, and game data. The main data transmitted by the information processing means 231 includes information to confirm that the game device 5 has received the game program.

[0052] (Verification means) The matching means 232 authenticates the user account using the user identification information received from the game device 5.

[0053] <Game device configuration> As shown in Figure 1, the game device 5 has a display 61, speakers 62, and a gamepad 63 that are either externally connected or built-in. The game device 5 also has a network interface 51, a graphics processing unit 52, an audio processing unit 53, an operation unit 54, a memory unit 55, and a control unit 56. The network interface 51, graphics processing unit 52, audio processing unit 53, operation unit 54, and memory unit 55 are electrically connected to the control unit 56 via a bus 59. Since the hardware configuration of each of the multiple game devices 5 is basically the same, redundant explanations will be omitted.

[0054] The network interface 51 is connected to the communication network 6 in a communicative manner to send and receive various data between the game device 5 and the server device 2, and between different game devices 5.

[0055] The graphics processing unit 52 renders game images in video format based on game image information output from the control unit 56. The game images include player characters and various objects related to the virtual game space. These objects include non-player characters, including enemy characters, plants, animals, and stones placed in the virtual game space. The graphics processing unit 52 is connected to, for example, an LCD display 61, and displays the game images rendered in video format as a game screen on the display 61.

[0056] The audio processing unit 53 is connected to the speaker 62 and plays and synthesizes game audio based on instructions from the control unit 56, and outputs the game audio from the speaker 62.

[0057] The control unit 54 is connected to the gamepad 63 and transmits and receives data related to operation and input to and from the gamepad 63. The user can input operation signals to the game device 5 by operating the gamepad 63.

[0058] The storage unit 55 consists of an HDD, SSD, RAM, and ROM. The storage unit 55 stores game data downloaded from the server device 2, various programs including parts of the game program, and account information for the game device 5.

[0059] The control unit 56 shown in Figure 1 is composed of a microcomputer having a CPU and semiconductor memory, and controls the operation of the game device 5. By executing various programs, the control unit 56 functions as a communication means 561, a game execution means 562, a quest acceptance means 563, a quest start means 564, a quest start notification means 565, a quest retry means 566, a reward granting means 567, and a notification means 568. Each of these means 561 to 568 is an example of a communication unit, a game execution unit, a quest acceptance unit, a quest start unit, a quest start notification unit, a quest retry unit, a reward granting unit, and a notification unit.

[0060] (Means of communication) The communication means 561 communicates with the server device 2 via the network interface 51. The communication means 561 generates information that the server device 2 can understand based on various operation signals received by the operation unit 54 from the gamepad 63, and changes that occur in the virtual game space resulting from processing performed by the game execution means 562 in response to these operation signals, and transmits this information to the server device 2. This information may be transmitted directly between game device 5 and other game device 5 with which mutual communication has been established. In this case, the communication means 561 transmits the above information to and receives it from other game device 5. The communication means 561 receives information transmitted from the game devices 5 of other users playing multiplayer via the server device 2. The communication means 561 also transmits account information, new game data download request information, etc., to the server device 2. The communication means 561 also receives new game data, etc., transmitted from the server device 2 in response to the download request information.

[0061] (Method of executing the game) The game execution means 562 executes the game on the game device 5. For example, the game execution means 562 executes the game by making the player character act in the virtual game space based on the user's operation of the gamepad 63. The player character's actions include movement, attacking, and using items in the virtual game space. At this time, the game execution means 562 reads data such as virtual game space objects (hereinafter simply referred to as "objects") and textures contained in the game data from the storage unit 55 or receives it from the server device 2. The game execution means 562 generates two-dimensional or three-dimensional game image information while executing the game program using the data such as objects and textures. The game image information is processed by the graphics processing unit 52, and the processed game image is displayed sequentially on the display 61. The game execution means 562 places characters on the game image based on the user's operation of the game device 5, and controls the character's actions in the virtual game space according to the user's operation and the progress of the game.

[0062] The game execution means 562 performs, as part of the game, the progression of quests, which are cleared by fulfilling clear conditions for target objects among non-player characters, including enemy characters, placed in the game field of the virtual game space, animals, plants, other obstacles, and various items placed in the virtual game space. When a quest is cleared, the user is given a reward. The object that is the target of a quest is called the "target object". In a quest, the clear condition may be that the player character defeats a specific target enemy character. The enemy character that is the target object of a quest is typically a boss-level enemy character called a monster, and the enemy character moves around in the game field and interacts with other objects, including other enemy characters. Each enemy character has a predetermined activity time in the game field. The enemy character is active in the game field while the time in the game field is the activity time of the enemy character, and when the time in the game field is outside the activity time of the enemy character, it is removed (discarded) from the game field. In addition, enemy characters may be generated in the game field depending on the progress of the game's story or conditions such as the weather in the game field. Furthermore, enemy monsters are not necessarily limited to boss-level monsters; for example, they could be mass-produced monsters that appear in large numbers on the field.

