U.S. Pat. No. 11,224,808

GAME SYSTEM, NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM HAVING STORED THEREIN GAME PROGRAM, INFORMATION PROCESSING APPARATUS, AND GAME PROCESSING METHOD

AssigneeNINTENDO CO., LTD.

Issue DateJanuary 23, 2020

Illustrative Figure

Abstract

In an example of a game system, based on saved data of a plurality of players, a plurality of player characters are generated, and based on an operation on each of a plurality of operation devices, one of the player characters corresponding to the operation device is controlled in a virtual space. The game system can set any of the plurality of player characters as a main character, set the other player character as a sub characters, switch the main character and the sub character. Then, the game system controls a field of view of the game so that at least the main character is included in the field of view. The game system generates a game image based on the field of view to be displayed on a display device.

Description

DETAILED DESCRIPTION OF NON-LIMITING EXAMPLE EMBODIMENTS (System Configuration) A game system according to an example of an exemplary embodiment is described below. An example of a game system1according to the exemplary embodiment includes a main body apparatus (an information processing apparatus; which functions as a game apparatus main body in the exemplary embodiment)2, a left controller3, and a right controller4. Each of the left controller3and the right controller4is attachable to and detachable from the main body apparatus2. That is, the game system1can be used as a unified apparatus obtained by attaching each of the left controller3and the right controller4to the main body apparatus2. Further, in the game system1, the main body apparatus2, the left controller3, and the right controller4can also be used as separate bodies (seeFIG. 2). Hereinafter, first, the hardware configuration of the game system1according to the exemplary embodiment is described, and then, the control of the game system1according to the exemplary embodiment is described. FIG. 1is a diagram showing an example of the state where the left controller3and the right controller4are attached to the main body apparatus2. As shown inFIG. 1, each of the left controller3and the right controller4is attached to and unified with the main body apparatus2. The main body apparatus2is an apparatus for performing various processes (e.g., game processing) in the game system1. The main body apparatus2includes a display12. Each of the left controller3and the right controller4is an apparatus including operation sections with which a user provides inputs. FIG. 2is a diagram showing an example of the state where each of the left controller3and the right controller4is detached from the main body apparatus2. As shown inFIGS. 1 and 2, the left controller3and the right controller4are attachable to and detachable from the main body apparatus2. It should be noted that hereinafter, the left controller3and the right controller4will ...

DETAILED DESCRIPTION OF NON-LIMITING EXAMPLE EMBODIMENTS

(System Configuration) A game system according to an example of an exemplary embodiment is described below. An example of a game system1according to the exemplary embodiment includes a main body apparatus (an information processing apparatus; which functions as a game apparatus main body in the exemplary embodiment)2, a left controller3, and a right controller4. Each of the left controller3and the right controller4is attachable to and detachable from the main body apparatus2. That is, the game system1can be used as a unified apparatus obtained by attaching each of the left controller3and the right controller4to the main body apparatus2. Further, in the game system1, the main body apparatus2, the left controller3, and the right controller4can also be used as separate bodies (seeFIG. 2). Hereinafter, first, the hardware configuration of the game system1according to the exemplary embodiment is described, and then, the control of the game system1according to the exemplary embodiment is described.

FIG. 1is a diagram showing an example of the state where the left controller3and the right controller4are attached to the main body apparatus2. As shown inFIG. 1, each of the left controller3and the right controller4is attached to and unified with the main body apparatus2. The main body apparatus2is an apparatus for performing various processes (e.g., game processing) in the game system1. The main body apparatus2includes a display12. Each of the left controller3and the right controller4is an apparatus including operation sections with which a user provides inputs.

FIG. 2is a diagram showing an example of the state where each of the left controller3and the right controller4is detached from the main body apparatus2. As shown inFIGS. 1 and 2, the left controller3and the right controller4are attachable to and detachable from the main body apparatus2. It should be noted that hereinafter, the left controller3and the right controller4will occasionally be referred to collectively as a “controller”.

FIG. 3is six orthogonal views showing an example of the main body apparatus2. As shown inFIG. 3, the main body apparatus2includes an approximately plate-shaped housing11. In the exemplary embodiment, a main surface (in other words, a surface on a front side, i.e., a surface on which the display12is provided) of the housing11has a generally rectangular shape.

It should be noted that the shape and the size of the housing11are optional. As an example, the housing11may be of a portable size. Further, the main body apparatus2alone or the unified apparatus obtained by attaching the left controller3and the right controller4to the main body apparatus2may function as a mobile apparatus. The main body apparatus2or the unified apparatus may function as a handheld apparatus or a portable apparatus.

As shown inFIG. 3, the main body apparatus2includes the display12, which is provided on the main surface of the housing11. The display12displays an image generated by the main body apparatus2. In the exemplary embodiment, the display12is a liquid crystal display device (LCD). The display12, however, may be a display device of any type.

Further, the main body apparatus2includes a touch panel13on a screen of the display12. In the exemplary embodiment, the touch panel13is of a type that allows a multi-touch input (e.g., a capacitive type). The touch panel13, however, may be of any type. For example, the touch panel13may be of a type that allows a single-touch input (e.g., a resistive type).

The main body apparatus2includes speakers (i.e., speakers88shown inFIG. 6) within the housing11. As shown inFIG. 3, speaker holes11aand11bare formed on the main surface of the housing11. Then, sounds output from the speakers88are output through the speaker holes11aand11b.

Further, the main body apparatus2includes a left terminal17, which is a terminal for the main body apparatus2to perform wired communication with the left controller3, and a right terminal21, which is a terminal for the main body apparatus2to perform wired communication with the right controller4.

As shown inFIG. 3, the main body apparatus2includes a slot23. The slot23is provided on an upper side surface of the housing11. The slot23is so shaped as to allow a predetermined type of storage medium to be attached to the slot23. The predetermined type of storage medium is, for example, a dedicated storage medium (e.g., a dedicated memory card) for the game system1and an information processing apparatus of the same type as the game system1. The predetermined type of storage medium is used to store, for example, data (e.g., saved data of an application or the like) used by the main body apparatus2and/or a program (e.g., a program for an application or the like) executed by the main body apparatus2. Further, the main body apparatus2includes a power button28.

The main body apparatus2includes a lower terminal27. The lower terminal27is a terminal for the main body apparatus2to communicate with a cradle. In the exemplary embodiment, the lower terminal27is a USB connector (more specifically, a female connector). Further, when the unified apparatus or the main body apparatus2alone is mounted on the cradle, the game system1can display on a stationary monitor an image generated by and output from the main body apparatus2. Further, in the exemplary embodiment, the cradle has the function of charging the unified apparatus or the main body apparatus2alone mounted on the cradle. Further, the cradle has the function of a hub device (specifically, a USB hub).

FIG. 4is six orthogonal views showing an example of the left controller3. As shown inFIG. 4, the left controller3includes a housing31. In the exemplary embodiment, the housing31has a vertically long shape, i.e., is shaped to be long in an up-down direction (i.e., a y-axis direction shown inFIGS. 1 and 4). In the state where the left controller3is detached from the main body apparatus2, the left controller3can also be held in the orientation in which the left controller3is vertically long. The housing31has such a shape and a size that when held in the orientation in which the housing31is vertically long, the housing31can be held with one hand, particularly the left hand. Further, the left controller3can also be held in the orientation in which the left controller3is horizontally long. When held in the orientation in which the left controller3is horizontally long, the left controller3may be held with both hands.

The left controller3includes an analog stick32. As shown inFIG. 4, the analog stick32is provided on a main surface of the housing31. The analog stick32can be used as a direction input section with which a direction can be input. The user tilts the analog stick32and thereby can input a direction corresponding to the direction of the tilt (and input a magnitude corresponding to the angle of the tilt). It should be noted that the left controller3may include a directional pad, a slide stick that allows a slide input, or the like as the direction input section, instead of the analog stick. Further, in the exemplary embodiment, it is possible to provide an input by pressing the analog stick32.

The left controller3includes various operation buttons. The left controller3includes four operation buttons33to36(specifically, a right direction button33, a down direction button34, an up direction button35, and a left direction button36) on the main surface of the housing31. Further, the left controller3includes a record button37and a “−” (minus) button47. The left controller3includes a first L-button38and a ZL-button39in an upper left portion of a side surface of the housing31. Further, the left controller3includes a second L-button43and a second R-button44, on the side surface of the housing31on which the left controller3is attached to the main body apparatus2. These operation buttons are used to give instructions depending on various programs (e.g., an OS program and an application program) executed by the main body apparatus2.

Further, the left controller3includes a terminal42for the left controller3to perform wired communication with the main body apparatus2.

FIG. 5is six orthogonal views showing an example of the right controller4. As shown inFIG. 5, the right controller4includes a housing51. In the exemplary embodiment, the housing51has a vertically long shape, i.e., is shaped to be long in the up-down direction. In the state where the right controller4is detached from the main body apparatus2, the right controller4can also be held in the orientation in which the right controller4is vertically long. The housing51has such a shape and a size that when held in the orientation in which the housing51is vertically long, the housing51can be held with one hand, particularly the right hand. Further, the right controller4can also be held in the orientation in which the right controller4is horizontally long. When held in the orientation in which the right controller4is horizontally long, the right controller4may be held with both hands.

Similarly to the left controller3, the right controller4includes an analog stick52as a direction input section. In the exemplary embodiment, the analog stick52has the same configuration as that of the analog stick32of the left controller3. Further, the right controller4may include a directional pad, a slide stick that allows a slide input, or the like, instead of the analog stick. Further, similarly to the left controller3, the right controller4includes four operation buttons53to56(specifically, an A-button53, a B-button54, an X-button55, and a Y-button56) on a main surface of the housing51. Further, the right controller4includes a “+” (plus) button57and a home button58. Further, the right controller4includes a first R-button60and a ZR-button61in an upper right portion of a side surface of the housing51. Further, similarly to the left controller3, the right controller4includes a second L-button65and a second R-button66.

Further, the right controller4includes a terminal64for the right controller4to perform wired communication with the main body apparatus2.

FIG. 6is a block diagram showing an example of the internal configuration of the main body apparatus2. The main body apparatus2includes components81to91,97, and98shown inFIG. 6in addition to the components shown inFIG. 3. Some of the components81to91,97, and98may be mounted as electronic components on an electronic circuit board and accommodated in the housing11.

The main body apparatus2includes a processor81. The processor81is an information processing section for executing various types of information processing to be executed by the main body apparatus2. For example, the processor81may be composed only of a CPU (Central Processing Unit), or may be composed of a SoC (System-on-a-chip) having a plurality of functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor81executes an information processing program (e.g., a game program) stored in a storage section (specifically, an internal storage medium such as a flash memory84, an external storage medium attached to the slot23, or the like), thereby performing the various types of information processing.

