Information processing system, storage medium, information processing apparatus and information processing method

A game apparatus functioning as a non-limiting example information processing apparatus includes a CPU that executes virtual game processing. A player makes a PC act in a place provided in a virtual space, and clears a quest issued by an NPC that the PC encountered. Then, a reward is given to the PC or player. Moreover, by displaying one or more quests issued by one or more NPCs by list, it is possible to clear a quest selected from the list. In this case, a reward is also given to the PC or player.

CROSS REFERENCE OF RELATED APPLICATION

The disclosure of Japanese patent application No. 2018-237398 filed on Dec. 19, 2018 is incorporated by reference.

FIELD

This application describes an information processing system, a storage medium, an information processing apparatus and an information processing method, executing an event related to a non-player character in accordance with an operation by a user.

SUMMARY

It is a primary object of an embodiment(s) to provide a novel information processing system, storage medium, information processing apparatus and information processing method.

It is another object of the embodiment(s) to provide an information processing system, storage medium, information processing apparatus and information processing method, capable of improving usability.

A first embodiment is an information processing system comprising a processing circuit that includes at least one processor, wherein the processing circuit is configured to: control, based on an operation by a user, an action of a user object in one space among two or more virtual spaces or one area among two or more areas within a virtual space; execute, in first scene where an event object and the user object are arranged in a predetermined positional relationship in any one of the virtual spaces or the areas, an event related to the event object; present to the user, in a second scene different from the first scene, event object information related to a plurality of event objects respectively arranged in the two or more virtual spaces or in the two or more areas; execute the event related to the event object information in the second scene in response to an operation by the user to the event object information; and give a reward to the user if the event is executed in the first scene or if the event is executed in the second scene.

According to the first embodiment, since an event can be executed also in the second scene other than the first scene where an object is arranged, it becomes possible to execute an event in a scene that the user desired. That is, it is possible to improve usability.

Moreover, according to the first embodiment, since the event object information is presented to the user, it is possible to improve usability.

A second embodiment is the information processing system according to the first embodiment, wherein in the second scene, the event object information respectively related to the plurality of event objects arranged in the two or more virtual spaces are presented to the user in a selectable manner.

According to the second embodiment, execution of the event in the second scene becomes easier. That is, it is possible to improve usability.

A third embodiment is the information processing system according to the first embodiment, wherein the processing circuit is configured further to shift to the second scene based on an operation by the user in the first scene.

According to the third embodiment, since a scene can be shifted from the first scene to the second scene based on an operation by the user, it is possible to improve usability.

A fourth embodiment is the information processing system according to the first embodiment, wherein the processing circuit is configured further to shift to the first scene based on an operation by the user in the second scene.

According to the fourth embodiment, since a scene can be shifted from the second scene to the first scene based on an operation by the user, it is possible to improve usability.

A fifth embodiment is the information processing system according to the first embodiment, wherein the processing circuit is configured further to present to the user an icon indicating a virtual space in the second scene. The user object is arranged in the virtual space in response to an operation by the user to the icon in the second scene.

According to the fifth embodiment, since the user object can be arranged in a desired virtual space only by operating the icon, it is possible to improve usability.

A sixth embodiment is the information processing system according to the fifth embodiment, wherein two or more icons each indicating each of two or more virtual spaces are presented to the user in the second scene. The user object is arranged in the virtual space indicated by the icon operated by the user among the two or more icons.

According to the sixth embodiment, since the user object is arranged in the virtual space indicated by the icon operated by the user out of the two or more virtual spaces, it is possible to arrange the user object in the virtual space that user desired. That is, it is possible to improve usability.

A seventh embodiment is the information processing system according to the first embodiment, wherein information of the virtual space in which the event object related to the event object information is arranged is presented as the event object information.

According to the seventh embodiment, it is possible to easily know the virtual space where the event object is arranged.

An eighth embodiment is the information processing system according to the first embodiment, wherein an event related to the event object is executed in the first scene within a three-dimensional virtual space where the event object is arranged. An event related to the event object is executed in the second scene within a two-dimensional virtual space.

According to the eighth embodiment, since an event can be executed in the first scene within the three-dimensional virtual space or the second scene within the two-dimensional virtual space, depending on an operation of the user, a processing load of the processor or CPU can be reduced.

A ninth embodiment is the information processing system according to the first embodiment, wherein the processing circuit is configured further to restrict, if an event is executed in the first scene or if an event is executed in the second scene, execution of the event.

According to the ninth embodiment, since the user can select execution of the event in the first scene or in the second scene, it is possible to improve usability.

A tenth embodiment is the information processing system according to the first embodiment, wherein the processing circuit is configured further to make, if an event is executed in the first scene or if an event is executed in the second scene, an event different from the event be executable in the first scene and the second scene.

According to the tenth embodiment, once the event related to one event object is executed in the first scene or the second scene, an additional event can be executed. That is, it is possible to improve usability.

An eleventh embodiment is the information processing system according to the first embodiment, wherein the same reward is given to the user in either a case where an event is executed in the first scene or a case where the event is executed in the second scene.

According to the eleventh embodiment, since the same reward is given to the user irrespective of a means or method executing the event, the user should just execute the event by a desired means. That is, it is possible to improve usability.

A twelfth embodiment is the information processing system according to the first embodiment, wherein an item related to the event can be acquired by the user in the first scene.

A thirteenth embodiment is a non-transitory computer readable storage medium storing an information processing program that is executable by a computer comprising one or more processors, wherein the information processing program causes the one or more processors to: control, based on an operation by a user, an action of a user object in one space among two or more virtual spaces or one area among two or more areas within a virtual space; execute, in first scene where an event object and the user object are arranged in a predetermined positional relationship in any one of the virtual spaces or the areas, an event related to the event object; present to the user, in a second scene different from the first scene, event object information related to a plurality of event objects respectively arranged in the two or more virtual spaces or in the two or more areas; execute the event related to the event object information in the second scene in response to an operation by the user to the event object information; and give a reward to the user if the event is executed in the first scene or if the event is executed in the second scene.

A fourteenth embodiment is an information processing apparatus comprising one or more processors, wherein the one or more processors are configured to execute: controlling, based on an operation by a user, an action of a user object in one space among two or more virtual spaces or one area among two or more areas within a virtual space; executing, in first scene where an event object and the user object are arranged in a predetermined positional relationship in any one of the virtual spaces or the areas, an event related to the event object; presenting to the user, in a second scene different from the first scene, event object information related to a plurality of event objects respectively arranged in the two or more virtual spaces or in the two or more areas; executing the event related to the event object information in the second scene in response to an operation by the user to the event object information; and giving a reward to the user if the event is executed in the first scene or if the event is executed in the second scene.

A fifteenth embodiment is an information processing method executing: controlling, based on an operation by a user, an action of a user object in one space among two or more virtual spaces or one area among two or more areas within a virtual space; executing, in first scene where an event object and the user object are arranged in a predetermined positional relationship in any one of the virtual spaces or the areas, an event related to the event object; presenting to the user, in a second scene different from the first scene, event object information related to a plurality of event objects respectively arranged in the two or more virtual spaces or in the two or more areas; executing the event related to the event object information in the second scene in response to an operation by the user to the event object information; and giving a reward to the user if the event is executed in the first scene or if the event is executed in the second scene.

According to each of the thirteenth to the fifteenth embodiments, it is also possible to improve usability.

The above described objects and other objects, features, aspects and advantages of the embodiment(s) will become more apparent from the following detailed description when taken in conjunction with the accompanying drawings.

DETAILED DESCRIPTION OF NON-LIMITING EXAMPLE EMBODIMENTS

With reference toFIG.1, a non-limiting example information processing system10includes a server12, and the server12is communicably connected with a game apparatus16via a network14such as Internet.