[0063] In games, the clear conditions for a quest might be, for example, that the player character attacks a specific enemy character, reduces the enemy character's health parameter (one of the parameters of its variables) to 0, and defeats the enemy character, thereby achieving victory. The enemy character's health parameter decreases when the player character attacks or takes other actions against that enemy character, but it may also decrease due to other causes, such as fighting other enemy characters. Furthermore, the clear conditions may also include reducing the enemy character's health parameter to a predetermined value other than 0, reducing parameters other than health to predetermined values, or putting the enemy character into a predetermined state. In addition, the clear conditions may include putting objects other than enemy characters into a predetermined state.

[0064] On the other hand, a quest fails if, for example, the player character collapses or becomes incapacitated a predetermined number of times in the game field, such as when their health parameter reaches 0; if a predetermined time limit has elapsed since accepting or starting the quest; or if the quest is abandoned by the user. The conditions for quest failure are not limited to these. If a quest fails, the player character may incur certain penalties. These penalties may include, for example, the consumption and non-refundability of in-game virtual currency used to accept the quest; a waiting period before the same quest can be accepted again; a decrease in certain parameters of the player character; or the inability to progress in the story.

[0065] For quests, the rewards to be awarded upon completion are clearly indicated to the user beforehand, and the user can accept a quest after confirming the rewards they will receive upon completion. Each quest has a time limit from the time the quest is accepted until it is completed. This time limit is also clearly indicated to the user before accepting the quest. However, the quest rewards and time limits do not necessarily have to be clearly indicated. Furthermore, the time limit may be set from the time the quest is accepted until it is completed, rather than from the time the quest starts. The time limit may be based on time in the virtual game space or on real-world time.

[0066] When accepting and starting a quest in the virtual game space, the user first selects a desired map from several available maps and moves their player character from their base or another map. Each of these maps and bases constitutes a game field, and moving triggers data loading and initialization processes for the destination map and base. Figure 2 shows an example of a map displayed on display 61 where the player character moves. Each map in the virtual game space has its own set of enemy characters that are active there.

[0067] When the player character moves to the desired map, a list of available quests is displayed on the screen at the user's discretion. The user can then accept a desired quest from the available options. In other words, quest acceptance is possible after moving to the respective map (game field). Then, within the same game field, the player character will battle the enemy character that is the target object of the quest and complete the quest. Rewards may be awarded within the same game field, or they may be awarded after moving from that map to the user's base. By performing the entire process from quest acceptance to completion within the same game field, long loading times between quest acceptance and completion can be avoided, making it easier for the user to become immersed in the game.

[0068] (Method for accepting quests) The quest acceptance means 563 accepts a quest based on user operation as described above, and the accepted quest becomes the accepted quest. A user can have multiple quests as accepted quests, but a predetermined upper limit can be set on the number of quests that are accepted quests.

[0069] Furthermore, the quest acceptance means 563 can prevent a user from accepting quests that meet or do not meet predetermined conditions. For example, if the number of accepted quests exceeds a predetermined number, the quest acceptance means 563 can prohibit the acceptance of further quests. Also, if the target enemy character's health parameter is below a predetermined value, the quest acceptance means 563 can prohibit the acceptance of quests targeting that enemy character.

[0070] In multiplayer mode, the quest acceptance method 563 can prohibit guest users from accepting quests. Alternatively, in multiplayer mode, guest users may be allowed to accept quests only if certain conditions are met.

[0071] (Method for starting a quest) The quest initiation means 564 starts the accepted quest and puts it into the quest initiation state when the player character attacks an enemy character that is the target object of the accepted quest. At this time, the quest initiation means 564 starts counting down the time limit, and when the time limit has elapsed since the start of the quest, the quest is considered to have failed and the quest is terminated.

[0072] Furthermore, the quest may be set to a quest start state not only when an attack is made on the target enemy character of the accepted quest, but also when certain conditions are met, such as when direct interference with or encounter with the enemy character. In addition, if the target object of the accepted quest is not an enemy character, the quest start means 564 may set the accepted quest to a quest start state when interference with the target object is made or when the target object is obtained.

[0073] In the game, it is possible to prohibit putting multiple quests into a quest start state. In this case, the quest start means 564 can prohibit putting another accepted quest into a quest start state if there is a quest that is already in a quest start state. At this time, the quest start means 564 notifies the user via the notification means 568 described later that it is not possible to put another accepted quest into a quest start state because there is a quest that is already in a quest start state.

[0074] In multiplayer, to prevent accepted quests from entering the quest start state against the host user's wishes, the quest start means 564 can restrict which accepted quests can enter the quest start state. In this case, for example, the following methods can be used.

[0075] For example, the quest initiation method 564 can set a quest to the initiation state if the host user has attacked the target enemy character, while prohibiting the initiation state of a quest if the guest user has attacked the target enemy character.