The main body apparatus2includes a flash memory84and a DRAM (Dynamic Random Access Memory)85as examples of internal storage media built into the main body apparatus2. The flash memory84and the DRAM85are connected to the processor81. The flash memory84is a memory mainly used to store various data (or programs) to be saved in the main body apparatus2. The DRAM85is a memory used to temporarily store various data used for information processing.

The main body apparatus2includes a slot interface (hereinafter abbreviated as “I/F”)91. The slot I/F91is connected to the processor81. The slot I/F91is connected to the slot23, and in accordance with an instruction from the processor81, reads and writes data from and to the predetermined type of storage medium (e.g., a dedicated memory card) attached to the slot23.

The processor81appropriately reads and writes data from and to the flash memory84, the DRAM85, and each of the above storage media, thereby performing the above information processing.

The main body apparatus2includes a network communication section82. The network communication section82is connected to the processor81. The network communication section82communicates (specifically, through wireless communication) with an external apparatus via a network. In the exemplary embodiment, as a first communication form, the network communication section82connects to a wireless LAN and communicates with an external apparatus, using a method compliant with the Wi-Fi standard. Further, as a second communication form, the network communication section82wirelessly communicates with another main body apparatus2of the same type, using a predetermined communication method (e.g., communication based on a unique protocol or infrared light communication). It should be noted that the wireless communication in the above second communication form achieves the function of enabling so-called “local communication” in which the main body apparatus2can wirelessly communicate with another main body apparatus2placed in a closed local network area, and the plurality of main body apparatuses2directly communicate with each other to transmit and receive data.

The main body apparatus2includes a controller communication section83. The controller communication section83is connected to the processor81. The controller communication section83wirelessly communicates with the left controller3and/or the right controller4. The communication method between the main body apparatus2and the left controller3and the right controller4is optional. In the exemplary embodiment, the controller communication section83performs communication compliant with the Bluetooth (registered trademark) standard with the left controller3and with the right controller4.

The processor81is connected to the left terminal17, the right terminal21, and the lower terminal27. When performing wired communication with the left controller3, the processor81transmits data to the left controller3via the left terminal17and also receives operation data from the left controller3via the left terminal17. Further, when performing wired communication with the right controller4, the processor81transmits data to the right controller4via the right terminal21and also receives operation data from the right controller4via the right terminal21. Further, when communicating with the cradle, the processor81transmits data to the cradle via the lower terminal27. As described above, in the exemplary embodiment, the main body apparatus2can perform both wired communication and wireless communication with each of the left controller3and the right controller4. Further, when the unified apparatus obtained by attaching the left controller3and the right controller4to the main body apparatus2or the main body apparatus2alone is attached to the cradle, the main body apparatus2can output data (e.g., image data or sound data) to the stationary monitor or the like via the cradle.

Here, the main body apparatus2can communicate with a plurality of left controllers3simultaneously (in other words, in parallel). Further, the main body apparatus2can communicate with a plurality of right controllers4simultaneously (in other words, in parallel). Thus, a plurality of users can simultaneously provide inputs to the main body apparatus2, each using a set of the left controller3and the right controller4. As an example, a first user can provide an input to the main body apparatus2using a first set of the left controller3and the right controller4, and simultaneously, a second user can provide an input to the main body apparatus2using a second set of the left controller3and the right controller4.

The main body apparatus2includes a touch panel controller86, which is a circuit for controlling the touch panel13. The touch panel controller86is connected between the touch panel13and the processor81. Based on a signal from the touch panel13, the touch panel controller86generates, for example, data indicating the position where a touch input is provided. Then, the touch panel controller86outputs the data to the processor81.

Further, the display12is connected to the processor81. The processor81displays a generated image (e.g., an image generated by executing the above information processing) and/or an externally acquired image on the display12.

The main body apparatus2includes a codec circuit87and speakers (specifically, a left speaker and a right speaker)88. The codec circuit87is connected to the speakers88and a sound input/output terminal25and also connected to the processor81. The codec circuit87is a circuit for controlling the input and output of sound data to and from the speakers88and the sound input/output terminal25.

Further, the main body apparatus2includes an acceleration sensor89. In the exemplary embodiment, the acceleration sensor89detects the magnitudes of accelerations along predetermined three axial (e.g., xyz axes shown inFIG. 1) directions. It should be noted that the acceleration sensor89may detect an acceleration along one axial direction or accelerations along two axial directions.

Further, the main body apparatus2includes an angular velocity sensor90. In the exemplary embodiment, the angular velocity sensor90detects angular velocities about predetermined three axes (e.g., the xyz axes shown inFIG. 1). It should be noted that the angular velocity sensor90may detect an angular velocity about one axis or angular velocities about two axes.

The acceleration sensor89and the angular velocity sensor90are connected to the processor81, and the detection results of the acceleration sensor89and the angular velocity sensor90are output to the processor81. Based on the detection results of the acceleration sensor89and the angular velocity sensor90, the processor81can calculate information regarding the motion and/or the orientation of the main body apparatus2.

The main body apparatus2includes a power control section97and a battery98. The power control section97is connected to the battery98and the processor81. Further, although not shown inFIG. 6, the power control section97is connected to components of the main body apparatus2(specifically, components that receive power supplied from the battery98, the left terminal17, and the right terminal21). Based on a command from the processor81, the power control section97controls the supply of power from the battery98to the above components.

Further, the battery98is connected to the lower terminal27. When an external charging device (e.g., the cradle) is connected to the lower terminal27, and power is supplied to the main body apparatus2via the lower terminal27, the battery98is charged with the supplied power.

FIG. 7is a block diagram showing examples of the internal configurations of the main body apparatus2, the left controller3, and the right controller4. It should be noted that the details of the internal configuration of the main body apparatus2are shown inFIG. 6and therefore are omitted inFIG. 7.

The left controller3includes a communication control section101, which communicates with the main body apparatus2. As shown inFIG. 7, the communication control section101is connected to components including the terminal42. In the exemplary embodiment, the communication control section101can communicate with the main body apparatus2through both wired communication via the terminal42and wireless communication not via the terminal42. The communication control section101controls the method for communication performed by the left controller3with the main body apparatus2. That is, when the left controller3is attached to the main body apparatus2, the communication control section101communicates with the main body apparatus2via the terminal42. Further, when the left controller3is detached from the main body apparatus2, the communication control section101wirelessly communicates with the main body apparatus2(specifically, the controller communication section83). The wireless communication between the communication control section101and the controller communication section83is performed in accordance with the Bluetooth (registered trademark) standard, for example.

Further, the left controller3includes a memory102such as a flash memory. The communication control section101includes, for example, a microcomputer (or a microprocessor) and executes firmware stored in the memory102, thereby performing various processes.

The left controller3includes buttons103(specifically, the buttons33to39,43,44, and47). Further, the left controller3includes the analog stick (“stick” inFIG. 7)32. Each of the buttons103and the analog stick32outputs information regarding an operation performed on itself to the communication control section101repeatedly at appropriate timing.

The left controller3includes inertial sensors. Specifically, the left controller3includes an acceleration sensor104. Further, the left controller3includes an angular velocity sensor105. In the exemplary embodiment, the acceleration sensor104detects the magnitudes of accelerations along predetermined three axial (e.g., xyz axes shown inFIG. 4) directions. It should be noted that the acceleration sensor104may detect an acceleration along one axial direction or accelerations along two axial directions. In the exemplary embodiment, the angular velocity sensor105detects angular velocities about predetermined three axes (e.g., the xyz axes shown inFIG. 4). It should be noted that the angular velocity sensor105may detect an angular velocity about one axis or angular velocities about two axes. Each of the acceleration sensor104and the angular velocity sensor105is connected to the communication control section101. Then, the detection results of the acceleration sensor104and the angular velocity sensor105are output to the communication control section101repeatedly at appropriate timing.

The communication control section101acquires information regarding an input (specifically, information regarding an operation or the detection result of the sensor) from each of input sections (specifically, the buttons103, the analog stick32, and the sensors104and105). The communication control section101transmits operation data including the acquired information (or information obtained by performing predetermined processing on the acquired information) to the main body apparatus2. It should be noted that the operation data is transmitted repeatedly, once every predetermined time. It should be noted that the interval at which the information regarding an input is transmitted from each of the input sections to the main body apparatus2may or may not be the same.

The above operation data is transmitted to the main body apparatus2, whereby the main body apparatus2can obtain inputs provided to the left controller3. That is, the main body apparatus2can determine operations on the buttons103and the analog stick32based on the operation data. Further, the main body apparatus2can calculate information regarding the motion and/or the orientation of the left controller3based on the operation data (specifically, the detection results of the acceleration sensor104and the angular velocity sensor105).

The left controller3includes a power supply section108. In the exemplary embodiment, the power supply section108includes a battery and a power control circuit. Although not shown inFIG. 7, the power control circuit is connected to the battery and also connected to components of the left controller3(specifically, components that receive power supplied from the battery).

As shown inFIG. 7, the right controller4includes a communication control section111, which communicates with the main body apparatus2. Further, the right controller4includes a memory112, which is connected to the communication control section111. The communication control section111is connected to components including the terminal64. The communication control section111and the memory112have functions similar to those of the communication control section101and the memory102, respectively, of the left controller3. Thus, the communication control section111can communicate with the main body apparatus2through both wired communication via the terminal64and wireless communication not via the terminal64(specifically, communication compliant with the Bluetooth (registered trademark) standard). The communication control section111controls the method for communication performed by the right controller4with the main body apparatus2.

The right controller4includes input sections similar to the input sections of the left controller3. Specifically, the right controller4includes buttons113, the analog stick52, and inertial sensors (an acceleration sensor114and an angular velocity sensor115). These input sections have functions similar to those of the input sections of the left controller3and operate similarly to the input sections of the left controller3.

The right controller4includes a power supply section118. The power supply section118has a function similar to that of the power supply section108of the left controller3and operates similarly to the power supply section108.

(Overview of Game According to Exemplary Embodiment)

Next, a description is given of an overview of a game performed by the game system1. In a game according to the exemplary embodiment, in the main body apparatus2, a single virtual space termed a “village” is formed. In the village, a player character corresponding to a player is placed. The player performs the game by moving the player character in the virtual space and causing the player character to perform a predetermined behavior (action).

For example, the player character can move in the virtual space and talk to another character (a non-player character controlled by the main body apparatus2). Further, the player character can customize the virtual space by, as a predetermined behavior, digging in the ground or landing up on the ground, thereby forming a new terrain in the virtual space, or by building a house.