The server (information processing server)12is a general-purpose server, and comprises circuit components such as a CPU, a memory (HDD, ROM, RAM, etc.), a communication module, etc. The server12stores (manages) game data (player data504cshown inFIG.10) of a virtual game that is played in the game apparatus16of this embodiment in an internal memory or a data base connected to an outside in association with information of the game apparatus16(or a user or player).

The game apparatus16is an example of an information processing apparatus, and may be not only a game dedicated apparatus but various kinds of electronic devices having a game function. The electronic devices may be a smartphone, a portable telephone (or feature phone), a tablet PC, a notebook PC, etc., for example. However, there is no necessity of being limited to a portable electronic device, and a stationary electronic device such as a game apparatus, an arcade game apparatus, a desktop PC, etc. can be used.

FIG.2is a block diagram showing non-limiting example electric structure of the game apparatus16shown inFIG.1. As shown inFIG.2, the game apparatus16includes a CPU20, and the CPU20is connected with a RAM22, a flash memory24, a first communication module26, a second communication module28, an input device30, a display control circuit32and a D/A converter34. Moreover, a display36is connected to the display control circuit32, and a speaker38is connected to the D/A converter34.

The CPU20is in charge of overall control of the game apparatus16. The RAM22is a volatile storage medium and used as a working memory and a buffer memory for the CPU20. The flash memory24is a nonvolatile storage medium, and used in order to store application program such as a game, and store (save) various kinds of data.

However, there is no necessity that an application is limited to a game application, and it is possible to perform various kinds of application such as a document production application, an email application, a painting application, character or letter practice application, a linguistic training application, a learning application, etc.

The first communication module26has a function to access a wireless LAN according to the standard of IEEE802.11.b/g, for example. Therefore, the CPU20transmits or receives data to or from further devices via an access point and Internet (network) with using the first communication module26, for example. In this embodiment, the further device means the server12or/and another game, etc. The same applies hereinafter. However, it is also possible to transmit or receive data to or from other device directly with using the first communication module26.

The second communication module28has a function to perform a short-distance wireless communication. Specifically, the second communication module28has a function to transmit or receive an infrared signal to or from other devices (here, other game apparatuses etc.) with a predetermined communication system (infrared ray system, for example), and a function to perform wireless communication with the same or similar kind of game apparatus according to a predetermined communication protocol (multilink protocol, for example). Therefore, the CPU20can transmit or receive data to or from the same or similar kind of other game apparatuses directly with using the second communication module28, for example. However, instead of the short-distance wireless communication of an infrared ray system, short-distance wireless communication according to other wireless communication standards such as Bluetooth (registered trademark) may be performed.

The input device30includes various kinds of push buttons or switches that are provided on the game apparatus16, for example, and is used by a user or player (hereinafter, simply referred to as “player”) for various kinds of operations such as menu selection and a game operation. However, as the input device30, instead of the push buttons or switches, or together with the push buttons or switches, an input portion such as a pointing device (a touch panel etc., for example), a microphone, a camera, etc. may be provided. Moreover, the touch panel may be built into a display36to be described later. The display36in this case is a touch panel integrated type display.

The display control circuit32includes a GPU, a VRAM, etc., and the GPU generates, using image generation data504b(seeFIG.10) stored in the RAM and under instructions by the CPU20, image data for displaying various kinds of screens on the display36is used in order to display various kinds of images in the VRAM, and the generated image data is output to the display36.

The D/A converter34converts sound data applied from the CPU20into an analog game sound so as to output to the speaker38. In addition, the game sound means a sound required for the game, such as a sound of a game character or object, sound effect and music (BGM).

In addition, the electric structure of the game apparatus16shown inFIG.1is a mere example, and it does not need to be limited to this. For example, the second communication module28may be dispensed with.

FIG.3is an illustration view showing a non-limiting example game screen100displayed on the display36when an application of a virtual game that is played with the game apparatus16shown inFIG.1is executed. As shown inFIG.3, the game screen100includes a player character (hereinafter, referred to as “PC”)102and a non-player character (hereinafter, referred to as “NPC”)104, and further includes a plurality of background objects106.

The PC102is an object or character (corresponding to a “user object”) whose action or motion is controlled by a player. In this embodiment, the PC102is a character imitating a human being. The action or motion of the PC102corresponds to moving, acquiring an item, delivering an item to the NPC104, talking with the NPC104, attacking an enemy character, defending an attack of an enemy character, etc., in a certain virtual place, i.e., in a virtual space. However, in this embodiment, the moving means walking, running, sliding, going up, going down, getting on, getting off or jumping. In this embodiment, the items are not only tools used by the PC102or the NPC (104, etc.), but also various objects used or possessed by the PC102or the NPC (104, etc.) such as vegetables, flowers, tree nuts (or fruits), seeds of flowers and vegetable, insects, fishes, shells, treasure and money.

Moreover, a plurality of NPCs including the NPC104are objects or characters whose actions or motions are respectively controlled by a computer (the CPU20inFIG.2) rather than by the player. In this embodiment, the NPC is a character imitating a human being as similar to the PC102. The action or motion of the NPC corresponds to moving, acquiring an item, attacking the PC102, defending an attack of the PC102, etc.

The game apparatus16functions also as an image processing apparatus, and generates and outputs (displays) image data corresponding to various screens such as the game screen100. In brief, the GPU incorporated in the display control circuit32performs modeling of various kinds of objects or characters in a three-dimensional virtual space under instructions of the CPU20. That is, various kinds of objects or characters are created or arranged in the virtual space, whereby a certain sight or scene can be generated. An image that this sight is imaged by a virtual camera (viewed from the viewpoint) is displayed on the display36. Describing specific image processing, a certain sight is first generated in the three-dimensional (or a world coordinates system) virtual space, and then, the sight generated in the virtual space is converted into a coordinates system viewed by the virtual camera (i.e., camera coordinates system). For example, an image viewed from a viewpoint is perspective-projected on a virtual screen. Next, clipping and hidden surface removal processing are performed. Subsequently, brightness (shade) on an object surface is expressed by performing shading. Furthermore, shadows caused by the object are expressed by performing shadowing (that is, shadow attachment). Then, texture mapping is performed. A two-dimensional image of the scene generated in the three-dimensional virtual space is thus generated (drawn), and two-dimensional image data corresponding to the generated two-dimensional image is output to the display36. Although the three-dimensional image viewing the virtual space from the viewpoint is converted into the two-dimensional image so as to display various screens on the display36in this embodiment, as mentioned later, in order to distinguish from a case generating (drawing) a two-dimensional game image in the virtual space, an image that an object or character looks in three-dimensions like the game screen100is referred to as a “three-dimensional game image”.

In addition, in generating the three-dimensional image, instead of performing shadowing, a shadow texture having a simple shape (for example, a circle, an ellipse, a triangle or a rectangle) may be pasted.

In the virtual game of this embodiment, a plurality of places (virtual spaces) are provided, and in each of the places, the player can make the PC102act to acquire an item. Moreover, by using the acquired item, the PC102can makes or purchases an appreciation object or furniture. A person who makes an appreciation object or furniture may be an NPC requested by the PC102. Moreover, the PC102arranges the appreciation object or furniture having been made or purchased in a residence of the PC102or the like. Moreover, in the respective places, the player can increase an intimacy degree with an NPC by causing the PC102to act, to talk with the encountered NPC or to clear a quest issued by an NPC. The intimacy degree is set with a numeral value more than 0 (zero) for each NPC. When the PC102has never encountered (that is, never met) an NPC, the intimacy degree with the NPC is 0 (zero), and if the PC102meets once with an NPC to have a conversation or if the PC102clear a quest issued by an NPC, the intimacy degree of the PC102with the NPC is increase to 1 (one). Thereafter, when clearing a quest issued by an NPC by the number that is set in each intimacy degree, the intimacy degree with the NPC is increased by one level.