[0076] Furthermore, for example, the quest initiation means 564 can be limited to accepted quests in which the host user has already attacked the target enemy character, and when the guest user attacks the enemy character, the accepted quest can be set to a quest initiation state.

[0077] Furthermore, for example, the quest initiation means 564 may prompt the host user to choose whether or not to put the accepted quest into a quest initiation state when the guest user attacks the target enemy character of the accepted quest.

[0078] (Method of notifying when a quest begins) The quest start notification means 565 notifies the user when an accepted quest is put into a quest start state. Such notifications are made, for example, by screen display and sound.

[0079] (Method for retrying quests) The game includes a quest retry function that allows players to accept and progress through quests that were previously available. Specifically, the quest retry means 566 allows players to accept a quest again after they have accepted, completed, or failed a quest, by returning the game field in the virtual game space to the environment in which the quest was accepted. The environment of the game field may include, for example, time of day such as morning, noon, and night, weather such as sunny, cloudy, rainy, or snowy, and climate such as hot, cool, or cold. The environment of the game field may also include seasons such as spring, summer, autumn, and winter.

[0080] More specifically, the quest retry means 566 associates the game field environment in the virtual game space at the time the quest was accepted with the quest and stores it in the memory unit 55 as a retryable quest. The user can view a list of retryable quests stored in the memory unit 55, select a desired retryable quest from this list, and accept it again. Once a quest is accepted, the quest retry means 566 changes the game field environment to make the accepted quest ready to proceed.

[0081] Furthermore, the quest retry means 566 may store in the storage unit 55, as a retryable quest, the environment of the game field in the virtual game space when the user chooses to register a desired quest as a retryable quest through a predetermined operation, rather than the environment of the game field in the virtual game space when the quest was accepted, in association with the quest.

[0082] (Method of providing rewards) As described above, when a user completes a quest, the user's player character is given rewards such as items. Specifically, the reward distribution method 567 distributes the rewards for completing a quest to the user's player character when the user completes a quest that was in the quest start state.

[0083] (Notification means) When predetermined conditions are met, the notification means 568 provides a predetermined notification to the user via screen display and sound.

[0084] For example, notification means 568 provides a predetermined notification to the user when the player character performs a predetermined action on an object that cannot be the target object of a quest. More specifically, notification means 568 can notify the user that an enemy character cannot be the target of a quest when the player character attacks an enemy character that cannot be the target of a quest.

[0085] For example, notification means 568 will give a predetermined notification to the user when a player character performs a predetermined action on a target object while the quest targeting that target object is not a quest that the player character has accepted. More specifically, notification means 568 can notify the user that when the player character attacks an enemy character that is the target of a quest that is not a quest that the player character has accepted (i.e., has not accepted) the quest that targets that enemy character.

[0086] <Game System Operation Flow> Next, an example of the operation of the game system 1 of this embodiment will be described.

[0087] <Quest Acceptance Processing> Figure 3 is a flowchart showing the quest acceptance process in game system 1.

[0088] When a user moves to any map, they can perform a predetermined operation to display a list of quests that can be accepted in the game field of that map (step S100). Figure 4 shows an example of a list of accepted quests displayed on the display 61. As shown in Figure 4, the accepted quest display area 110 displays a list of quest information 112, which is information about accepted quests. When the user selects a desired quest from the list, the window 120 on the screen displays "Accept Quest" and "Save Quest" as options.

[0089] If the user selects to "accept a quest" (Yes in step S110), the quest acceptance means 563 confirms that the number of accepted quests is not at the limit (step S120). If the number of accepted quests is not at the limit (Yes in step S120), the quest acceptance means 563 accepts the quest selected by the user (step S122). If the number of accepted quests is at the limit (No in step S120), the quest acceptance means 563 notifies the user via the notification means 568 that the selected quest cannot be accepted because the number of accepted quests is at the limit (step S124).

[0090] On the other hand, if the user selects to "Save Quest" (No in step S110, Yes in step S130), the quest retry means 566 associates the content of the selected quest with the game field environment at that time and saves it as a retryable quest in the memory unit 55 (step S132). Once the above processing is complete, the quest acceptance process is terminated.

[0091] <Quest Start Determination Process> Figure 5 is a flowchart showing the quest start determination process in game system 1. Note that this flowchart uses the example of an enemy character as the target object for the quest; however, if the target object is not an enemy character, the "attack enemy character" step may be replaced with another action.

[0092] When a user controls a player character and attacks an enemy character, the quest initiation means 564 checks if a quest in the quest initiation state exists (step S210). If a quest in the quest initiation state exists (Yes in step S210), the quest initiation means 564 notifies the user via the notification means 568 that a quest targeting the attacked enemy character cannot be started because a quest in the quest initiation state already exists (step S212).