Further, the player character can possess a plurality of equipment items. Examples of the equipment items include a scoop, a fishing rod, an insect net, an axe, and the like. In the state where the player character is equipped with any of the plurality of equipment items possessed by the player character, the player character performs a behavior corresponding to the equipment item. For example, the player character can be equipped with an axe, and in the state where the player character is equipped with the axe, the player character can cut a tree object in the virtual space and acquire a wood. Further, the player character can be equipped with the fishing rod as an equipment item and fish in a river or a sea in the virtual space. Further, the player character can be equipped with the insect net as an equipment item and collect insects using the insect net. When the player character cuts a tree, catches a fish, or catches an insect, a virtual object such as an acquired wood, fish, insect, or the like can be stored as the player character's possession. Further, even when the player character is not equipped with an equipment item, the player character can pick up a virtual object lying on the ground of the virtual space and possess the virtual object.

It should be noted that the player character can also exchange an acquired virtual object for an equipment item, or create an equipment item from an acquired virtual object.

Data regarding an equipment item and a virtual object (an acquired wood, fish, insect, or the like) possessed by the player character is stored as “player saved data”. Further, when the player character forms a new terrain or builds a house in the virtual space (the village), the state of the virtual space changes, and data regarding the state of the virtual space is stored as “shared saved data”.

The “shared saved data” and the “player saved data” are stored in the flash memory84of the main body apparatus2. When the player ends the game once and resumes the game, the “shared saved data” and the “player saved data” stored in the flash memory84are read. Consequently, the game can be resumed from a state stored as saved data.

The “shared saved data” and the “player saved data” are updated at a predetermined timing during the game. For example, when the player character newly acquires an equipment item, or acquires a virtual object such as a fish, data regarding the acquired equipment item or virtual object is stored as the player saved data in the flash memory84at the timing when the equipment item or the virtual object is acquired. Further, when the state of the virtual space changes by the player character picking up a virtual object lying in the virtual space or digging a hole in the virtual space, data indicating the state of the virtual space is stored as the shared saved data in the flash memory84at the timing when the state of the virtual space changes. It should be noted that the timing when the player saved data or the shared saved data is stored as saved data in the flash memory84may be any timing. For example, when the state of the virtual space changes during the game, or when the state of the player character changes (e.g., the player character's possession changes), the state of the change may be temporarily stored in the DRAM85. At the timing when the game ends, or the timing when the scene in the game changes, the state of the end or the change may be saved as saved data in the flash memory84. Further, in accordance with an instruction from the player, information temporarily stored in the DRAM85may be saved as saved data in the flash memory84.

There are cases where the game system1is used by a single player and where the game system1is used in common by a plurality of players such as a family. When a single player performs the above game using the game system1, a single piece of “shared saved data” and a single piece of “player saved data” are stored in the main body apparatus2. In this case, a single player character is present in the virtual space.

When a plurality of players perform the above game using the game system1in common, a single piece of “shared saved data” and pieces of “player saved data” corresponding to the plurality of players are stored in the main body apparatus2. In this case, in the virtual space formed based on the “shared saved data”, all the players play the game. That is, each player moves their player character in the same virtual space, or causes their player character to perform a predetermined behavior.

FIG. 8is a diagram showing an example of saved data stored in the main body apparatus2of the game system1. As shown inFIG. 8, in the flash memory84of the main body apparatus2, a shared saved data area840and a player saved data area841are provided. In the shared saved data area840, a single piece of “shared saved data” is stored. The “shared saved data” is data regarding the virtual space and includes data regarding an object placed in the virtual space, such as a terrain, a house, or a wood (e.g., data regarding the shape, the position, and the like of the object). The “shared saved data” is data shared by a plurality of players.

In the player saved data area841, one or more pieces of player saved data are stored. For example, suppose that in the main body apparatus2, the accounts of a player A and a player B are registered, and the player A and the player B play the game according to the exemplary embodiment. In this case, player-A saved data and player-B saved data are stored as pieces of player saved data. It should be noted that in the exemplary embodiment, the main body apparatus2can store up to eight pieces of player saved data, for example.

Each piece of player saved data includes player character data, equipment item data, and virtual object data. The player character data is data regarding the name, the face, the habitus, the clothing, and the like of a player character. When starting the game according to the exemplary embodiment, a player creates their player character. The created player character is stored as saved data of the player in the flash memory84. Further, the equipment item data is data indicating one or more equipment items (e.g., a scoop, a fishing rod, an insect net, an axe, and the like) possessed by the player character. Further, the virtual object data is data regarding a virtual object acquired by the player character using an equipment item during the game and is data regarding a virtual object such as the fish, the insect, or the wood.

In the exemplary embodiment, even when a plurality of players use the game system1in common, basically, a single player performs the game using the left and right controllers in the state where the left and right controllers are attached to the main body apparatus2(FIG. 1) or the state where the left and right controllers are separated from the main body apparatus2. That is, basically, each player plays the game in a single-play mode. In the single-play mode, for example, when the player A plays the game, a player other than the player A does not play the game.

FIG. 9is a diagram showing an example of a game image when the player A performs the game in the single-play mode.

The player A performs the game using the left controller3and the right controller4. For example, the player A may perform the game by attaching the left controller3and the right controller4to the main body apparatus2. In this case, the player A performs the game while viewing a game image displayed on the display12. Further, as shown inFIG. 9, the player A may perform the game by detaching the left controller3and the right controller4from the main body apparatus2and fixing the left controller3and the right controller4to a fixed apparatus350. In this case, the player A performs the game while viewing a game image displayed on the display12or the stationary monitor.

When the player A starts the game, the shared saved data and the player-A saved data are read from the main body apparatus2. For example, as shown inFIG. 9, a ground object75is placed in the virtual space, and a tree object78is placed on the ground object75. Further, a river object76is placed in the virtual space. The objects forming the virtual space are generated based on the shared saved data.

Further, a player character70A corresponding to the player A is placed on the ground object75. The player character70A is generated based on the player-A saved data. The player character70A is a character created (customized) by the player A and is controlled in accordance with an operation of the player A on the left and right controllers. When the player A plays the game in the single-play mode, only the player character70A appears as a player character in the virtual space. It should be noted that during the game in the single-play mode by the player A, another character (a non-player character) controlled by the main body apparatus2may appear in the virtual space.

By operating the left controller3and the right controller4, the player A moves the player character70A in the virtual space or causes the player character70A to perform a predetermined behavior (action). In the single-play mode, a virtual camera placed in the virtual space is set at a predetermined position behind a player character, and the virtual camera also moves in accordance with the movement of the player character.

A description is given below of an example of an operation using the left and right controllers in the single-play mode.

FIG. 10is a diagram showing an example of the assignment of keys of the left and right controllers in the single-play mode. As shown inFIG. 10, for example, the analog stick32of the left controller3is used to specify the moving direction of a player character. Further, the right direction button33of the left controller3is used to display an equipment item menu. The equipment item menu displays a list of equipment items possessed by the player character and is used to select an equipment item from the list. Further, the down direction button34and the up direction button35of the left controller3are used to change an equipment item with which the player character is equipped. When the down direction button34or the up direction button35is pressed, an equipment item with which the player character is equipped is changed in order. Further, the left direction button36of the left controller3is used to store away an equipment item (so that the player character is not equipped with the equipment item).

Further, the analog stick52of the right controller4is used to control the position and the orientation of the virtual camera. For example, the virtual camera is configured to, in accordance with an operation on the analog stick52, move in the up direction of the virtual space with the player character at the center while being directed to the player character. Even when the position and the orientation of the virtual camera are changed, the player character is present in the field of view of the virtual camera.

The A-button53of the right controller4is used to cause the player character to perform a behavior corresponding to an equipment item. Further, the B-button54of the right controller4is used to cause the player character to dash. When the analog stick32is tilted while the B-button54is pressed, the player character moves dashing in the tilt direction of the analog stick32. When the analog stick32is tilted in the state where the B-button54is not pressed, the player character moves walking in the tilt direction of the analog stick32. Further, the X-button55of the right controller4is used to display a virtual object menu. The virtual object menu is used to display a list of virtual objects acquired by the player character during the game (an acquired fish, insect, wood, or the like), select a virtual object, or exchange a selected virtual object for another object (e.g., an equipment item). Further, the Y-button56of the right controller4is used to cause the player character to perform the action of picking up a virtual object lying in the virtual space.

It should be noted that the key assignment shown inFIG. 10is merely an example, and the assignment of the keys of the left and right controllers and game control corresponding to the keys may be appropriately changed.

For example, when the player A performs the game in the virtual space, and the state of the virtual space changes, this state is stored as the shared saved data in the main body apparatus2. For example, when the player A constructs a house object77at a predetermined position in the virtual space during the game, information regarding the house object77is stored as the shared saved data.

After the player A ends the game, for example, the player B can start the game using the game system1. At this time, the shared saved data and the player-B saved data stored in the main body apparatus2are read. When the shared saved data and the player-B saved data are read, a player character70B corresponding to the player B appears in the virtual space. Consequently, in the state of the virtual space when the player A ends the game, the game by the player B is started. A case where the player B plays the game in the single-play mode is similar to the above.

(Multiplay Mode)

In the game according to the exemplary embodiment, basically, each player plays the game in the single-play mode using the game system1. However, a plurality of players can also perform the game in a multiplay mode where the plurality of players simultaneously perform the game.

For example, when the player A plays the game in the single-play mode, it is possible to call a player character of another player by a predetermined operation of the player A. For example, when the player A performs the operation of calling the player B while playing the game, the player character70B of the player B is added to the virtual space. The player A passes the player B, for example, the right controller4between the left and right controllers used by the player A themselves during the single-play. In the multiplay mode after that, the player A operates the player character70A of the player A themselves using the left controller3, and the player B operates the player character70B of the player B themselves using the right controller4.

FIG. 11is a diagram showing an example of a game image when the players A and B perform the game in the multiplay mode.

Also in the multiplay mode, similarly to the single-play mode, a game image in which the virtual space is viewed from a single virtual camera is generated, and the game image is displayed on a single screen. In the multiplay mode, one of a plurality of player characters currently present in the virtual space is set as a main character, and the other player character is set as a sub character. Specifically, initially, one of the player characters that has called the other player character is set as the main character, and the called player character is set as the sub character.

For example, when the player A calls the player character70B corresponding to the player B while playing the game in the single-play mode, the player character70A corresponding to the player A is set as a main character, and the player character70B corresponding to the player B is set as a sub character. When a player character70C corresponding to a player C is further called, the player character70C is also set as a sub character.

To the player character70A as the main character, a flag object71indicating that the player character70A is currently set as the main character is added.

The player A can perform, on the player character70A as the main character, an operation similar to an operation in the single-play mode. That is, the player A can move the player character70A (cause the player character70A to walk or dash) in the virtual space or cause the player character70A to perform a predetermined behavior using an equipment item. Further, the player A can select an equipment item with which the player character70A is to be equipped, or pick up a thing lying on the virtual space. Further, the player A can also control the virtual camera. It should be noted that the key assignment in the multiplay mode will be described below.