In addition, although this embodiment will be described in a case where a plurality of places are a plurality of virtual spaces different from each other, a plurality of places may be a plurality of areas different from each other within one virtual space.

If a distance between the PC102and an NPC becomes less than a predetermined distance, it is determined that the PC102encounters the NPC, and the PC102may have a conversation with the encountered NPC or may be issued a quest from the encountered NPC. As an example, the predetermined distance is the length corresponding to 1 (one) meter in the virtual space. However, this is an example, and when the PC102approaches the NPC, the player may cause the PC102to encounter the NPC by performing some operation. Moreover, instead of the PC102encountering an NPC, when the player designates (touches or taps) a desired NPC near the PC102, the PC102may have a conversation with the NPC or may be issued a quest by the encountered NPC.

In this embodiment, issuing a quest from the NPC to the PC102is an example of occurrence of an event, and in this case, clearing the quest by the PC102is execution of the event. Moreover, an NPC having a quest is an object or character (corresponding to an “event object”) that issues an event.

Here, a quest issued by the NPC is a request to the PC102, and corresponds to requiring the PC102to delivery an item desired by the NPC, requiring the PC102to answer to a question of the NPC, etc.

However, an item desired by the NPC can be acquired in each place (each virtual place), and corresponds to vegetables, flowers, tree nuts (or fruits), insects, fishes, shells, treasure, etc, for example. However, an item desired by the NPC does not need to be limited to these items.

Moreover, the player can answer to a question of the NPC by selecting a choice from choices prepared in advance, and for example, choosing a hairstyle or clothe that matches the NPC from choices, choosing a professional baseball team being favorite to the NPC from choices, choosing an answer to troubles of the NPC from choices, and so on.

In this embodiment, a scene where a distance between the PC102and the NPC becomes less than a predetermined distance in the virtual space is corresponding to a “first scene where an event object and a user object are arranged in the virtual space with a predetermined positional relationship”.

FIG.4is an illustration view showing a non-limiting example game screen100when the PC102encounters the NPC104and a quest is issued from the NPC104.

In the game screen100shown inFIG.4, an image of an item desired by the NPC104, the desired number, etc. (hereinafter, “desired item image”) is displayed. The desired item image120is a dialog box formed with a display area122that displays items desired by the NPC104, the desired number, etc., and is provided with icons124and126below the display area122.

In the display area122, images of the items desired by the NPC104and the desired number of each of the items (hereinafter, referred to as “desired number”) are displayed. However, in this embodiment, the number possessed by the PC102(hereinafter, referred to as “possession number”) of the items desired by the NPC104is also displayed. In this embodiment, the possession number is displayed below the image of the item and at the left of a slash mark and the desired number is displayed at the right of the slash mark.

In an example shown inFIG.4, one onion, three carrots and one cabbage are desired, and the PC102possesses three onions, five carrots and eight cabbages. Moreover, when the PC102can deliver the item desired by the NPC104to the NPC104(that is, when a condition is satisfied), an image indicating that the item can be delivered to the NPC104(hereinafter, referred to as “satisfaction image”)130is displayed on the right of the image of the item desired by the NPC104. However, when the PC102cannot deliver the item desired by the NPC104to the NPC104(that is, a condition cannot be satisfied), a side of the image of the item not capable of being delivered is made blank. That is, the satisfaction image130is not displayed.

An icon124is provided in order to return to the game screen100shown inFIG.3when stopping to deliver the item desired by the NPC104to the NPC104, that is, when choosing not to clear a presented quest. That is, if the icon124is turned on, the desired item image120is closed (or undisplayed).

An icon126is provided in order to return to the game screen100shown inFIG.3when delivering the item(s) desired by the NPC104to the NPC104by the desired number. In this case, the item(s) delivered to the NPC104is deleted or subtracted from the items possessed by the PC102(hereinafter, referred to as “possession item”) by the number delivered. If the PC102delivers the item(s) desired by the NPC104to the NPC104by the desired number, the request of the NPC104is satisfied. That is, the quest issued by the NPC104is cleared.

Such the desired item image120is a two-dimensional game image generated in the virtual space, and generated by composing images of respective items122a,122band122c, the icon124, the icon126, the satisfaction image130and images of symbols (the above-mentioned desired number, possession number and the slash mark) with a two-dimensional background image. However, the images of respective items122a,122band122c, images of the icons124and126, the satisfaction image130and the images of symbols are two-dimensional images. These two-dimensional images may be generated in advance, or may be generated when generating the desired item image120. Thus, when generating the two-dimensional game image, only two-dimensional images such as the images of the items122a,122band122care composed, and therefore, a processing load is smaller than that of generation processing of a three-dimensional game image. Moreover, the two-dimensional game image such as the desired item image120is an image for a scene different from the three-dimensional game image such as the game screen100, and is generated in a two-dimensional or three-dimensional virtual space different from the three-dimensional game image. However, the two-dimensional game image such as the desired item image120may be generated in another area of the same virtual space as that of a case where the three-dimensional game image such as the game screen100is generated. In the following, the same or similar processing is executed when a two-dimensional game image is to be generated.

In the example of the game screen100shown inFIG.4, since the PC102possesses all the items desired by the NPC104more than the desired number, it is in a state where the icon126can be operated. That is, the PC102is in a state where a quest issued by the NPC104can be cleared. In other words, the PC102is in a state where an event related to the NPC104that is an event object can be executed. Therefore, the game screen100as shown inFIG.4can be referred to as a screen in a manner capable of clearing a quest.

Although illustration is omitted, if the PC102does not possess the item desired by the NPC104, or if the possession number is lacks even if the PC102possesses the desired item(s), the icon126is in an inoperable state. That is, the PC102is in a state where a quest issued by the NPC104cannot be cleared. In other words, the PC102is in a state where an event related to the NPC104cannot be executed. In this case, the icon126is displayed by grayout, for example, and even if the icon126is operated, it is impossible to deliver the item that the PC102possesses to the NPC104. That is, it is impossible to clear the quest issued by the NPC104. Therefore, the game screen100that the icon126is displayed by grayout can be referred to as a screen of a manner that a quest cannot be cleared.

Moreover, if the PC102clears a quest issued by the NPC, that is, if the PC102executes an event, the PC102can be given a reward from NPC. That is, a reward is given to the PC102or player. In this embodiment, the reward is an item that the PC102uses in the virtual game.

For example, in the game screen100shown inFIG.4, when the player operates the icon126, as mentioned above, the items122a,122band122care delivered to the NPC104by the desired numbers. That is, the quest issued by the NPC104is cleared. Then, a predetermined reward is given, and a reward confirmation screen150shown inFIG.5is displayed on the display36. For example, the reward confirmation screen150is a dialog of a two-dimensional game image, and is displayed on the front of the game screen100. This reward confirmation screen150is a screen for confirming by the player a given reward.

As shown inFIG.5, in the reward confirmation screen150, a character string indicating that the quest has been cleared is displayed in an upper part, and images152,154and156of reward items are displayed below the character string. Furthermore, an icon160is provided below the images152-156of the items.

For example, the quest to be issued from the NPC is prepared in a plural number in advance, and a reward to given when each of the quest is cleared is also determined in advance. Moreover, if the quest issued by the NPC is cleared by the PC102, this quest is deleted and another different quest is assigned to this NPC. This is to prevent the same quest from being issued repeatedly to the PC102from the NPC. Moreover, in this embodiment, a new quest is assigned to the NPC at every predetermined time (for example, 3 hours, in real time).