[0093] Next, the quest initiation means 564 checks whether the attacked enemy character is an enemy character that cannot be the target of the accepted quest (step S220). If the attacked enemy character is an enemy character that cannot be the target object of the accepted quest (Yes in step S220), the quest initiation means 564 notifies the user via the notification means 568 that the attacked enemy character is an enemy character that cannot be the target object of the accepted quest (step S222).

[0094] Next, the quest initiation means 564 checks whether the attacked enemy character is the target enemy character of the accepted quest (step S230). If the attacked enemy character is not the target enemy character of the accepted quest (Yes in step S230), the quest initiation means 564 notifies the user via the notification means 568 that the attacked enemy character is not the target enemy character of the accepted quest (step S232).

[0095] Next, the quest initiation means 564 checks whether the attacking enemy character's health parameter is below a predetermined value (step S240). If the attacking enemy character's health parameter is below a predetermined value (for example, below half of the maximum value) (Yes in step S240), the quest initiation means 564 notifies the user via the notification means 568 that it is not possible to start a quest targeting the attacked enemy character (step S242). This is to prevent a situation not anticipated by the game, where a user could reduce the health parameter of an enemy character targeted by a quest in advance, and then accept the quest when they think they can defeat that character, thereby easily obtaining the quest reward.

[0096] If the above conditions are not met, the quest initiation means 564 sets the accepted quest targeting the attacked enemy character to the quest initiation state (step S250). Then, the quest initiation notification means 565 notifies the user that the accepted quest has been set to the quest initiation state (step S260). Figure 6 is an example in which the display 61 shows the player character 140 and enemy character 142 active in the game field 130, as well as a display 144 notifying that a quest has started and is in the quest initiation state. By providing a signal to notify the user that a quest has started in this way, it becomes easier for the user to recognize that a quest has started. Once the above processing is complete, the quest initiation determination process is terminated.

[0097] Although the flowchart above explains the process assuming only one notification is sent, it is also possible to send multiple notifications.

[0098] <Quest completion process> Figure 7 is a flowchart showing the quest completion process in game system 1.

[0099] The game execution means 562 checks whether the user has completed a quest that has been accepted in the quest start state by fulfilling the completion conditions (step S300). As described above, a quest fails when the player character's health parameter becomes 0 or other conditions that cause them to fall or become unable to act a predetermined number of times in the game field, when a predetermined time limit has elapsed since the start of the quest, or when the quest is abandoned by the user. Therefore, a quest is completed when the completion conditions are met without falling under any of these failure conditions.

[0100] If the user completes the quest (Yes in step S300), the notification means 568 notifies the user that the quest has been completed (step S302) and grants the reward to the user's player character (step S304). On the other hand, if the user fails the quest (No in step S300), the notification means 568 notifies the user that the quest has been failed (step S306). At this time, the game execution means 562 cancels the quest start state of the accepted quest.

[0101] <Starting process for retriesable quests> Figure 8 is a flowchart showing the process for starting a retryable quest in game system 1. In the game, a quest can be associated with the game field environment in the virtual game space at the time the quest is accepted, and stored (saved) as a retryable quest in the memory unit 55. When a user starts a retryable quest that has been saved by storing it in the memory unit 55, the following process is performed.

[0102] When a retryable quest is started by user action (step S400), the game execution means 562 changes the environment of the game field to the environment when the retryable quest that was started was accepted (step S402). Then, the quest acceptance means 563 makes this retryable quest an accepted quest, and the game execution means 562 proceeds with the game in the game field.

[0103] The game execution means 562 may change the game field environment to the environment when a retryable quest was saved by user operation.

[0104] <Processing to extend the activity time of enemy characters> Figure 9 is a flowchart showing the process for extending the activity time of enemy characters in game system 1.

[0105] As mentioned earlier, each enemy character in the game has a set activity time within the game field. However, if the enemy character for a quest disappears from the game field while the user is engaged in a quest, it can be detrimental to the user. Therefore, the following process extends the activity time of enemy characters so that enemy characters for quests continue to be active in the game field regardless of their scheduled activity time.

[0106] The game execution means 562 monitors the time on the game field and, when a predetermined time has passed (step S500), checks the activity time of the enemy character (step S510). If the time on the game field is not outside the enemy character's activity time (No in step S510), the game execution means 562 does not perform any special processing, and the enemy character continues to be active on the game field.

[0107] If the time in the game field is outside the enemy character's activity time (Yes in step S510), the game execution means 562 checks whether the enemy character is the target of the accepted quest (step S520). If the enemy character is not the target of the accepted quest (No in step S520), the game execution means 562 removes the enemy character from the game field. As a result, the user will not be able to encounter the enemy character. On the other hand, if the enemy character is the target of the accepted quest (Yes in step S520), the game execution means 562 does not remove the enemy character from the game field, and the enemy character continues to be active in the game field.