Further, the player B can move the player character70B as the sub character (cause the player character70B to walk or dash) in the virtual space or cause the player character70B to perform a predetermined behavior using an equipment item. However, an operation on the sub character is limited. For example, the player B cannot select an equipment item with which the player character70B as the sub character is to be equipped. Further, the movement range of the player character70B is limited. A description is given below of control of the main character and the sub character in the multiplay mode.

FIG. 12is a diagram showing an example of a game image after the player character70A as the main character moves in the left direction of the virtual space in the state shown inFIG. 11.

When the player character70A as the main character moves in the left direction of the virtual space as shown inFIG. 12, the virtual camera is controlled so that the main character is included in the field of view of the virtual camera. When the distance between the main character and the sub character is a predetermined distance or less, the virtual camera is controlled so that both the main character and the sub character are included in the field of view of the virtual camera. Specifically, the fixation point of the virtual camera is set at the midpoint (the center position) between the main character and the sub character, and the virtual camera is moved so that the main character is included in the field of view of the virtual camera. It should be noted that when a plurality of sub characters are present in the virtual space, the fixation point of the virtual camera is set at the center position between the main character and the plurality of sub characters. The center position between the main character and the plurality of sub characters is calculated based on the coordinate value of each player character.

FIG. 13is a diagram showing an example of a game image after the player character70A further moves in the left direction in the state shown inFIG. 12.

As shown inFIG. 13, when the main character further moves in the left direction in the state shown inFIG. 12, the virtual camera moves in the left direction of the virtual space so that the main character is included in the field of view of the virtual camera. That is, the virtual camera moves by following the main character so that the main character is always included in the field of view of the virtual camera. The method for determining the position of the virtual camera may be any method so long as the main character is always included in the field of view of the virtual camera. For example, when the fixation point of the virtual camera is set at the center position between the main character and the sub character, it may be determined whether or not the main character is included in the field of view of the virtual camera. When the main character is not included in the field of view of the virtual camera, the fixation point of the virtual camera may be set on the main character side so that the distance between the fixation point of the virtual camera and the main character is a predetermined distance or less. Further, the center position between the main character and the sub character may be calculated, and it may be determined whether or not the center position is a predetermined distance or more away from the main character. When the center position is the predetermined distance or more away from the main character, the fixation point of the virtual camera may be set on the main character side so that the distance between the fixation point of the virtual camera and the main character is the predetermined distance or less.

On the other hand, regarding the sub character, the distance from the main character becomes greater than or equal to a predetermined distance, and the player character70B as the sub character comes out of the field of view of the virtual camera. When the player character70B comes out of the field of view of the virtual camera, as shown inFIG. 13, a position suggestion image72suggesting the position of the player character70B is displayed. In a direction indicated by the position suggestion image72, the player character70B is present. The position suggestion image72may include an image representing the player character70B. When a predetermined time (e.g., 5 seconds) elapses after the player character70B as the sub character comes out of the field of view of the virtual camera, the player character70B instantaneously moves (warps) to a predetermined position in the field of view of the virtual camera.

FIG. 14is a diagram showing an example of a game image when the player character70B as the sub character comes out of the field of view of the virtual camera and then warps into the field of view of the virtual camera.

As shown inFIG. 14, when the predetermined time elapses after the sub character comes out of the field of view of the virtual camera, the sub character instantaneously moves into the field of view of the virtual camera (near the main character). After the game image shown inFIG. 14, the fixation point of the virtual camera is set at the midpoint between the main character and the sub character.

It should be noted that from when the sub character comes out of the field of view of the virtual camera to when the predetermined time elapses, the sub character can move in accordance with an operation of the player. When the player indicates a direction toward the inside of the field of view of the virtual camera, the sub character returns itself to the field of view of the virtual camera.

As described above, in the multiplay mode, the main character can freely move in the virtual space similarly to the single-play mode, and the virtual camera also moves by following the movement of the main character. The virtual camera moves so that the main character and the sub character are included in the field of view of the virtual camera. When the sub character is not included in the field of view as a result of the movement of the virtual camera, priority is given to the main character, and the virtual camera is controlled so that the main character is included in the field of view. When the sub character comes out of the field of view of the virtual camera, the sub character moves so that the sub character is included in the field of view of the virtual camera.

Next, a description is given of the movement of the sub character.FIG. 15is a diagram showing an example of a game image after the player character70B as the sub character moves in the left direction of the virtual space in the state shown inFIG. 11.

As shown inFIG. 15, when the player B inputs the left direction of the analog stick52in the state shown inFIG. 11, the player character70B as the sub character moves in the virtual space. Also when the sub character moves in the virtual space, and when the distance between the main character and the sub character is the predetermined distance or less, the virtual camera is controlled so that the fixation point of the virtual camera is located at the midpoint between the main character and the sub character. IfFIGS. 11 and 15are compared, it is understood that the house object77moves in the right direction of the screen, and the virtual camera moves in the left direction in the virtual space.

When the player B inputs the left direction of the analog stick52in the state shown inFIG. 15, and the sub character further moves in the left direction, the virtual camera also moves in the left direction in accordance with the movement of the sub character.

FIG. 16is a diagram showing an example of a game image after the sub character further moves in the left direction in the state shown inFIG. 15. As shown inFIG. 16, when the sub character moves to the left end of the screen, and even when the player B further inputs the left direction, the sub character does not move any further in the left direction. Further, the virtual camera does not move any further in the left direction, either. That is, when the sub character is displayed at the end of the screen, and even when the direction in which the sub character is to come out of the screen is input, the sub character does not move any further.

That is, the sub character does not move out of the field of view of the virtual camera by an operation on the sub character. As shown inFIG. 13, however, the sub character may move out of the field of view of the virtual camera by an operation on the main character.

Next, a description is given of the process in which the main character and the sub character are equipped with an equipment item and perform behaviors corresponding to the equipment item.FIG. 17is a diagram showing an example of the state where the main character and the sub character are equipped with a fishing rod as an equipment item.

The player character70A as the main character possesses a plurality of equipment items and possesses a fishing rod73as one of the plurality of equipment items. When, using the left controller3, the player A performs the operation of selecting the fishing rod73, the player character70A is equipped with the fishing rod73. The equipment of the fishing rod73results in the selection of a behavior corresponding to the fishing rod73(fishing). When the player character70A is equipped with the fishing rod73, the player character70B as the sub character is also equipped with the same fishing rod73.

Specifically, when the player character70B possesses a fishing rod, in accordance with the equipment of the player character70A with the fishing rod73, the player character70B is also equipped with the same fishing rod73. The fishing rod73with which the player character70B is equipped is an equipment item possessed by the player character70B and is an item stored in the player-B saved data. When the player character70B does not possess a fishing rod, and even when the player character70A is equipped with the fishing rod73, the player character70B is equipped with no equipment item.

The player character70A and the player character70B equipped with the fishing rod73perform fishing in accordance with operations on the player A and the player B, respectively. For example, when a predetermined operation is performed when the player character70A is directed to a fish object74in the river object76, the player character70A performs the operation of casting their line from the fishing rod73and catches the fish object74. As a result, the fish object74is stored as a virtual object possessed by the player character70A in the player-A saved data. As described above, the main character and the sub character are equipped with the same equipment item in accordance with an operation of the player on the main character and can execute the same behavior associated with the equipment item. Consequently, a plurality of players can share a behavior and have a sense of togetherness.

It should be noted that the player corresponding to the main character can select with which equipment item the player characters are to be equipped, but the player corresponding to the sub character cannot select an equipment item.

Further, also in the multiplay mode, the main character can, for example, create an equipment item from a possessed virtual object or exchange a virtual object for an equipment item. However, the sub character cannot create or exchange an equipment item.

As described above, the main character can move, select an equipment item, and perform a behavior corresponding to an equipment item. On the other hand, the sub character can move and perform a behavior corresponding to an equipment item, but cannot select an equipment item. Further, the movement range of the sub character is also limited based on the position of the main character.

It should be noted that an equipment item associated with the same behavior may have a plurality of versions that differ in function, performance, or effect. For example, when the main character possesses an equipment item of a first version associated with a predetermined behavior, and the main character is equipped with the equipment item of the first version, the sub character may be equipped with the equipment item of a second version possessed by the sub character and associated with the same behavior. For example, suppose that there are a gold axe and a silver axe as equipment items. The gold axe and the silver axe are equipment items associated with the same behavior (the behavior of cutting a tree). When the main character possesses the gold axe, and the sub character possesses the silver axe, in accordance with the fact that the main character is equipped with the gold axe, the sub character may be equipped with the silver axe. That is, when the main character is equipped with a predetermined equipment item (the gold axe), thereby selecting the behavior of cutting a tree as a behavior that can be executed, and when the sub character possesses an equipment item (the silver axe) associated with the same behavior (the behavior of cutting a tree), the sub character may be equipped with the equipment item (the silver axe) associated with the same behavior.

Further, regardless of whether or not the sub character possesses the equipment item, the sub character may be equipped with the same equipment item (or an equipment item associated with the same behavior) as the main character. Consequently, the sub character may be able to execute the same behavior as the main character.

Further, the main character and the sub character may be able to be equipped with different equipment items. For example, in accordance with an operation of the player A, the player character70A as the main character may be equipped with a fishing rod, and in accordance with an operation of the player B, the player character70B as the sub character may be equipped with a scoop. In this case, the player character70A and the player character70B can execute behaviors different from each other. Further, when the sub character possesses the same equipment item as an equipment item with which the main character is equipped, the sub character may be equipped with the same equipment item. When the sub character does not possess the same equipment item, the sub character may be equipped with a different equipment item possessed by the sub character.

(Switching Between Main Character and Sub Character)

In the exemplary embodiment, the main character and the sub character can be switched in accordance with an operation of the player corresponding to the main character. That is, the player character set as the main character can be switched to the sub character, and the player character set as the sub character can be switched to the main character.FIG. 18is a diagram showing an example of a game image after the main character is switched from the player character70A to the player character70B.

For example, when the player character70A is set as the main character, a predetermined instruction operation (e.g., the pressing of the minus button47) on the left controller3corresponding to the player character70A is performed, an image for selecting to which player character the main character is to be switched is displayed. At this time, using the right controller4, the player B performs a predetermined operation for switching to the main character. As a result, the player character70B corresponding to the player B is set as the main character, and the player character70A is set as the sub character. From this point onward, the player character70B is controlled as the main character, and the player character70A is controlled as the sub character. Specifically, similarly to the above, the virtual camera is controlled so that the player character70B is always included in the field of view of the virtual camera. Further, when the player character70B is equipped with an equipment item, and when the player character70A possesses the same equipment item, the player character70A is also equipped with the same equipment item.

When an instruction to end the multiplay mode is given based on an operation of the player corresponding to the main character B in the state where the player character70B is set as the main character, and the player character70A is set as the sub character, the game returns to the single-play mode. At this time, the game in the single-play mode by the player character70B is resumed.