As mentioned above, in order to assign a quest different from the cleared quest to the NPC, in this embodiment, a history of cleared quests is recorded for each NPC.

Therefore, when assigning a quest to the NPC, a quest that is not recorded in the history is selected. However, what is recorded in the history is identification information of the quest cleared by the PC102. Therefore, if a quest being had by the NPC has not been cleared when assigning a new quest, the quest not having been cleared is replaced with a new quest to be assigned at this time, but the identification information on the quest not having been cleared is not recorded in the history.

In addition, a method of assigning a quest to the NPC is a mere example, and should not be limited. Even if the quest not having been cleared is replaced with a new quest, the identification information on the quest not having been cleared may be recorded in the history. Moreover, the same quest as the cleared quest may be assigned to the same NPC.

When the quest shown inFIG.4is cleared, the reward confirmation screen150as shown inFIG.5is displayed on the display36. At this time, the items of a hammer, money and a fishing rod are given to the PC102or player as a reward. The given item is added to the possession item of the PC102. Although a case where each item is given one by one is shown in the example shown inFIG.5, a plurality of items may be given. In that case, two or more same items are displayed in the reward confirmation screen150, or a numerical value indicative of the number is shown near the item.

Moreover, the icon160is provided in order to indicate that the PC102or player has confirmed the contents of the given reward, and when this icon160is operated, the reward confirmation screen150is closed and the game screen100is displayed on the display36. That is, a screen returns to the game screen100.

Moreover, as mentioned above, a plurality of places are provided in the virtual game, and it is possible to move the PC102to a selected place when the player selects a desired place on a map.

FIG.6is an illustration view showing a non-limiting example map screen200. In the game screen100shown inFIG.3, by operating the icon110, the map screen200is displayed on the display36instead of the game screen100. This map screen200is a two-dimensional game image, and includes a map image202. The ground, a river and the sea are provided in the map image202as the background objects, and icons210,212,214,216and218corresponding to respective places are provided on the front of the background objects. Moreover, in the map screen200, icons220and222are provided in a lower part and on the front of the map image202.

Moreover, images (in this embodiment, face images)230,232,234and236of the PC102or the NPC(s) (104, etc.) are displayed in the upper left of the icons210,214,216and218. Furthermore, a satisfaction image240is displayed in the upper right of each of the face image232and the face image236.

The icon210is provided in order to move the PC102to a first place (for example, village) where a residence of the PC102exists. The icon212is provided in order to move the PC102to a second place where a mountain and a river exist. The icon214is provided in order to move the PC102to a third place where farmland exists. The icon216is provided in order to move the PC102to a fourth place where a flower field exists. The icon218is provided in order to move the PC102to a fifth place where a beach exists.

In this embodiment, each of the images of the icons210-218is an image showing a corresponding place or the feature of the place. The image of the icon210is an image of a house, the image of the icon212is an image of a mountain, the image of the icon214is an image of a crop field, the image of the icon216is an image of a flower field and the image of the icon218is an image of a palm tree.

The icon220is provided in order to display a list display screen300(seeFIG.8). Although detailed description is mentioned later, the list display screen300is a screen for displaying quests issued by the NPCs existing in respective places by list, and for clearing the quests displayed by list by an operation of the player. Since the NPC having a quest is equal to an “event object” as mentioned above, the list display screen300can be referred to as a screen displaying information about event objects (corresponding to “event object information”) by list. Moreover, the icon222is provided in order to close the map screen200to return to the game screen100.

The face images230,232,234and236indicate the PC102or the NPC(s) (104, etc.) each existing in each place corresponding to each of the icons210-218. However, in this embodiment, in the map screen200, the NPCs whose face images (232-236) are displayed are NPCs capable of issuing a quest to the PC102. By displaying the face images230-236, it can be seen that the PC102exists in the first place corresponding to the icon210, the NPC104exists in the third place corresponding to the icon214, another NPC exists in the fourth place corresponding to the icon216, and a further NPC exists in the fifth place corresponding to the icon218. That is, by displaying the map screen200on the display36, it is possible to present a place where an NPC having a quest exists.

Moreover, the satisfaction image240indicates that the PC102can clear a quest issued by each of the NPCs (inFIG.6, the NPC104and the further NPC) corresponding to each of the face images (inFIG.6, the face image232and the face image236) displayed near the satisfaction image240. Therefore, when the player wants to obtain a reward, the player moves the PC102to a place where the NPC exists that the satisfaction image240is displayed nearby.

In the map screen200shown inFIG.6, if an icon (inFIG.6,212,214,216or218) is operated in order to make the PC102move from a certain place (inFIG.6, the first place) to somewhere else (inFIG.6, any of the second-fifth places), a movement selection screen250as shown inFIG.7is displayed on the front of the map screen200.

The movement selection screen250is a screen for selecting whether the PC102is to be moved to a place corresponding to the icon operated by the player, i.e., a movement destination. A text252for confirming whether a movement to the movement destination (here, “xx” is indicated as a name of the place of the movement destination) is to be performed, and an image254indicating a place of the movement destination are displayed in the upper part of this movement selection screen250. Moreover, the movement selection screen250is provided with icons260,262and264below the image254. The icon260is provided in order to select or execute moving the PC102to the movement destination. The icon262is provided in order to select or execute returning to the map screen200without selecting to move the PC102to the movement destination. The icon264is provided in order to select or execute displaying the list display screen300.

In addition, an image (inFIG.7, the image254) indicating the place displayed in the movement selection screen250is the same image as the image of each of the icons210-218corresponding to the places provided in the map screen200.

Although detailed description is omitted, if the icon260is operated, a movement to the place corresponding to the icon210,212,214,216or218that is operated in the map screen200is executed, and the three-dimensional game image about that place is generated. At this time, the PC102is arranged in the place. Moreover, in generating the three-dimensional game image, an NPC existing in the place is also arranged. Therefore, the game screen100as shown inFIG.3is displayed on the display36. However, the background objects arranged in the virtual space where the place after movement is provided differ in all or in part for each place. Moreover, existing NPC(s) differ place by place. Furthermore, a predetermined item is arranged as needed.

Thus, the PC102is moved to the place where the NPC having a quest exists, whereby the quest issued by the NPC can be cleared. However, in this embodiment, it is possible to make the PC102clear the quests issued by the NPCs without moving the PC102to respective places by displaying the quests being had by one or more NPCs by list.

FIG.8is an illustration view showing a non-limiting example list display screen300displayed on the display36. As mentioned above, when the icon220is operated in the map screen200, or when the icon264is operated in the movement selection screen250, the list display screen300is displayed on the display36. The list display screen300is a two-dimensional game image, and is displayed on the front of the map screen200. As mentioned above, the list display screen300is a screen for displaying by list the quests issued by NPCs existing respective places, and for clearing the quests displayed by list by an operation of the player. However, when there is no NPC having a quest in any places, no quest is displayed in the list display screen300.

As shown inFIG.8, images302,304and306indicative of places are displayed in a left end portion vertically in line in the list display screen300. A face image310of the NPC104and an icon320are displayed on the right of the image302. A face image312of another NPC and an icon322are displayed on the right of the image304. A face image314of a further NPC and an icon324are displayed on the right of the image306. Moreover, a display area340is formed at the upper left of the icon320, a display area342is formed at the upper left of the icon322, and a display area344is formed at the upper left of the icon324. Furthermore, an icon350is provided in the upper right of the list display screen300.