[0108] <Effects> In summary, the game system 1 of this embodiment makes the control unit 56 (computer) of the game device 5 function as a game execution means 562, a quest acceptance means 563, a quest start means 564, and a reward granting means 567. The game execution means 562 executes the game by making the player character act in the virtual game space based on the user's operation. The quest acceptance means 563 accepts a quest based on the user's operation, which is cleared and rewards are granted when the clear conditions related to the target object (enemy character) among the objects placed in the game field of the virtual game space are met, and sets it as an accepted quest. The quest start means 564 sets the accepted quest to the quest start state when the player character performs a predetermined action (attack) on the target object. The reward granting means 567 grants a reward to the player character when the accepted quest in the quest start state is cleared.

[0109] This configuration allows players to accept, start, and complete quests sequentially, providing a more immersive and engaging game experience.

[0110] In the game of Game System 1, accepting a quest, having the player character perform a predetermined action on a target object, and completing an accepted quest in its initial state are all performed seamlessly within the same game field in the virtual game space. With this configuration, accepting, starting, and completing quests can be done sequentially within the same game field, thus avoiding long loading times during quest progression and preventing a loss of immersion for the user while playing the game.

[0111] Game system 1 further enables the control unit 56 (computer) of the game device 5 to function as a quest start notification means 565. The quest start notification means 565 notifies the user when an accepted quest is put into a quest start state. This makes it easier for the user to recognize that an accepted quest has been started by their own actions.

[0112] In the game of game system 1, the game execution means 562 executes the game in accordance with the story, and quests can be those that affect the progression of the story (main quests). With this configuration, long loading times during main quests can be avoided, making it easier for users to become immersed in the game.

[0113] Game system 1 further enables the control unit 56 (computer) of the game device 5 to function as a quest retry means 566. The quest retry means 566, after a quest is completed or failed, can return the virtual game space to the environment in which the quest was accepted, and make the quest available again. This provides a feature that is advantageous to the user and can enhance the enjoyment of the game.

[0114] In the game of game system 1, a quest is cleared by reducing the parameter (health parameter) set for the target object (enemy character) to the first value (zero). The parameter is reduced based on the player character's actions (attacks, etc.), and the quest acceptance means 563 can make the quest unacceptable if the parameter has decreased to the second value (a predetermined value such as half of the maximum value or less). This prevents quest rewards from being easily obtained contrary to the game designer's intentions, and prevents a decrease in the enjoyment of the game.

[0115] In the game of Game System 1, as illustrated by the extension of enemy character activity time shown in Figure 9, the target object (enemy character) has an activity time set according to the time in the game field of the virtual game space. The target object (enemy character) can continue to be active in the game field regardless of the activity time as long as the quest is an accepted quest. This prevents disadvantages to the user playing the game and enhances the enjoyment of the game.

[0116] In the game of game system 1, multiple objects (enemy characters) are placed on the game field, and the quest acceptance means 563 can make it possible to accept quests targeting objects (enemy characters) that meet predetermined conditions among these objects (enemy characters).

[0117] In the game of Game System 1, the notification means 568 can be configured to notify the user when the player character performs a predetermined action (attack) against an object (enemy character) that is the target of a quest that is not currently a quest. Furthermore, in the game of Game System 1, the notification means 568 can be configured to notify the user when the player character performs a predetermined action (attack) against an object (enemy character) that cannot be the target of a quest. This prevents disadvantages to the user while playing the game and enhances the enjoyment of the game.

[0118] In the game of game system 1, while it is possible to accept multiple quests, the quest initiation means 564 can prohibit the initiation of other accepted quests when one accepted quest is in the initiation state. Furthermore, the quest acceptance means 563 can prohibit the acceptance of further quests when the number of accepted quests exceeds a predetermined number.

[0119] <First variation> Next, a first modified example of the game system 1 of the embodiment will be described.

[0120] As described above, in the game system 1 of this embodiment, the host user, who is the primary user of the game, can engage in multiplayer gameplay with guest users, who are secondary users, in the same virtual game space. In such multiplayer gameplay, the game system 1 is equipped with various functions to prevent the host user from suffering any disadvantage at the hands of guest users.

[0121] Figure 10 is a flowchart showing a modified version of the quest start determination process in multiplayer mode, which is executed in game system 1. This process adds multiplayer processing to the quest start determination process described with reference to Figure 5, specifically adding steps S244 and S246 after step S240. A detailed explanation follows below.

[0122] Quest initiation method 564 checks whether the attacking enemy character's health parameter is below a predetermined value (for example, less than half of the maximum value) (step S240). If the attacking enemy character's health parameter is not below the predetermined value (No in step S240), it checks whether the attack on this enemy character was made by a guest user's player character (step S244).

[0123] If the attack on this enemy character was by a guest user's player character (Yes in step S244), the notification means 568 notifies the host user that the guest user's player character attacked the enemy character that is the target of the accepted quest, and asks the host user to choose whether to agree to start this accepted quest (step S246). If the host user agrees to start this accepted quest (Yes in step S246), the quest start means 564 puts this accepted quest into a quest start state (step S250). If the host user does not agree to start this accepted quest (Yes in step S246), the quest start determination process ends. The subsequent processing is the same as the quest start determination process in the embodiment.