(Key Assignment in Multiplay Mode)

Next, a description is given of the key assignment of each controller in the multiplay mode. As described above, in the single-play mode, basically, a player performs the game using both the left and right controllers. On the other hand, in the multiplay mode, each player performs the game using either of the left and right controllers. For example, using the left controller3, the player A operates the player character70A set as the main character. Further, using the right controller4, the player B operates the player character70B set as the sub character.

In the multiplay mode, since each player performs the game using either of the left and right controllers, the same keys as the keys in the single-play mode cannot be assigned to game operations in the multiplay mode. In the exemplary embodiment, regarding the main character in the multiplay mode, the operation mode of a controller is switched between a first mode (a default mode) and a second mode (a mode after the switching).

FIG. 19is a diagram showing an example of the key assignment for the main character in a case where the controller corresponding to the main character is the left controller3(the first mode).

When the single-play mode is switched to the multiplay mode, the operation mode of the controller is the first mode by default. As shown inFIG. 19, in the first mode, the analog stick32of the left controller3is used to specify the moving direction of the main character. Further, the down direction button34of the left controller3is used to cause the player character to perform a behavior corresponding to an equipment item. The left direction button36of the left controller3is used to cause the player character to dash. Further, the right direction button33of the left controller3is used to display the virtual object menu. Further, the up direction button35of the left controller3is used to cause the player character to perform the action of picking up a virtual object lying in the virtual space.

When the operation mode of the left controller3is the first mode, and when a predetermined switching operation (e.g., the operation of pressing the analog stick32) is performed, the operation mode of the left controller3is switched to the second mode.

FIG. 20is a diagram showing an example of the key assignment for the main character in a case where the controller corresponding to the main character is the left controller3(the second mode).

As shown inFIG. 20, in the second mode, the analog stick32of the left controller3is used to control the position and the orientation of the virtual camera. Further, the left direction button36and the right direction button33of the left controller3are used to change an equipment item with which the player character is equipped. The up direction button35of the left controller3is used to store away an equipment item (so that the player character is not equipped with the equipment item). Further, the down direction button34of the left controller3is used to display the equipment item menu.

It should be noted that the display form of the main character differs between when the operation mode of the controller is the first mode and when the operation mode of the controller is the second mode. This enables the player to distinguish which mode the operation mode of the controller currently is.

As is clear fromFIGS. 19 and 20, also in the multiplay mode, the player can perform the same operations as those in the single-play mode on the main character. If the key assignment in the single-play mode shown inFIG. 10and the key assignment in the multiplay mode shown inFIGS. 19 and 20are compared, when the operation mode is set to the first mode in the multiplay mode, the analog stick32and the buttons34,36,33, and35of the left controller3correspond to the analog stick32of the left controller3and the buttons53to56of the right controller4, respectively, in the single-play mode. Further, when the operation mode is set to the second mode in the multiplay mode, the analog stick32and the buttons34,36,33, and35of the left controller3correspond to the analog stick52of the right controller4and the buttons33to36of the left controller3, respectively, in the single-play mode.

In the single-play mode, the left controller3and the right controller4are held in vertically long orientations by the player (seeFIG. 9). In the multiplay mode, however, the left controller3is held in a horizontally long orientation by each player (FIG. 11). The arrangement of the buttons33to36viewed from the player differs between when each controller is held in the vertically long orientation and when the controller is held in the horizontally long orientation. Thus, game operations are assigned to keys so that the arrangement of the keys viewed from the player is the same between the single-play mode and the multiplay mode. For example, the operation of causing the player character to perform a behavior corresponding to an equipment item is performed using a button on the right side as viewed from the player both in the single-play mode and the multiplay mode. Specifically, in the single-play mode, the operation of causing the player character to perform a behavior corresponding to an equipment item is performed using the A-button53of the right controller4(the button on the rightmost side among the buttons to be pressed by the right hand). In the multiplay mode, the operation of causing the player character to perform a behavior corresponding to an equipment item is performed using the down direction button34of the left controller3(the button on the rightmost side among the buttons to be pressed by the right hand).

As described above, in the multiplay mode, different types of game control is performed by switching the operation mode of a single controller between the first mode and the second mode. For example, in the first mode, as game control, movement control on the player character, control for causing the player character to perform a behavior corresponding to an equipment item, and control on a virtual object possessed by the player character are performed. Further, in the second mode, as game control, control on the virtual camera and control for selecting an equipment item with which the player character is to be equipped are performed. Consequently, even when the number of keys of the controller is smaller than the types of game control that can be performed by the player, the player can perform various types of game control. It should be noted that also in the single-play mode, the operation mode of a single controller may be switched between the first mode and the second mode, and different types of game control may be performed.

FIG. 21is a diagram showing an example of the key assignment for the sub character in a case where the controller corresponding to the sub character is the right controller4.

As shown inFIG. 21, for example, the analog stick52of the right controller4is used to specify the moving direction of the sub character. Further, the X-button55of the right controller4is used to cause the player character to perform a behavior corresponding to an equipment item. The A-button53of the right controller4is used to cause the player character to dash.

Further, the B-button54of the right controller4is used to re-display a predetermined image near the sub character. This predetermined image is, for example, an image for representing the emotion of the player character, and a plurality of predetermined images are prepared in advance.

The player can select a predetermined image from a menu and display the predetermined image near the player character. For example, when a predetermined button (e.g., the second R-button44or the second R-button66) of the controller is pressed, a menu for selecting a predetermined image is displayed. When any of the plurality of predetermined images is selected in the menu, the selected predetermined image is displayed near the player character. The operation of selecting a predetermined image in the menu and displaying the predetermined image can also be performed in the single-play mode, and can also be performed for the main character and the sub character in the multiplay mode. When the B-button54is pressed as an operation on the sub character in the multiplay mode, a predetermined image most recently selected in the menu is re-displayed. A button for re-displaying this predetermined image is assigned only to the sub character. That is, a button for re-displaying a predetermined image is not assigned to the main character in the multiplay mode. Further, also in the single-play mode, a button for re-displaying a predetermined image is not assigned, either.

It should be noted thatFIGS. 19 and 20show an example where the main character is operated using the left controller3. The assignment of keys is the same also in a case where the main character is operated using the right controller4. That is, the analog stick32and the buttons33to36of the left controller3inFIGS. 19 and 20are replaced with the analog stick52and the buttons53to56of the right controller4, respectively. Further,FIG. 21shows an example where the sub character is operated using the right controller4. The assignment of keys is the same also in a case where the sub character is operated using the left controller3. That is, the analog stick52and the buttons53to56of the right controller4inFIG. 21are replaced with the analog stick32and the buttons33to36of the left controller3, respectively.

Further, a description has been given above of a case where two players perform the multiplay game. In the exemplary embodiment, however, up to four players can simultaneously perform the game. For example, when four players perform the multiplay game, two left controllers3and two right controllers4are wirelessly connected to the main body apparatus2. A single player character is associated with each controller, and in accordance with an operation on each controller, the player character corresponding to the controller is controlled. Any of the four player characters is set as a main character, and the other three player characters are set as sub characters.

As described above, in the game according to the exemplary embodiment, a player can call another player when performing the game in the single-play mode. When the player calls the other player, initially, a player character of the player who has called the other player is set as a main character, and a player character of the called player is set as a sub character. The main character and the sub character are placed in the virtual space, and the virtual camera is controlled so that the main character and the sub character are included in the field of view of the virtual camera. Specifically, the virtual camera moves by following the main character and is controlled so that the main character is always included in the field of view of the virtual camera. Further, when the sub character comes out of the field of view of the virtual camera, the sub character moves into the field of view of the virtual camera.

Further, the main character selects an equipment item in accordance with an operation of the player, thereby becoming able to execute a behavior corresponding to the equipment item. The sub character is equipped with the same equipment item as the main character or an equipment item associated with the same behavior as the main character, whereby the sub character becomes able to execute the same behavior as the main character. Consequently, a plurality of players can share a behavior.

(Details of Game Processing)

Next, an example of game processing performed by the main body apparatus2is specifically described. First, data stored in the main body apparatus2is described.

FIG. 22is a diagram showing an example of the data stored in (the DRAM85or the flash memory84of) the main body apparatus2. It should be noted that a description is given below of a case where two players, namely a player A and a player B, perform the multiplay game.

As shown inFIG. 22, in the main body apparatus2, a game program, shared saved data, player-A data, player-B data, and virtual camera data are stored. In addition to these pieces of data, various pieces of data necessary for the game are stored.

The game program is a program for executing game processing according to the exemplary embodiment. The game program is stored in, for example, an external storage medium. When the game is started, the game program is loaded from the external storage medium into the DRAM85.

The player-A data is data regarding the player A and includes player-A saved data. The player-A data includes, as the player-A saved data, player character data, equipment item data, and virtual object data. The player character data is data regarding the name, the face, the habitus, the clothing, and the like of a player character70A created by the player A. The equipment item data is data regarding an equipment item possessed by the player character70A. Further, the virtual object data is data regarding a virtual object (a fish, an insect, or the like) possessed by the player character70A.

Further, as data regarding the player character70A used during the execution of the game, position data, item-in-use data, a main character flag, and the like are stored. The position data is data indicating the current position of the player character70A in a virtual space. Further, the item-in-use data is data indicating an equipment item with which the player character70A is currently equipped. The main character flag is data indicating whether or not the player character70A is set as a main character. When the player character70A is set as the main character, the main character flag is set to “ON”.

Further, the player-B data is data regarding the player B. The player-B data also includes player-B saved data. The details of the player-B data are similar to those of the player-A data, and therefore is not described.

The virtual camera data is data indicating the position and the orientation of a virtual camera.

(Description of Flow Chart)

Next, a description is given of the details of the game processing performed by the main body apparatus2.FIG. 23is a flow chart showing an example of game processing performed by the processor81of the main body apparatus2.

As shown inFIG. 23, when an instruction to start the game is given, first, the processor81reads saved data (step S100). Specifically, the processor81reads shared saved data shared by a plurality of players from the flash memory84and generates a virtual space based on the shared saved data. Further, when the game is started, the processor81specifies which of the players saved in the main body apparatus2is to perform the game. The processor81performs a login process on the specified player and reads saved data corresponding to the specified player from the flash memory84. Then, based on the saved data corresponding to the specified player, the processor81generates a player character and places the player character in the virtual space. It should be noted that when the player is allowed to log in, the player may be requested to input a password. In this case, based on the input password, the processor81performs an authentication process. When the player is authenticated, the processor81reads saved data corresponding to the authenticated player.

Hereinafter, it is assumed that saved data of a player A is read in step S100. That is, the following description is given on the assumption that the player A starts the game.

When reading the saved data, the processor81starts the game in the single-play mode (step S101).