The images302,304and306are images indicating the places where the NPCs (104, etc.) each having a quest exist, and the same images as the images of the icons214,216and218displayed in the map screen200are used. It is also the same as when an image indicating another place is displayed. The face images310,312and314are face images of the NPC(s) (104, etc.) each having a quest, and are the same images as the face images232,234and236displayed in the map screen200. The icons320,322and324are provided in order to clear the quest issued from the NPC(s) (104, etc.). An image of an item desired by each of the NPC(s) (104, etc.) whose face images310,312and314are displayed corresponding to the icons320,322and324is displayed on each of the icons320,322and324. The images320a,320band320care displayed in the icon320, and the possession number, a slash mark and the desired number are respectively displayed below the images320a-320c. The images322aand322bare displayed in the icon322, and the possession number, a slash mark and the desired number are respectively displayed below the images322aand322b. The image324ais displayed in the icon322, and the possession number, a slash mark and the desired number are respectively displayed below the images324a.

Furthermore, when the possession number is equal to or more than the desired number for each item, the satisfaction image330is displayed on the right of the image of that item. Therefore, in the icon320, the satisfaction image330is displayed on the right of each of the images320a-320c. Moreover, in the icon322, the satisfaction image330is displayed on the right of the image322b. Moreover, in the icon324, the satisfaction image330is displayed on the right of the image324a.

In this embodiment, processing that the item(s) desired by the NPC(s) (104, etc.) whose face images310,312and314are displayed corresponding to the icons320,322, and324are delivered from the PC102to the NPC(s) is executed by operating the icons320,322and324. That is, a quest is cleared.

Moreover, as mentioned above, the images302,304and306indicating the places and the face images310,312and314are displayed in the list display screen300, and the item images320a-320c,322a,322band324aare displayed in the icons320,322and324, and therefore, information on a quest that each of one or more NPCs existing in one or more places has is presented in the list display screen300.

Since the PC102can deliver all items desired by the NPC104of the face image310by the desired number, the icon320is displayed in a state that can be operated (hereinafter, this display manner or display method may be referred to as “normal”). Therefore, in the display area340, a text indicating that the quest can be cleared (in this case, “deliverable”) is displayed.

Moreover, since the PC102does not possess the item of the image322aamong the items desired by the NPC of the face image312, the PC102cannot clear the quest issued from the NPC. Therefore, the icon322is displayed in a state that cannot be operated. In this embodiment, the icon322is displayed by grayout. However, in the drawings, by applying an oblique hatching to the icon322, it is expressed that the icon322is displayed by grayout and thus in a state that cannot be operated. The same is applied to the icon324mentioned later. Moreover, in the display area342, as a reason why the quest cannot be cleared, a text indicating that the desired item is insufficient (here, “not enough!”) is displayed.

Furthermore, although the PC102can deliver all items desired by the NPC of the face image314by the desired number, the icon324is displayed in a state that cannot be operated. That is, the icon324is displayed by grayout. This is because the quest in the list display screen300is allowed to be cleared when the intimacy degree is equal to or more than a predetermined value (for example, “1”), in this embodiment. As mentioned above, when the PC102has never met the NPC, the intimacy degree is 0 (zero), and if the PC102has met the NPC even once, the intimacy degree is equal to or more than 1 (one). That is, in this embodiment, the quest issued from the NPC that has never met is prohibited from clearing via the list display screen300. In this case, the PC102needs to move, using the map screen200, to the place where the NPC that has never met exists, and meet the NPC to clear a quest. Therefore, in the display area344, as a reason why the quest cannot be cleared, a text indicating that has never met (here, “increase intimacy degree”) is displayed.

Moreover, the icon350is provided in order to close the list display screen300and return to the map screen200as shown inFIG.6.

If the icon320is operated in the list display screen300, the quest issued from the NPC104is cleared as similar to a case where the icon126is operated in the game screen100shown inFIG.4. Then, a reward is given to the PC102and the reward confirmation screen150as shown inFIG.5is displayed on the display36. Here, if the icon160is operated, the reward confirmation screen150is closed to be returned to the list display screen300.

In this embodiment, a scene where the two-dimensional game image for the list display screen300corresponds to a “second scene”, and is also referred to as a “scene where the event object and the user object do not have a predetermined positional relationship” or a “scene where the user object does not exist in the virtual space”.

As mentioned above, the player may clear the quest issued by the NPC by making the PC102encounter the NPC in the game screen100(hereinafter, simply referred to as “first method”), or may clear the quest issued by the NPC by displaying the list display screen300(hereinafter, simply referred to as “second method”). Although the PC102is moved to the places where the NPCs each having a quest exist sequentially and is made to clear a plurality of quests in the first method, in the second method, since quests are cleared in the list display screen300, it is not necessary to move the PC102to the places where the NPCs each having a quest exist. Therefore, in case of the second method, the player can acquire the item that is given as a reward in a short time. That is, it is possible to improve usability of the player. Moreover, in the second method, when a plurality of quests are displayed in the list display screen300, the plurality of quests can be cleared sequentially in the list display screen300, and therefore, it is easier to clear a plurality of quests.

Moreover, as mentioned above, the game screen100is the three-dimensional game image, and when the three-dimensional game image is drawn, a processing load is larger than a case of drawing a two-dimensional game image. Therefore, in a case of the second method, in comparison with a case of making the PC102move to respective places so as to clear a plurality of quests by the first method, it is possible to greatly reduce a processing load. That is, depending on an operation of the player, a processing load can be reduced. Thus, since the power consumption of circuit components such as the CPU20can also be reduced largely in case of the second method, so that the battery consumption can also be suppressed as much as possible.

Moreover, in this embodiment, the quest cleared by the first method becomes a quest having already been cleared, and even if the list display screen300is displayed thereafter, the quest is not displayed in the list display screen300. Moreover, the quest cleared by the second method also becomes a quest having already been cleared, and even if the PC102encounters the NPC having had the quest, the same quest is not issued. That is, clearing by the second method the quest having been cleared by the first method is restricted (or prohibited), and clearing by the first method the quest having been cleared by the second method is also restricted (or prohibited). However, when an NPC differs, even if it is the quest cleared once, the quest may be issued again.

Furthermore, in this embodiment, the reward to the quest prepared in the virtual game is determined in advance, and therefore, the reward that is given when the quest is cleared by causing the PC102to encounter the NPC in the game screen100and the reward that is given when the quest is cleared in the list display screen300are the same. However, in another embodiment, these rewards may not be the same. Alternately, it is possible to obtain the reward in short time when clearing the quest in the list display screen300, and therefore, the money possessed by the PC102may be subtracted by predetermined quantity whenever the quest is cleared.

Moreover, if the PC102clears the quest issued from the NPC, the NPC becomes a state not having a quest, and if a predetermined condition is satisfied, a next quest is assigned to the NPC. For example, the predetermined condition is that a predetermined time period (for example, 3 hours) elapses in real time, or that the PC102uses a predetermined item. At this time, as mentioned above, a quest different from the quest that the NPC issued in the past is assigned to the NPC.

FIG.9is an illustration view showing a non-limiting example memory map500of the RAM22of the game apparatus16shown inFIG.2. As shown inFIG.9, the RAM22includes a program storage area502and a data storage area504. The program storage area502is stored with an information processing program such as an application program of a virtual game of this embodiment, and the information processing program includes a main processing program502a, an image generation program502b, an image display program502c, a PC control program502d, a map selection program502e, a list display program502f, a quest addition program502g, a quest clear program502h, a quest deletion program502i, a reward giving program502j, etc.

The main processing program502ais a program for executing processing of a main routine (overall game processing) of the game application of this embodiment. The image generation program502bis a program for generating, using image generation data504and referring to player data504cas needed, data of a three-dimensional game image (the above-mentioned screen100, etc.) and a two-dimensional game image (above-mentioned various types of screens150,200,250,300, etc.) (hereinafter, referred to as “game image data”). The image display program502cis a program for outputting the game image data generated according to the image generation program502bto the display36. Therefore, the three-dimensional game image or the two-dimensional game image corresponding to the game image data is displayed on the display36.