[0124] In addition, the above process involved confirming with the host user whether or not to start the accepted quest. However, the quest initiation means 564 may prohibit the guest user from starting the accepted quest if they attack the enemy character that is the target of the accepted quest, without performing such a confirmation.

[0125] To summarize, in the modified game system 1, the quest initiation means 564 prompts the first user (host user) to choose whether or not to put the accepted quest into a quest initiation state when the second player character (guest user's player character) performs a predetermined action (attack) against the target object (enemy character).

[0126] Alternatively, the quest initiation means 564 can set the accepted quest to a quest initiation state when the first player character (the host user's player character) performs a predetermined action (attack) against the target object (enemy character), and prohibit the accepted quest from being set to a quest initiation state when the second player character (the guest user's player character) performs a predetermined action (attack) against the target object (enemy character).

[0127] This prevents guest users from starting assigned quests against the host user's wishes, thus preventing unintended disadvantages for the host user during multiplayer sessions.

[0128] <Second variation> Next, a second modified example of the game system 1 of the embodiment will be described.

[0129] Figure 11 is a flowchart showing a modified version of the quest start determination process in multiplayer mode, which is executed in game system 1. This process is the same as the quest start determination process of the first modified version described with reference to Figure 10, but with step S246 replaced by step S248. A detailed explanation follows below.

[0130] The quest initiation method 564 checks whether the attacking enemy character's health parameter is below a predetermined value (for example, less than half of the maximum value) (step S240). If the attacking enemy character's health parameter is not below the predetermined value (No in step S240), and the attack on this enemy character was made by a guest user's player character (Yes in step S244), it checks whether the host user's player character has already attacked this enemy character (step S248). If the host user's player character has already attacked this enemy character (Yes in step S248), the quest initiation method 564 sets this accepted quest to the quest initiation state (step S250). If the host user's player character has not attacked this enemy character at this point (No in step S248), the quest initiation determination process ends.

[0131] To summarize, in this modified version of game system 1, when the second player character (the guest user's player character) performs a predetermined action (attack) against the target object (enemy character), and the first user (host user) has already performed a predetermined action against the target object, the accepted quest is set to the quest start state.

[0132] This way, for example, if a guest user attacks an enemy character that the host user has already attacked, the quest will start, but if the guest user attacks an enemy character that the host user has not yet attacked, the quest will not start. This prevents guest users from starting quests against the host user's wishes, thus preventing unintended disadvantages for the host user in multiplayer.

[0133] <Third variation> Next, a third modified example of the game system 1 of the embodiment will be described.

[0134] Figure 12 is a flowchart showing the process executed in game system 1 when a player character attacks an enemy character.

[0135] When a player character attacks an enemy character (step S600), the game execution means 562 checks whether the enemy character's health parameter is above a predetermined value (step S610). If the enemy character's health parameter is above a predetermined value, the game execution means 562 further checks whether the attack was made by a guest user's player character and whether the host user has not yet attacked the enemy character (step S620). If the attack was made by a guest user's player character and the host user has not yet attacked the enemy character, the game execution means 562 maintains the enemy character's health parameter without decreasing it (step S624).

[0136] On the other hand, if (1) the enemy character's health parameter is above a predetermined value, or (2) the attack on the enemy character is made by a guest user's player character and the host user's player character has already attacked this enemy character, the enemy character's health parameter is reduced (step S622).

[0137] In summary, the parameter of the target object (the enemy character's health parameter) can be considered to decrease only up to a second value (a predetermined value) which is greater than the first value, until the first player character (the host user's player character) performs a predetermined action (attack) against the target object (enemy character).

[0138] <Fourth variation> Next, a fourth modified example of the game system 1 of the embodiment will be described.

[0139] Figure 13 is a flowchart showing an automated quest acceptance process, which is a modified version of the quest acceptance process executed in game system 1. In the embodiment, quests were accepted in response to user input, but in this modified version, quests are accepted automatically without any user input.

[0140] When the user moves to the map (step S700), the quest acceptance means 563 makes all quests available on that map into accepted quests (step S710) and terminates processing. The quest acceptance means 563 may also make all quests targeting all enemy characters into accepted quests when enemy characters appear on the map. In other words, the user can skip accepting quests through their own actions, start quests simply by attacking enemy characters, and obtain quest rewards by defeating the enemy characters.

[0141] In summary, the modified game system 1 uses the control unit 56 (computer) of the game device 5 as a game execution means 562, a quest initiation means 564, and a reward granting means 567. The game execution means 562 executes the game by making the player character act in the virtual game space based on user input. The quest initiation means 564 sets a quest to a quest initiation state when the player character performs a predetermined action (attack) against a target object. A quest is cleared and rewards are granted when the clear conditions related to the target object (enemy character) among the objects placed on the game field in the virtual game space are met. The reward granting means 567 grants a reward to the player character when a quest in the quest initiation state is cleared. The quest acceptance means 563 can accept any quest that is available at a predetermined timing, and user selection is not required.