When the game is started in the single-play mode, the processor81acquires operation data from the left controller3and the right controller4(step S102). Next, based on the acquired operation data, the processor81performs a single-play game process (step S103). For example, when the player A provides a direction input using the analog stick32of the left controller3, the processor81moves a player character70A in the virtual space. Further, when, using the left controller3, the player A performs the operation of selecting an equipment item, the processor81equips the player character70A with the selected equipment item. Further, when the player A presses the A-button53of the right controller4, the processor81causes the player character70A to perform a behavior corresponding to the equipment item. Then, based on a virtual camera, the processor81generates a game image corresponding to the game processing and displays the generated game image on a display device (the display12or the stationary monitor).

After step S103, the processor81determines whether or not another player is called based on the acquired operation data (step S104). When the determination is NO in step S104, the processor81executes the process of step S102again. The processes of steps S102and S103are repeatedly executed at predetermined time intervals (e.g., 1/60-second intervals), whereby a single player performs a single-play game using a single player character.

When it is determined that another player is called during the execution of the game in the single-play mode (step S104: YES), the processor81reads saved data of the other player (step S105). For example, when the player A gives an instruction to call a player B, the processor81performs a login process on the player B and reads player-B saved data. Hereinafter, the description is given on the assumption that the player-B saved data is read.

When the player-B saved data is read, the processor81starts the multiplay mode (step S106). Specifically, based on the player-B saved data read in step S105, the processor81generates a player character70B and places the player character70B in the virtual space. Further, the processor81sets the player character70A as a main character and also sets the player character70B as a sub character. Specifically, the processor81sets a main character flag in the player-A data to “ON” and also sets a main character flag in the player-B data to “OFF”.

When the multiplay mode is started, the processor81performs a multiplay game process (step S107). The details of the multiplay game process will be described below. Next, the processor81determines whether or not the multiplay is to be ended (step S108). Specifically, based on operation data from the controller corresponding to the main character, the processor81determines whether or not an instruction to end the multiplay mode is given.

When an instruction to end the multiplay mode is not given (step S108: NO), the processor81executes the process of step S107again. The process of step S107is repeatedly executed at predetermined time intervals (e.g., 1/60-second intervals), whereby a plurality of players perform a multiplay game using a plurality of player characters.

On the other hand, when an instruction to end the multiplay mode is given (step S108: YES), the processor81resumes the single-play mode (step S109). Specifically, the processor81resumes the game in the single-play mode by the player character set as the main character at the time when the instruction to end the multiplay mode is given. The processor81performs a logoff process on the player character set as the sub character at the time when the instruction to end the multiplay mode is given. After the process of step S109, the processor81executes the process of step S102again. Consequently, the game in the single-play mode is resumed by the player character set as the main character at the time when the instruction to end the multiplay mode is given.

(Multiplay Game Process)

Next, the details of the multiplay game process in step S107are described.FIG. 24is a flow chart showing an example of the multiplay game process in step S107.

The processor81acquires operation data from each controller (step S120). Specifically, the processor81acquires operation data from each of the left controller3corresponding to the player character70A and the right controller4corresponding to the player character70B.

Next, based on the operation data from the controller corresponding to the main character, the processor81performs a main character control process (step S121). The main character control process is performed on a single player character currently set as the main character. The details of the main character control process will be described below.

Subsequently, based on the operation data from the controller corresponding to the sub character, the processor81performs a sub character control process (step S122). The sub character control process is performed on one or more player characters currently set as sub characters. The details of the sub character control process will be described below.

After step S122, based on the position of the main character and the position of the sub character, the processor81controls the position of the virtual camera (step S123). Specifically, based on the position of the main character updated in step S121and the position of the sub character updated in step S122, the processor81controls the position of the virtual camera so that at least the main character is included in the field of view of the virtual camera. For example, when the processor81calculates the center position between the main character and the sub character and sets the fixation point of the virtual camera at the calculated center position, the processor81determines whether or not the main character is included in the field of view of the virtual camera. When the fixation point of the virtual camera is set at the calculated center position, and the main character is included in the field of view of the virtual camera, the processor81sets the position of the virtual camera so that the fixation point of the virtual camera is the calculated center position. Further, when the fixation point of the virtual camera is set at the calculated center position, and the main character is not included in the field of view of the virtual camera, the processor81sets the fixation point of the virtual camera on the main character side of the calculated center position so that the main character is included in the field of view of the virtual camera.

It should be noted that in the exemplary embodiment, the virtual camera is moved in the left-right direction and/or the depth direction of the screen without changing the direction of the line of sight of the virtual camera so that the main character is included in the field of view of the virtual camera.

Next, based on the position of the virtual camera set in step S123and the position of the sub character updated in step S122, the processor81determines whether or not the sub character comes out of the field of view of the virtual camera (step S124). When it is determined that the sub character comes out of the field of view of the virtual camera (step S124: YES), the processor81starts measuring a timer (step S125). The timer indicates the time elapsed since the sub character comes out of the field of view of the virtual camera. It should be noted that when a plurality of sub characters are present, the timer is set with respect to each sub character.

On the other hand, when the sub character does not come out of the field of view of the virtual camera (step S124: NO), next, the processor81performs the process of step S126. It should be noted that when the determination is NO in step S124, the processor81resets the timer to “0”. That is, when the sub character comes out of the field of view of the virtual camera, and the sub character enters the field of view of the virtual camera again by the time when a predetermined time elapses, the timer is reset.

When the process of step S125is performed, or when the determination is NO in step S124, the processor81determines whether or not the timer exceeds a predetermined threshold (e.g., 5 seconds) (step S126).

When the timer exceeds the predetermined threshold (step S126: YES), the processor81moves the sub character that has come out of the field of view of the virtual camera into the field of view of the virtual camera (step S127). Specifically, the processor81instantaneously moves the sub character that has come out of the field of view into the field of view of the virtual camera.

When the process of step S127is performed, or when the determination is NO in step S126, the processor81determines whether or not an instruction to switch the main character and the sub character is given (step S128). Specifically, the processor81determines whether or not a switching instruction is given using the controller corresponding to the main character (e.g., the left controller3).

When an instruction to switch the main character and the sub character is given (step S128: YES), the processor81switches the main character and the sub character (step S129). Specifically, the processor81determines whether or not, on the controller corresponding to any of the plurality of sub characters (e.g., the right controller4), the operation of setting the sub character as the main character is performed. When the operation is performed, the processor81sets as the sub character the player character currently set as the main character and also sets as the main character the player character corresponding to the controller on which the operation is performed (the right controller4). It should be noted that the processor81adds a flag object71to the player character newly set as the main character.

When the process of step S129is performed, or when the determination is NO in step S128, the processor81generates a game image based on the virtual camera (step S130). The generated game image is output to the display device (the display12or the stationary monitor).

When the process of step S130is executed, the processor81ends the processing shown inFIG. 24and returns to the processing inFIG. 23.

(Main Character Control Process)

Next, the details of the main character control process in step S121are described.FIG. 25is a flow chart showing an example of the main character control process in step S121inFIG. 24. It should be noted that hereinafter, the description is given on the assumption that the controller corresponding to the main character is the left controller3. However, the same applies to a case where the controller corresponding to the main character is the right controller4.

The processor81determines whether or not the operation mode of the controller corresponding to the main character (the left controller3) is the first mode (step S140).

When the operation mode of the controller is the first mode (step S140: YES), the processor81performs a main character movement process (step S141). Specifically, based on the operation data from the left controller3, the processor81determines whether or not an operation on the analog stick32is performed. When an operation on the analog stick32is performed, the processor81moves the main character in the virtual space. At this time, when the left direction button36is pressed, the processor81moves the main character in a dashing manner.

Next, the processor81performs a main character action process (step S142). Specifically, based on the operation data from the left controller3, the processor81determines whether or not the down direction button34is pressed. When the down direction button34is pressed, the processor81causes the main character to perform a behavior corresponding to an equipment item.

Next, the processor81performs other processes (step S143). As the other processes, for example, based on the pressing of the right direction button33, the processor81displays a menu of an acquired virtual object. For example, in the menu, the main character can exchange the acquired virtual object for an equipment item or create an equipment item based on the virtual object. Further, based on the pressing of the up direction button35, the processor81causes the main character to perform the action of picking up a virtual object lying in the virtual space.

On the other hand, when the operation mode of the controller is not the first mode (step S140: NO), i.e., the operation mode of the controller is the second mode, the processor81performs a virtual camera control process (step S144). Specifically, based on the operation data from the left controller3, the processor81determines whether or not an operation on the analog stick32is performed. When an operation on the analog stick32is performed, the processor81changes the position and the orientation of the virtual camera. For example, in accordance with an operation on the analog stick32, the virtual camera may move on a semicircle perpendicular to the ground of the virtual space with the main character at its center, while being directed to the main character.

Next, the processor81performs an equipment item setting process (step S145). The equipment item setting process is the process of, based on an operation on the controller corresponding to the main character, selecting an equipment item, equipping the main character with the equipment item, and also equipping the sub character with the same equipment item. Specifically, based on the operation data from the left controller3, the processor81determines whether or not any of the buttons33to36is pressed. Then, the processor81performs a process corresponding to the pressed button. For example, when the button33or36is pressed, the processor81changes an equipment item with which the main character is equipped, thereby selecting a behavior that can be executed by the main character. When the sub character possesses the same equipment item (or an equipment item associated with the same behavior), the processor81equips the sub character with the equipment item. Further, when the down direction button34is pressed, the processor81displays a menu for allowing the player to select an equipment item. When an operation on the left controller3is performed while the menu is displayed, based on the performed operation, the processor81selects an equipment item and equips the main character with the selected equipment item. When the sub character possesses the same equipment item (or an equipment item associated with the same behavior), the processor81equips the sub character with the equipment item. Further, when the up direction button35is pressed, the processor81prevents the main character from being equipped with an equipment item and also prevents the sub character from being equipped with an equipment item.

When the process of step S143is performed, or when the process of step S145is performed, the processor81performs an operation mode setting process (step S146). Specifically, the processor81determines whether or not the operation of switching the operation mode (e.g., the operation of pressing the analog stick32) is performed on the controller corresponding to the main character (the left controller3). When the operation of switching the operation mode is performed, the processor81changes the operation mode from the current mode (e.g., the first mode) to another mode (the second mode).

When the process of step S146is executed, the processor81ends the processing shown inFIG. 25and returns to the processing inFIG. 24.

(Sub Character Control Process)

Next, the details of the sub character control process in step S122are described.FIG. 26is a flow chart showing an example of the sub character control process in step S122inFIG. 24. It should be noted that hereinafter, the description is given on the assumption that the controller corresponding to the sub character is the right controller4. However, the same applies to a case where the controller corresponding to the sub character is the left controller3.