The PC control program502dis a program for controlling an action or motion of the PC102according to an operation of the player. The map selection program502eis a program for selecting a place that the PC102is to be moved, for selecting and executing the display of the list display screen300, or for selecting to return to the game screen100, in the map screen200, according to an operation of the player. The list display program502fis a program for displaying quests being had by each of one or more NPCs by list according to an operation of the player.

The quest addition program502gis a program for assigning a quest to an NPC existing in each place when satisfying a predetermined condition. In this embodiment, when assigning a quest, the quest issued in the past by the NPC to which a quest is to be assigned and already cleared is excluded. Moreover, when assigning a quest, if a quest being had by the NPC to which a quest is to be assigned has never cleared, the quest may be replaced (or rewritten) with a quest being currently assigned.

The quest clear program502his a program for making the PC102clear a quest issued by the NPC according to an operation of the player. Specifically, when delivering an item that the NPC desired, the item delivered to the NPC is subtracted from the items possessed by the PC102by the delivered number. Moreover, when there is a question from the NPC, the PC102is made to answer the question according to an operation of the player.

The quest deletion program502iis a program for deleting, when a quest issued by the NPC is cleared, the quest assigned to the NPC. The reward giving program502jis a program for giving a reward that is determined in advance for the quest to the PC102in response to clearing the quest issued from the NPC by the first method or the second method.

Although illustration is omitted, the program storage area502is stored with other programs such as a communication program for performing communication with the server12and other game apparatuses, a program for saving (storing) the player data504c(game data) in the flash memory24, a sound output program for generating and outputting a sound required for the game, a program for controlling actions of NPCs (104, etc.), a program for making items appear or for arranging the items, etc.

The data storage area504is provided with an operation input data buffer504a. Moreover, the data storage area504is stored with data such as image generation data504b, player data504c, all quest data504d, all reward data504e, etc.

The operation input data buffer504ais an area for temporarily storing operation data from the input device50. When an operation input is received by the CPU20, the operation data is stored in the operation input data buffer504aaccording to a time series, and if the operation data is used for the processing of the CPU20, it will be deleted.

The image generation data504bincludes data for generating the game image data, such as polygon data, texture data, two-dimensional image data, etc. However, the two-dimensional image data is image data such as images of icons, face images, text images, etc. used in generating two-dimensional game image data.

The player data504cis data (game data) about the player of the virtual game of this embodiment, and includes current position data510, level data512, possession item data514and NPC data516.

The current position data510is coordinate data about a current position of the PC102in the virtual space. The level data512is data about a level of the PC102(or player) in the virtual game. The possession item data514is data about types and the number of items that the PC102(or player) possesses. The NPC data516is data about an NPC that may issue a quest to the PC102. As shown inFIG.11, the NPC data516includes data about each NPC (here, a first character, a second character, a third character, --). That is, the NPC data516includes first character data516a, second character data516b, third character data516c, --.

The first character data516aincludes current position data5002, intimacy degree data5004, quest history data5006and assigned quest data5008. The current position data5002is current position coordinate data of the NPC corresponding to the first character data516ain the virtual space. However, when an NPC is not arranged in the virtual space, the current position data5002is not stored, or data (for example, null data) indicating that an NPC is not arranged in the virtual space is stored. The intimacy degree data5004is numerical data indicative of the intimacy degree between the PC102and the NPC corresponding to the first character data516a. The quest history data5006is data about identification information on the quest cleared by the PC102out of the quests issued from the NPC corresponding to the first character data516ato the PC102. For example, the identification information of the quest is an inherent sign allotted to each quest, as mentioned later. The assigned quest data5008is data about the identification information of a quest currently assigned to the NPC corresponding to the first character data516a. However, when no quest is assigned currently, the assigned quest data5008is not stored.

Although illustration is omitted, the second character data516b, the third character data516c, and -- are the same as the first character data516a.

Returning toFIG.10, all quest data504dis data about all the quests prepared in advance in the virtual game. For example, the all quest data504dis table data that specific content of each of the quests is described corresponding to each of the quest identification information. All reward data504eis data about all the reward determined in advance corresponding to each of the quests. For example, the all reward data504eis table data that specific content of each of the rewards is described corresponding to each of the quest identification information.

In addition, the all quest data504dand the all reward data504ecan be added and rewritten by downloading from the server12.

Although illustration is omitted, the data storage area504is stored with other data, and provided with a flag(s) and other counter(s) (timer(s)) required for the overall game processing (information processing).

FIG.12-FIG.20are non-limiting example flow charts of the overall game processing of the CPU20shown inFIG.2. For example, this overall game processing is started according to instructions by the user to execute the program of the game application that is a non-limiting example information processing. Moreover, although illustration is omitted, processing detecting an operation input of the player is executed in parallel to the overall game processing, and if an operation input of the player is detected, corresponding operation data is stored in the data storage area504. However, the operation data is deleted after being used for processing of the CPU20.

As shown inFIG.12, if the overall game processing is started, the CPU20executes, in a step S1, authentication processing with the server12. Here, the CPU20communicably connects the first communication module26to the server12via the network14, and transmits information of the game apparatus16or player and the player data504cto the server12.

When receiving the information of the game apparatus16or player and the player data504c, the server12reads the player data that the server12manages corresponding to the information of the game apparatus16or player, and confirms whether the received player data504ccorresponds to the read player data.

When the received player data504cand the read player data are in agreement, the authentication is successful, and this is transmitted to the game apparatus16, whereby the game is continued. On the other hand, when the received player data504cand the read player data are not in agreement, there is a possibility that the player data504c(game data) is altered, and therefore, the authentication is not successful, and this is transmitted to the game apparatus16. Although illustration is omitted, when the authentication is not successful, the overall game processing is forcibly terminated.

In a next step S3, the latest data is acquired from the server12. The latest data includes data of a new item(s), data of an update program of the game program, etc. However, when there is no latest data, no data is acquired by game apparatuses16(or CPU20).

In a subsequent step S5, a three-dimensional game image is generated. However, the game image is an image that the PC102, the NPC(s) and the background object106of the place where the PC102currently exists are drawn three-dimensionally in the three-dimensional virtual space. In a next step S7, the three-dimensional game image is displayed. Therefore, the game screen100as shown inFIG.3andFIG.4is displayed on the display36.

As shown inFIG.13, in a next step S9, it is determined whether there is a display instruction of the map. Here, the CPU20determines, with reference to the data storage area504, whether there is an operation input instructing to display the map. In the following, this is the same for a case of determination on whether there is any instruction from the player.

If “YES” is determined in the S9, that is, if there is the display instruction of the map, the process proceeds to a step S47inFIG.16mentioned later. On the other hand, if “NO” is determined in the step S9, that is, if there is no display instruction of the map, it is determined, in a step S11, whether there is an action instruction to the PC102.

If “YES” is determined in the S11, that is, if there is the action instruction to the PC102, the PC102is made to act according to an operation input of the player in a step S13, and the process proceeds to a step S23shown inFIG.14. In the step S13, an arbitrary action or motion is performed, such as moving the PC102or making the PC102acquire an item, or the like. When the PC102is moved, the current position (current position data510) of the PC102is updated. Moreover, when an item is acquired, the possession item (possession item data514) is updated or added.

On the other hand, if “NO” is determined in the step S11, that is, if there is no action instruction to the PC102, it is determined, in a step S15, whether a quest is to be generated. In this embodiment, in the step S15, the CPU20determines whether a predetermined time period (for example, 3 hours) elapses from the time when a quest generated last time, or whether the PC102uses a predetermined item. However, the predetermined time period may be real time or virtual time in the virtual game.