[0142] For example, in action games, players generally attack enemy characters by controlling their player character. In this modified version of game system 1, the quest initiation means 564 sets the quest to the initiation state when the player character attacks an enemy character (an example of a target object) (an example of a predetermined action). In other words, the quest initiation means 564 executes a process to set the quest to the initiation state, triggered by an attack operation that a player can perform in an action game. Consequently, with this modified version of game system 1, the player does not need to perform any operations other than those commonly performed by players in action games (attacking enemy characters) in order to start a quest. As a result, this modified version of game system 1 can enhance the user's immersion in the game.

[0143] <Fifth variation> Next, a first modified example of the game system 1 of the embodiment will be described.

[0144] Figure 14 shows a modified example of the quest acceptance process executed in game system 1. In the quest acceptance process of the embodiment, the quest selected by the user is designated as the accepted quest, and the quest is then started when the user attacks an enemy character or the target object of the accepted quest. In this modified example, when the user selects a quest, the quest start means 564 sets the selected quest to the quest start state. Referring to the flowchart in Figure 14, it differs from the flowchart in Figure 3 of the embodiment in that step S122 in Figure 3 is replaced by step S126.

[0145] Specifically, the quest acceptance means 563 sets the quest selected by the user to a quest start state (step S126 in Figure 14), instead of setting the quest selected by the user to an accepted quest (step S122 in Figure 3).

[0146] <Other variations> Even the above-described examples, modified by those skilled in the art, are included within the scope of this disclosure, insofar as they retain the features of this disclosure. The elements of each of the above-described examples, their arrangement, conditions, and shapes, etc., are not limited to those exemplified and can be modified as appropriate. The elements of each of the above-described examples can be combined in different ways as appropriate, as long as no technical inconsistencies arise.

[0147] For example, in multiplayer, quests may be made available based on the host user's actions, and unavailable based on the guest user's actions. [Explanation of symbols]

[0148] 1…Game System 2…Server device 5…Game device 56... Control Unit 561...Means of communication 562...Game execution method 563... How to accept a quest 564...Method for starting a quest 565... Quest start notification method 566... ​​Quest retry method 567...Method of granting rewards 568…Notification means

Claims

1. Computers, A game execution means that makes a player character act in a virtual game space based on user input and executes the game, A quest acceptance means that accepts a quest based on the user's actions, and the quest is designated as an accepted quest, in which the user accepts a quest and is rewarded when the clear conditions for a target object among the objects placed in the game field of the virtual game space are met, A quest initiation means that puts the accepted quest into a quest start state when the player character performs a predetermined action on the target object, This is configured to function as a reward-granting means that grants the reward to the player character when the accepted quest, which is in the quest start state, is completed. The game execution means enables the first player character, controlled by the first user, and the second player character, controlled by the second user, to act within the virtual game space. The quest initiation means, when the second player character performs the predetermined action on the target object, prompts the first user to choose whether or not to set the accepted quest to the quest initiation state. The second user is a secondary user who allows the player character of the first user, who is the primary user of the game, to participate in the virtual game space where the player character of the first user is active. Game program.

2. Computers, A game execution means that makes a player character act in a virtual game space based on user input and executes the game, A quest acceptance means that accepts a quest based on the user's actions, and the quest is designated as an accepted quest, in which the user accepts a quest and is rewarded when the clear conditions for a target object among the objects placed in the game field of the virtual game space are met, A quest initiation means that puts the accepted quest into a quest start state when the player character performs a predetermined action on the target object, This is configured to function as a reward-granting means that grants the reward to the player character when the accepted quest, which is in the quest start state, is completed. The game execution means enables the first player character, controlled by the first user, and the second player character, controlled by the second user, to act within the virtual game space. The aforementioned quest is cleared by reducing the parameter set for the target object to the first value. The parameter decreases based on the actions of the first player character and the second player character, and until the first player character performs the predetermined action on the target object, the parameter will only decrease to a second value which is greater than the first value. The second user is a secondary user who allows the player character of the first user, who is the primary user of the game, to participate in the virtual game space where the player character of the first user is active. Game program.

3. Accepting the quest, having the player character perform the predetermined action on the target object, and clearing the accepted quest in the quest start state are all performed in the same game field within the virtual game space. The game program according to claim 1 or 2.

4. The computer is further configured to function as a quest start notification means for notifying the user when the accepted quest is in the quest start state. The game program according to claim 1 or 2.

5. The aforementioned game execution means executes a game in accordance with the story, The aforementioned quest will affect the progression of the story. The game program according to claim 1 or 2.