The processor81performs a sub character movement process (step S160). The process of step S160is a process similar to the main character movement process in step S141. Specifically, based on the operation data from the controller corresponding to the sub character (the right controller4), the processor81determines whether or not an operation on the analog stick52is performed. When an operation on the analog stick52is performed, the processor81moves the sub character in the virtual space. At this time, when the A-button55is pressed, the processor81moves the sub character in a dashing manner. It should be noted that when the main character and the sub character are a predetermined distance or more away from each other, and when the input direction of the analog stick52is a direction further away from the main character, the processor81does not move the sub character in the input direction. That is, when the sub character is displayed at the end of the screen, and when the analog stick52is operated in the direction in which the sub character comes out of the screen, the processor81does not move the sub character in the direction indicated by the analog stick52.

Next, the processor81performs a sub character action process (step S161). The process of step S161is a process similar to the main character action process in step S142. Specifically, based on the operation data from the right controller4, the processor81determines whether or not the X-button55is pressed. When the X-button55is pressed, the processor81causes the sub character to perform a behavior corresponding to an equipment item. It should be noted that when the sub character is not equipped with the equipment item, the sub character performs no behavior.

Next, the processor81performs a predetermined image re-display process (step S162). Specifically, the processor81determines whether or not the B-button54is pressed. When the B-button54is pressed, the processor81re-displays a predetermined image (an image representing the emotion of the player character).

When the process of step S162is executed, the processor81ends the processing shown inFIG. 26and returns to the processing inFIG. 24.

It should be noted that the processes shown in the above flow charts are merely illustrative, and the order and the contents of the processes may be appropriately changed.

As described above, in the exemplary embodiment, basically, each player performs the game using saved data of the player themselves, but it is possible to perform the same game also in a multiplay mode. In the multiplay mode, a plurality of player characters appear in a virtual space, and a plurality of players operate player characters of the players themselves. One of the plurality of player characters is set as a main character, and the other player character is set as a sub character. Also in the multiplay mode, similarly to a single-play mode, a game image is displayed on a single screen. In the multiplay mode, the positions of a virtual camera and the sub character are controlled so that the main character and the sub character are included in the field of view of the virtual camera.

Specifically, when the sub character is not away from the main character, the position of the virtual camera is controlled so that both the main character and the sub character are included in the field of view of the virtual camera (step S123). When the main character moves in a direction away from the sub character, the virtual camera is moved by following the main character so that the main character is included in the field of view of the virtual camera (step S123). When the sub character comes out of the field of view of the virtual camera by the movement of the main character, the sub character is forcibly moved into the field of view of the virtual camera (step S127).

Further, when an equipment item is selected by the player corresponding to the main character, the main character is equipped with the selected equipment item, and the sub character is also equipped with the same equipment item (step S145). The main character and the sub character perform the same behavior using the same equipment item.

By such control, in a multiplay game performed by a plurality of players, it is possible to perform the game such that a single player character is a main player character. Further, since it is possible to switch a main character and a sub character, it is possible to perform the game in a balanced manner while the players make an adjustment.

Further, even when a game screen is not provided with respect to each player, a plurality of players can perform a game. When a multiplay game is performed, it is also possible that on split screens obtained by splitting a screen, player characters corresponding to the respective players are displayed. In this case, each split screen is smaller than a single screen, and further, each player may play the game by themselves. In the exemplary embodiment, however, a plurality of player characters appear on a single screen. Thus, it is easy for each player to grasp the motion of another player character. Thus, it is possible for a plurality of players to play the game with a sense of togetherness.

Further, a main character and a sub character can be equipped with the same equipment item and execute the same behavior. Thus, players can share a behavior and have a stronger sense of togetherness. Further, the main character selects a behavior that can be executed (an equipment item), and the sub character cannot select a behavior that can be executed, but can freely perform a behavior itself. Thus, the player corresponding to the sub character can somewhat freely play the game.

Further, a single player character is set as a main character on which an operation similar to a single-play mode can be performed, and another player character is set as a sub character on which an operation is limited. Thus, it is possible to prevent each player from completely freely performing the game and independently playing the game.

Further, in the exemplary embodiment, while a game is executed in a multiplay mode, it is possible to switch a player character set as a main character to a sub character and switch a player character set as the sub character to the main character. Thus, when a player corresponding to the sub character wishes to freely play the game without limitations, the player switches the sub character to the main character and thereby can play the game without limitations. For example, when the player corresponding to the sub character wishes to equip the sub character with a particular equipment item, the player can switch the sub character to the main character and select the particular equipment item by themselves. When the sub character does not possess the particular equipment item, the sub character can newly acquire or create the particular equipment item. In the exemplary embodiment, the behavior of a player character is determined in accordance with an equipment item, and the player character performs a behavior corresponding to the equipment item (e.g., the behavior of fishing or cutting a tree) and thereby can acquire a virtual object (a fish or a wood) corresponding to the behavior. When a player wishes to acquire a particular virtual object, the player switches a player character of the player themselves to the main character and selects the particular equipment item and thereby can select a behavior that enables the player character to acquire the particular virtual object.

Further, the exemplary embodiment is based on the premise that a plurality of player characters are included in a single game image. Thus, a plurality of players can switch a main character while directly consulting with each other regarding which player is to be set as the main character.

Further, in the exemplary embodiment, it is possible to vary a main character when a multiplay mode is started and a main character when the multiplay mode is ended and returned to a single-play mode. For example, when the player A performs the game in the single-play mode, and the player character70B corresponding to the player B is called during the game in the single-play mode, and the multiplay mode is started, the player character70A corresponding to the player A is set as the main character at the start of the multiplay mode. Then, the main character is switched from the player character70A to the player character70B. If the multiplay mode is ended when the player character70B is set as the main character, the game in the single-play mode by the player character70B (the player B) is resumed. It is possible to seamlessly switch the single-play mode and the multiplay mode. Thus, when the game in the single-play mode is performed, it is possible to light-heartedly cause another player to participate in the game.

Further, the game according to the exemplary embodiment includes shared saved data. When each player performs a game in a single-play mode, the game is performed using the shared saved data and player saved data corresponding to each player. Each player performs the game in the single-play mode, thereby updating the player saved data corresponding to each player and also updating the shared saved data. For example, when the player A plays the game in the single-play mode and constructs a house object in the virtual space, and when the player B plays the game in the single-play mode next, the house object is already constructed in the virtual space. As described above, in the game according to the exemplary embodiment, each player performs the game, thereby updating the shared saved data.

Also when the game is performed in a multiplay mode on the premise of such a game, the game is performed using the shared saved data and the player saved data corresponding to each player. Thus, it is possible to perform the game in the multiplay mode similarly to the single-play mode, and in the multiplay mode, a plurality of players can cooperate to play the game. In the multiplay mode, the plurality of players can cooperate to update the shared saved data and efficiently update the shared saved data.

VARIATIONS

While image processing according to the exemplary embodiment has been described above, the above exemplary embodiment is merely an example, and may be modified as follows, for example.

For example, in the above exemplary embodiment, when the sub character comes out of the field of view of the virtual camera by the movement of the main character, and when the predetermined time elapses, the sub character is moved into the field of view of the virtual camera. In another exemplary embodiment, when the sub character almost comes out of the field of view of the virtual camera by the movement of the main character, the sub character may be moved so that the sub character does not come out of the screen. For example, when the sub character is displayed at the left end of the screen as shown inFIG. 16, and when the main character moves in the right direction, control may be performed so that the sub character automatically moves in the right direction (moves by being fixed at the left end of the screen) and does not come out of the screen.

Further, in the above exemplary embodiment, only a single piece of shared saved data shared by a plurality of players is stored in the main body apparatus2, and the virtual space is defined based on the same shared saved data both in the single-play mode and the multiplay mode.

In another exemplary embodiment, a virtual space may be defined based on saved data stored with respect to each player. Specifically, each player has a set of virtual space saved data for defining the virtual space and player saved data regarding a player character (data of the player character itself and data regarding an equipment item and an acquired virtual object). For example, a player A has virtual space-A saved data and player-A saved data, and a player B has virtual space-B saved data and player-B saved data. When the player A plays the game in the single-play mode, the virtual space-A saved data and the player-A saved data are read, and the game is performed in a virtual space A based on the virtual space-A saved data. When the player B plays the game in the single-play mode, the virtual space-B saved data and the player-B saved data are read, and the game is performed in a virtual space B based on the virtual space-B saved data. In such a case, when a game is performed in a multiplay mode, a virtual space may be defined based on virtual space saved data of any one of a plurality of players, and the game may be performed in the multiplay mode.

Further, in the above exemplary embodiment, the virtual camera is moved without changing the direction of the line of sight of the virtual camera so that the main character is included in the field of view of the virtual camera. In another exemplary embodiment, the direction of the line of sight of the virtual camera may be changed so that the main character is included in the field of view of the virtual camera. The direction of the virtual camera may be controlled so that the virtual camera is directed to the main character. Further, the angle of view of the virtual camera may be changed, or the virtual camera may be moved in the depth direction of the screen so that the main character is included in the field of view of the virtual camera. That is, the virtual camera may be controlled (at least any of the movement of the virtual camera, a change in the direction of the line of sight of the virtual camera, and a change in the angle of view of the virtual camera) so that the main character is included in the field of view of the virtual camera.

Further, in the above exemplary embodiment, based on the fact that a predetermined instruction operation (e.g., the pressing of the minus button47) is performed on the controller corresponding to the main character, the main character and the sub character are switched. In another exemplary embodiment, based on a predetermined instruction operation on the controller corresponding to the sub character, the main character and the sub character may be switched.

Further, in the above exemplary embodiment, a plurality of player characters (up to four player characters) are displayed on a single screen. In another exemplary embodiment, the screen does not necessarily need to be a single screen. For example, when four players perform the game, the screen may be split into two screens, and two player characters may be displayed on each split screen.

Further, the above game is merely an example, and the above processing may be performed in any other game.

Further, in the above exemplary embodiment, the above processing is performed by the main body apparatus2in the game system1. Alternatively, the above processing may be executed by any other information processing apparatus (e.g., a personal computer, a smartphone, or a tablet terminal) or the like. Further, in another exemplary embodiment, for example, the above processing may be performed by a game system including a plurality of apparatuses connected together via a network such as the Internet (e.g., an information processing system including a terminal and a server). For example, saved data (each piece of player saved data and common saved data) may be saved on a server or a cloud on the Internet, and the above game may be performed by a local main body apparatus2reading the saved data. Further, a display device and a plurality of operation devices may be locally placed, and information regarding an operation performed on each of the plurality of operation devices is transmitted to one or more servers on the Internet, and the game processing of the main body apparatus2may be executed by the server. Then, a game image corresponding to the game processing may be displayed on the locally placed display device.

While the exemplary embodiment has been described, the above description is merely illustrative, and the exemplary embodiment may be improved and modified in various manners.

While certain example systems, methods, 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, 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.