If “YES” is determined in the S15, that is, if a quest is to be generated, in a step S17, a quest is added to corresponding character data (that is, any of the first character data516a, the second character data516b, --), and the process proceeds to a step S21. In the step S17, the assigned quest data about an NPC determined that a quest is to be issued (the assigned quest data5008for the first character data516a) is stored.

On the other hand, if “NO” is determined in the step S15, that is, if a quest is not to be generated, other processing is executed in a step S19, and the process proceeds to the step S21. In the step S19, the CPU20executes other game control processing, such as causing an NPC to action, making an item appear, etc. In addition, when an NPC is moved, a current position (current position data5002, etc.) of the corresponding NPC is updated.

In the step S21, it is determined whether the game is to be ended. Here, the CPU20determines whether the player instructs to end the game. If “NO” is determined in the step S21, that is, if the game is not to be ended, the process returns to the step S5shown inFIG.12. On the other hand, if “YES” is determined in the S21, that is, if the game is to be ended, the overall game processing is terminated.

In the step S23shown inFIG.14, it is determined whether a distance between the PC102and an NPC is less than the predetermined distance. If “NO” is determined in the step S23, that is, if the distance between the PC102and an NPC is equal to or more than the predetermined distance, the process returns to the step S21shown inFIG.13.

On the other hand, if “YES” is determined in the S23, that is, if the distance between the PC102and an NPC is less than the predetermined distance, it is determined, in a step S25, whether the corresponding NPC has a quest. In this step S25, the CPU20determines, with reference to the NPC data516included in the player data504c, whether the assigned quest data is stored in the character data corresponding to the NPC.

If “NO” is determined in the step S25, that is, if the NPC does not have a quest, the process returns to the step S21. On the other hand, if “YES” is determined in the S25, that is, if the NPC has a quest, it is determined, in a step S27, whether the quest is a clearable quest.

If “NO” is determined in the step S27, that is, if the quest is an unclearable quest, after the quest is presented in an unclearable manner in a step S29, the process proceeds to the step S21shown inFIG.13. On the other hand, if “YES” is determined in the S27, that is, if the quest is a clearable quest, the quest is presented in a clearable manner in a step S31shown inFIG.15. Here, the game screen100as shown inFIG.4is displayed on the display36.

Subsequently, it is determined, in a step S32, whether the presented quest is cleared. For example, in the game screen100shown inFIG.4, the CPU20determines whether the icon126of the desired item image120is operated.

If “NO” is determined in the step S32, that is, if the presented quest is not cleared, it is determined, in a step S33, whether the presented quest will not be cleared. For example, in the game screen100shown inFIG.4, the CPU20determines whether the icon124of the desired item image120is operated.

If “YES” is determined in the S33, that is, if the presented quest will not be cleared, the desired item image120is undisplayed in a step S34, and the process proceeds to the step S21. On the other hand, if “NO” is determined in the step S33, that is, if the presented quest will be cleared, the process returns to the step S31.

Moreover, if “YES” is determined in the S32, that is, if the presented quest is cleared, the cleared quest is stored as a history in a step S35. Here, the CPU20adds the identification information of the cleared quest to the quest history data included in the character data that the assigned quest data on the cleared quest stores. Although illustration is omitted, when the PC102delivers the item(s) desired by the NPC by the desired number, the desired number of the item(s) are subtracted from the possession item (possession item data514). However, subtraction of the possession item may be executed at a proper timing until the process is shifted to steps S32-S47. These are the same also for a case where a quest is cleared by the second method (steps S101-S111and S83, mentioned later).

In a subsequent step S37, the quest having been cleared is deleted. That is, the CPU20deletes the assigned quest data about the quest having been cleared from the character data. In a next step S39, a reward is given to the PC102(or player). At this time, the CPU20recognizes, with reference to the all reward data504e, a reward to be given to the cleared quest, and gives the recognized reward to the PC102. Therefore, data about the given reward is added to the possession item data514included in the player data504c. That is, the possession item data514is updated.

Subsequently, an image of the reward confirmation screen150as shown inFIG.5is generated in a step S41, and the reward confirmation screen150is displayed on the display36in a step S43. Then, it is determined, in a step S45, whether the content of the reward is confirmed. Here, the CPU20determines whether the icon160is operated in the reward confirmation screen150.

If “NO” is determined in the step S45, that is, if it determined that the content of the reward is not confirmed, the process returns to the step S39. On the other hand, if “YES” is determined in the S45, that is, if it is determined that the content of the reward is confirmed, the process returns to the step S21. At this time, the reward confirmation screen150is undisplayed, and the game screen100is displayed on the display36.

In addition, the processing of steps S35-S45are the same as those of steps S101-S111mentioned later.

As mentioned above, if there is the displaying instruction of the map, “YES” is determined in the step S9inFIG.13, and the image of the map screen200as shown inFIG.6is generated in the step S47shown inFIG.16, and the map screen200is displayed on the display36in a step S49. At this time, the CPU20acquires, with reference to the player data504c, the current position of the PC102and the current position of each NPC, and displays the face image of the PC102, and each face images of each of one or more NPCs in the map screen200.

In a next step S51, it is determined whether there is any operation to the icon210,212,214,216,218,220or222. If “NO” is determined in the step S51, that is, if there is no operation to the icon210,212,214,216,218,220or222, the process returns to the step S47. On the other hand, if “YES” is determined in the S51, that is, there is an operation to the icon210,212,214,216,218,220or222, it is determined, in a step S53, whether the display is to be returned to the game screen100. Here, the CPU20determines whether the icon222is operated.

If “YES” is determined in the S53, that is, if to be returned to the game screen100, the process returns to the step S5shown inFIG.12. At this time, the map screen200is undisplayed. On the other hand, if “NO” is determined in the step S53, that is, if not to be returned to the game screen100, it is determined, in a step S55, whether it is a list display. Here, the CPU20determines whether the icon220is operated.

If “YES” is determined in the S55, that is, it is a list display, the process proceeds to a step S83shown inFIG.19. On the other hand, if “NO” is determined in the step S55, that is, if it is not a list display, it is determined that it is a place movement, and it is determined, in a step S57shown inFIG.17, whether there is a quest in a movement destination. Here, the CPU20determines, with reference to the player data504c, whether the assigned quest data is included in the character data corresponding to the NPC existing in the place of the movement destination.

If “NO” is determined in the step S57, that is, if there is no quest in the movement destination, a display method of a list display button, i.e., the icon264is set as “non-display” in a step S63, and the process proceeds to a step S71. On the other hand, if “YES” is determined in the S57, that is, if there is a quest in the movement destination, it is determined, in a step S59, whether the quest is a quest that should be cleared face-to-face. If “YES” is determined in the S59, that is, if the quest is a quest that should be cleared face-to-face, the process proceeds to a step S63. On the other hand, if “NO” is determined in the step S59, that is, if the quest is not a quest that should be cleared face-to-face, it is determined, in a step S61, whether the intimacy degree with the NPC having the quest is equal to or more than 1 (one). Here, the CPU20determines whether the numerical value indicated by the intimacy degree data of the character data that includes the assigned quest data of the quest is equal to or more than 1.

If “NO” is determined in the step S61, that is, if the intimacy degree is 0 (zero), the process proceeds to the step S63. On the other hand, if “YES” is determined in the S61, that is, if the intimacy degree is equal to or more than 1, it is determine, in a step S65, whether the quest is a clearable quest. If “YES” is determined in the S65, that is, if the quest is a clearable quest, the display method of the list display button is set as “normal” in a step S67, and the process proceeds to a step S71. On the other hand, if “NO” is determined in the step S65, that is, if the quest is an unclearable quest, the display method of the list display button is set as “grayout” in a step S69, and the process proceeds to the step S71.