6. The computer is further configured to function as a quest retry means, after the quest is completed or failed, by returning the virtual game space to the environment in which the quest was accepted, and making the quest a quest to be accepted again. The game program according to claim 1 or 2.

7. The player character performing the predetermined action on the target object is equivalent to the player character attacking the enemy character which is the target object. The game program according to claim 1 or 2.

8. The aforementioned reward will be clearly stated to the user before accepting the quest. The game program according to claim 1 or 2.

9. Each of the aforementioned quests has a time limit between accepting or starting the quest and completing it. The game program according to claim 1 or 2.

10. The aforementioned quest is cleared by reducing the parameter set for the target object to the first value. The aforementioned parameter decreases based on the actions of the player character. The quest acceptance means makes it impossible to accept the quest if the parameter has decreased to the second value. The game program according to claim 1 or 2.

11. The aforementioned target object has an activity time set for it to be active in the game field according to the time in the game field of the virtual game space. The aforementioned target object continues to operate in the game field regardless of the activity time as long as the quest is an accepted quest. The game program according to claim 1 or 2.

12. Multiple objects are placed in the game field of the virtual game space. The computer is further configured to function as a notification means for notifying the user when the player character performs the predetermined action on an object that cannot be the target object. The game program according to claim 1 or 2.

13. The aforementioned target object is the object that is active in the game field. The game program according to claim 1 or 2.

14. The player character performing the predetermined action on the target object is equivalent to the player character directly interfering with the target object. The game program according to claim 1 or 2.

15. A game execution unit that makes the player character act in a virtual game space based on user input and executes the game, A quest acceptance unit accepts and assigns a quest to the user based on the user's actions, where the quest is cleared and rewarded by bringing the target object into a predetermined state. A quest start unit that sets the accepted quest to a quest start state when the player character performs a predetermined action on the target object, The system includes a reward granting unit that grants the reward to the player character when the accepted quest in the quest start state is cleared, The game execution unit enables the first player character, controlled by the first user, and the second player character, controlled by the second user, to act within the virtual game space. The quest initiation unit, when the second player character performs the predetermined action on the target object, requests the first user to choose whether or not to set the accepted quest to the quest initiation state. The second user is a secondary user who allows the player character of the first user, who is the primary user of the game, to participate in the virtual game space where the player character of the first user is active. Game system.

16. A game execution unit that makes the player character act in a virtual game space based on user input and executes the game, A quest acceptance unit accepts and assigns a quest to the user based on the user's actions, where the quest is cleared and rewarded by bringing the target object into a predetermined state. A quest start unit that sets the accepted quest to a quest start state when the player character performs a predetermined action on the target object, The system includes a reward granting unit that grants the reward to the player character when the accepted quest in the quest start state is cleared, The game execution unit enables the first player character, controlled by the first user, and the second player character, controlled by the second user, to act within the virtual game space. The aforementioned quest is cleared by reducing the parameter set for the target object to the first value. The parameter decreases based on the actions of the first player character and the second player character, and until the first player character performs the predetermined action on the target object, the parameter will only decrease to a second value which is greater than the first value. The second user is a secondary user who allows the player character of the first user, who is the primary user of the game, to participate in the virtual game space where the player character of the first user is active. Game system.

17. A game execution unit that makes the player character act in a virtual game space based on user input and executes the game, A quest acceptance unit accepts and assigns a quest to the user based on the user's actions, where the quest is cleared and rewarded by bringing the target object into a predetermined state. A quest start unit that sets the accepted quest to a quest start state when the player character performs a predetermined action on the target object, The system includes a reward granting unit that grants the reward to the player character when the accepted quest in the quest start state is cleared, The game execution unit enables the first player character, controlled by the first user, and the second player character, controlled by the second user, to act within the virtual game space. The quest initiation unit, when the second player character performs the predetermined action on the target object, requests the first user to choose whether or not to set the accepted quest to the quest initiation state. The second user is a secondary user who allows the player character of the first user, who is the primary user of the game, to participate in the virtual game space where the player character of the first user is active. Game device.

18. A game execution unit that makes the player character act in a virtual game space based on user input and executes the game, A quest acceptance unit accepts and assigns a quest to the user based on the user's actions, where the quest is cleared and rewarded by bringing the target object into a predetermined state. A quest start unit that sets the accepted quest to a quest start state when the player character performs a predetermined action on the target object, The system includes a reward granting unit that grants the reward to the player character when the accepted quest in the quest start state is cleared, The game execution unit enables the first player character, controlled by the first user, and the second player character, controlled by the second user, to act within the virtual game space. The aforementioned quest is cleared by reducing the parameter set for the target object to the first value. The parameter decreases based on the actions of the first player character and the second player character, and until the first player character performs the predetermined action on the target object, the parameter will only decrease to a second value which is greater than the first value. The second user is a secondary user who allows the player character of the first user, who is the primary user of the game, to participate in the virtual game space where the player character of the first user is active. Game device.

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