Claims

  1. A game system comprising: circuitry configured to read shared data corresponding to a plurality of players of a game from a storage medium;generate a virtual space for the game based on the shared data;read player data corresponding to each of the plurality of players from the storage medium;generate a plurality of player characters in the virtual space based on the player data;set a first player character of the plurality of player characters as a main character and a second player character of the plurality of player characters as a sub-character;control movement of the main character in the virtual space in response to an input received at an operation device corresponding to the main character;control a field of view of the game to be displayed so that at least the main character is included in the field of view;generate a game image based on the field of view of the game to be displayed;control movement of the sub-character in the virtual space in response to an input received at an operation device corresponding to the sub-character, the operation device corresponding to the sub-character being different than the operation device corresponding to the main character;control the sub-character so that the sub-character is moved into the field of view in a case that the sub-character has moved out of the field of view;switch the first player character from the main character to the sub-character and the second player from the sub-character to the main character in response to an input received at least at one of the operation device corresponding to the main character and the operation device corresponding to the sub-character.
  1. The game system of claim 1 , wherein the circuitry is configured to: select a game play behavior from a plurality of game play behaviors that can be executed by the player characters in response to an input received at the operation device corresponding to the main character;control the main character to perform the selected game play behavior based on an input received at the operation device corresponding to the main character;and control the sub-character to perform the selected game play behavior based on an input received at the second operation device.
  2. The game system of claim 2 , wherein the circuitry is configured to: cause one or more of the player characters to acquire a virtual object within the virtual space;and store information indicating that the virtual object has been acquired in player data corresponding to the one or more player characters.
  3. The game system of claim 2 , wherein the circuitry is configured to: select the game play behavior based on an input received at the operation device corresponding to the main character selecting an equipment item to be allocated to the main character;equip the main character with the selected equipment item;and equip the sub-character with the selected equipment item or with an equipment item associated with the selected game play behavior.
  4. The game system of claim 1 , wherein the circuitry is configured to: identify that the sub-character has moved outside of the field of view;and control, in a case that a predetermined time has elapsed from when the sub-character has moved out of the field of view, the sub-character to move into the field of view.
  5. The game system of claim 1 , wherein the circuitry is configured to: generate the first player character based on saved data of a first player among the plurality of players and initiate a single-play game process using the first player character;during the single-play game process, in accordance with a start operation, generate the second player character in the virtual space based on saved data of a second player among the plurality of players and perform a multiplay game process using at least the first player character and the second player character such that the first player character is the main character, and the second player character is the sub-character;during the multiplay game process, in accordance with the input received at least at one of the operation device corresponding to the main character and the operation device corresponding to the sub-character, switch the first player character from the main character to the sub-character and the second player character from the sub-character to the main character;and during the multiplay game process, in accordance with an end operation, resume the single-play game process using the second player character as the main character.
  6. The game system of claim 1 , wherein the virtual space is generated based on the shared data corresponding to the plurality of players, the storage medium includes a first storage area configured to store the shared data corresponding to the plurality of players and a second storage area divided with respect to the player data corresponding to each of the plurality of players, saved data for generating the virtual space is stored in the first storage area, and saved data for generating the player characters is stored in the second storage area.
  7. The game system according to claim 1 , wherein the circuitry is configured to: generate one of the first and second the player characters based on the player data corresponding to one of the plurality of players;execute a single-play game process using the one of the first and second player characters;during the execution of the single-play game process, perform first game control in accordance with an input received at a first operation device and perform second game control in accordance with an input received at a second operation device;generate a second one of the first and second player characters based on the data corresponding to a second one of the plurality of players, set one of the first and second player characters as the main character, and set the one of the first and second player characters other than the main character as the sub-character, thereby executing a multiplay game process using the first character and the second character;and during the execution of the multiplay game process, in accordance with a switching operation on the first operation device, set an operation mode of the first operation device to a first mode or a second mode, and when the operation mode is the first mode, perform the first game control in accordance with an operation on the first operation device, and when the operation mode is the second mode, perform the second game control in accordance with the operation on the first operation device.
  8. A non-transitory computer-readable storage medium having stored therein a game program executed by a processor for performing game processing based on operation data from a plurality of operation devices, the game program causing the processor to: read shared data corresponding to a plurality of players of a game from a storage medium;generate a virtual space for the game based on the shared data;read player data corresponding to each of the plurality of players from the storage medium;generate a plurality of player characters in the virtual space based on the player data;set a first player character of the plurality of player characters as a main character and a second player character of the plurality of player characters as a sub-character;control movement of the main character in the virtual space in response to an input received at an operation device corresponding to the main character;control a field of view of the game to be displayed so that at least the main character is included in the field of view;generate a game image based on the field of view of the game to be displayed;control movement of the sub-character in the virtual space in response an input received at an operation device corresponding to the sub-character, the operation device corresponding to the sub-character being different than the operation device corresponding to the main character;control the sub-character so that the sub-character is moved into the field of view in a case that the sub-character has moved out of the field of view;switch the first player character from the main character to the sub-character and the second player from the sub-character to the main character in response to an input received at least at one of the operation device corresponding to the main character and the operation device corresponding to the sub-character.
  9. The storage medium of claim 9 , wherein the game program further causes the processor to: select a game play behavior from a plurality of game play behaviors that can be executed by the player characters in response to an input received at the operation device corresponding to the main character;control the main character to perform the selected game play behavior based on an input received at the operation device corresponding to the main character;and control the sub-character to perform the selected game play behavior based on an input received at the second operation device.
  10. The storage medium of claim 10 , wherein the game program further causes the processor to: cause one or more players to acquire a virtual object within the virtual space;and store information indicating that the virtual object has been acquired in player data corresponding to the one or more player characters.
  11. The storage medium of claim 10 , wherein the game program further causes the processor to: select the game play behavior based on an input received at the operation device corresponding to the main character selecting an equipment item to be allocated to the main character;equip the main character with the selected equipment item;and equip the sub-character with the selected equipment item or an equipment item associated with the selected game play behavior.
  12. The storage medium of claim 9 , wherein the game program further causes the processor to: identify that the sub-character has moved out of the field of view;and control, in a case that a predetermined time has elapsed from when the sub-character has moved out of the field of view, the sub-character to move into the field of view.
  13. The storage medium of claim 9 , wherein the game program further causes the processor to: generate the first player character based on saved data of a first player among the plurality of players and initiate a single-play game process using the first player character;during the single-play game process, in accordance with a start operation, generate the second player character in the virtual space based on saved data of a second player among the plurality of players and perform a multiplay game process using at least the first player character and the second player character such that the first player character is the main character, and the second player character is the sub-character, during the multiplay game process, in accordance with the input received at least at one of the operation device corresponding to the main character and the operation device corresponding to the sub-character, switch the first player character from the main character to the sub-character and the second player character from the sub-character to the main character;and during the multiplay game process, in accordance with an end operation, resume the single-play game process using the second player character set as the main character.
  14. The storage medium of claim 9 , wherein the virtual space is generated based on the shared data corresponding to the plurality of players, and the storage medium includes a first storage area configured to store the shared data corresponding to the plurality of players and a second storage area divided with respect to the player data corresponding to each of the plurality of players, saved data for generating the virtual space is stored in the first storage area, and saved data for generating the player characters is stored in the second storage area.
  15. The storage medium of claim 9 , wherein the game program further causes the processor to: generate one of the first and second player characters based on the player data corresponding to one of the plurality of players;execute a single-play game process using the one of the first and second player characters;during the execution of the single-play game process, perform first game control in accordance with an input received at a first operation device and perform second game control in accordance with an input received at a second operation device;generate a second one of the first and second player characters based on the data corresponding to a second one of the plurality of players, set one of the first and second player characters as the main character, and set the one of the first and second player characters other than the main character as the sub-character, thereby executing a multiplay game process using the first character and the second character;and during the execution of the multiplay game process, in accordance with a switching operation on the first operation device, set an operation mode of the first operation device to a first mode or a second mode, and when the operation mode is the first mode, perform the first game control in accordance with an operation on the first operation device, and when the operation mode is the second mode, perform the second game control in accordance with the operation on the first operation device.
  16. An information processing apparatus for performing game processing based on operation data from a plurality of operation devices, the information processing apparatus configured to: read shared data corresponding to a plurality of players of a game from a storage medium;generate a virtual space for the game based on the shared data;read player data corresponding to each of the plurality of players from the storage medium;generate a plurality of player characters in the virtual space based on the player data;set a first player character of the plurality of player characters as a main character and a second player character of the plurality of player characters as a sub-character;control movement of the main character in the virtual space in response to an input received at an operation device corresponding to the main character;control a field of view of the game to be displayed so that at least the main character is included in the field of view;generate a game image based on the field of view of the game to be displayed;control movement of the sub-character in the virtual space in response an input received at an operation device corresponding to the sub-character, the operation device corresponding to the sub-character being different than the operation device corresponding to the main character;control the sub-character so that the sub-character is moved into the field of view in a case that the sub-character has moved out of the field of view, switch the first player character from the main character to the sub-character and the second player from the sub-character to the main character in response to an input received at least at one of the operation device corresponding to the main character and the operation device corresponding to the sub-character.
  17. The information processing apparatus of claim 17 , further configured to: select a game play behavior from a plurality of game play behaviors that can be executed by the player characters in response to an input received at the operation device corresponding to the main character;control the main character to perform the selected game play behavior based on an input received at the operation device corresponding to the main character;and control the sub-character to perform the selected game play behavior based on an input received at the second operation device.
  18. A game processing method performed by a game system for performing game processing based on operation data from a plurality of operation devices, the game processing method comprising: reading shared data corresponding to a plurality of players of a game from a storage medium;generating a virtual space for the game based on the shared data;reading player data corresponding to each of the plurality of players from the storage medium;generating a plurality of player characters in the virtual space based on the player data;setting a first player character of the plurality of player characters as a main character and a second player character of the plurality of player characters as a sub-character;controlling movement of the main character in the virtual space in response to an input received at an operation device corresponding to the main character;controlling a field of view of the game to be displayed so that at least the main character is included in the field of view;generating a game image based on the field of view of the game to be displayed;controlling movement of the sub-character in the virtual space in response an input received at an operation device corresponding to the sub-character, the operation device corresponding to the sub-character being different than the operation device corresponding to the main character;controlling the sub-character so that the sub-character is moved into the field of view in a case that the sub-character has moved out of the field of view;switching the first player character from the main character to the sub-character and the second player from the sub-character to the main character in response to an input received at least at one of the operation device corresponding to the main character and the operation device corresponding to the sub-character.
  19. The game processing method of claim 19 , further comprising: selecting a game play behavior from a plurality of game play behaviors that can be executed by the player characters in response to an input received at the operation device corresponding to the main character;controlling the main character to perform the selected game play behavior based on an input received at the operation device corresponding to the main character;and controlling the sub-character to perform the selected game play behavior based on an input received at the second operation device.

Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.