In the step S71, an image of the movement selection screen250is generated. At this time, the display of the list display button is controlled according to a setup in the step S63, S67or S69. In a subsequent step S73, the movement selection screen250as shown inFIG.7is displayed on the display36. However, when the display method of the list display button is set as “non-display”, the icon264is undisplayed in the movement selection screen250. Moreover, when the display method of the list display button is set as “grayout”, the icon264is displayed by grayout in the movement selection screen250.

As shown inFIG.18, in a next step S75, it is determined whether the icon260,262or264is operated. If “NO” is determined in the step S75, that is, if the icon260,262or264is not operated, the process returns to the step S75. On the other hand, if “YES” is determined in the S75, that is, if the icon260,262or264is operated, it is determined, in a step S77, whether it is a movement. Here, the CPU20determines whether the icon260is operated (or turned on). If “YES” is determined in the S77, that is, if it is a movement, the save data (in this embodiment, player data504c) is transmitted to the server12in a step S79, and the process returns to the step S3shown inFIG.12. On the other hand, if “NO” is determined in the step S75, that is, if it is not a movement, it is determined, in a step S81, whether it is a list display. Here, the CPU20determines whether the icon264that is normally displayed is turned on.

If “YES” is determined in the S81, that is, it is a list display, the process proceeds to the step S83shown inFIG.19. On the other hand, if “NO” is determined in the step S81, it is determined that the icon262is turned on and that the display should be returned to the map screen200, and the process returns to the step S47shown inFIG.16.

If “NO” is determined in the step S81, that is, if returning to the map screen200is not instructed, the process returns to the step S73. On the other hand if “YES” is determined in the S79, that is, if returning to the map screen200is instructed, the process returns to the step S47shown inFIG.16.

As mentioned above, if “YES” is determined in the step S51or the step S77, it is determined, in the step S83shown inFIG.19, whether there is a quest that is uncleared. Here, the CPU20determines, with reference to the player data504c, whether there is any character data including the assigned quest data in the NPC data516. If “NO” is determined in the step S83, that is, if there is not a quest that is uncleared, it is determined that there are no contents to be displayed by list, and the process returns to the step S47(i.e., the map screen200).

On the other hand, if “YES” is determined in the S83, that is, if there is a quest that is uncleared, it is determined, in a step S85, whether the quest is a quest issued by an NPC that the intimacy degree is 0 (zero). Here, the CPU20determines whether the numerical value indicated by the intimacy degree data included in the character data including the assigned quest data is 0.

If “YES” is determined in the S85, that is, if the quest is a quest issued by an NPC that the intimacy degree is 0, the quest is set in an unclearable state in a step S89, and the process proceeds to a step S93. On the other hand, if “NO” is determined in the step S85, that is, if the quest is a quest issued by an NPC that the intimacy degree is equal to or more than 1 (one), it is determined, in a step S87, whether the quest is clearable.

If “NO” is determined in the step S87, that is, if the quest is unclearable, the process proceeds to the step S89. On the other hand, if “YES” is determined in the S87, that is, if the quest is clearable, the quest is set in a clearable state in a step S91, and the process proceeds to the step S93.

Although illustration and detailed description are omitted, the processing of each of the steps S85-S91is executed for each quest.

In the step S93, the image of the list display screen300as shown inFIG.8is generated. However, as to the quest that is set in the unclearable state, an icon for instructing to execute clearing of the quest is displayed by grayout. Moreover, a reason why the quest is unclearable is referred to, and the content thereof is indicated above the icon.

Subsequently, in a step S95, the list display screen300is displayed, and it is determined, in a step S97, whether the clearing of the quest is to be executed. In the list display screen300shown inFIG.8, it is determined whether the icon320is turned on. If “NO” is determined in the step S97, that is, if not executing the clearing of the quest, it is determined, in a step S99, whether the list display is to be ended. Here, the CPU20determines whether the icon350is turned on. If “NO” is determined in the step S99, that is, if the list display is not to be ended, the process returns to the step S83. On the other hand, if “YES” is determined in the S99, if the list display is to be ended, the process returns to the step S47.

Moreover, if “YES” is determined in the S97, that is, if the clearing of the quest is to be executed, the cleared quest is stored as the history of the cleared quest in a step S101shown inFIG.20. In a subsequent step S103, the cleared quest is deleted, and a reward is given to the PC102(or player) in a step S105. Subsequently, in a step S107, the image of the reward confirmation screen150as shown inFIG.5is generated, and the reward confirmation screen150is displayed on the display36in a step S109. Then, it is determined, in a step S111, whether the content of the reward is confirmed.

If “NO” is determined in the step S111, the process returns to the step S107. On the other hand, if “YES” is determined in the S111, that is, if it is determined that the content of the reward is confirmed, the process returns to the step S83shown inFIG.19. At this time, the reward confirmation screen150is undisplayed, and the game screen100is displayed on the display36.

According to this embodiment, since a quest can be cleared by displaying the quest(s) by list, it is possible to save the trouble of moving to a place where an NPC having a quest exists. That is, it is possible to improve usability.

Moreover, according to this embodiment, since a quest can be cleared in the list display screen other than the place where the NPC having a quest exists, it is possible to clear the quest by a method that the user desires.

Furthermore, according to this embodiment, since the quest(s) can be cleared by displaying the quest(s) by list, it is not necessary to move to a place where an NPC having a quest exists, and thus, there is no need to draw an image corresponding to the three-dimensional game screen at every time of moving to the place where an NPC exists.

Accordingly, it is possible to reduce the CPU utilization, whereby the power consumption can be reduced.

In addition, in this embodiment, the quest history data and the assigned quest data are included in the character data of the NPC, and when the quest is cleared by the first method or the second method, the quest history data is updated and the assigned quest data is deleted; however, the quest may be managed in different manner when cleared by the first method or when cleared by the second method. In such a case, when a quest is cleared by one method, execution of the clearing of the quest by the other method is restricted.

Moreover, as a quest issued by an NPC, it is exemplified that the NPC requests desired item by the desired number and that the NPC asks the PC or player a question in this embodiment, but it does not need to be limited to this. For example, as other quest(s), it may be issuing quiz to the PC or player by an NPC, playing an arbitrary mini game, etc.

Furthermore, although a case where an NPC imitating a human being issues a quest is described in this embodiment, other NPC(s) or object(s) existing in the virtual space may issue a quest. For example, an NPC may be a character imitating an animal or an animation character. Moreover, in another embodiment, a quest may be issued in response to the PC touches to or approaches a predetermined object (for example, a virtual sword, a virtual jewelry) arranged in the virtual space.

Furthermore, the server manages the information of the game apparatus or player and the player data, and the authentication processing at the time of start of the virtual game is executed in this embodiment using these information and data, but it does not need to be limited to this. It is conceivable that the server receives the operation data from the game apparatus and executes the overall game processing partly or wholly, and then, sends a processing result to the game apparatus. In such a case, the player data may be downloaded from the server rather than saving in the game apparatus. Moreover, the server may be omitted so that a virtual game can be played by the game apparatus alone.

Moreover, the content of game, the configuration of the game apparatus and specific numeral values shown in this embodiment are mere examples and can be appropriately changed according to actual products.

Furthermore, as long as the same effect (result) is obtained, the order of respective steps shown in the flow charts may be appropriately changed.

Although certain example systems, methods, storage media, devices and apparatuses have been described herein, it is to be understood that the appended claims are not to be limited to the systems, methods, storage media, devices and apparatuses disclosed, but on the contrary, are intended to cover various modifications and equivalent arrangements included within the spirit and scope of the appended claims.