Designated NPC Proximity Control for Faster Game Interaction

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Solution Overview

Problem

In conventional game technologies, controlling a player character to interact with a desired non-player character among multiple allies can be time-consuming, as the player character needs to be maneuvered close to the target non-player character, which can be inefficient and cumbersome.

Innovation Solution

A game processing method that allows a player character to designate a specific non-player character as a 'designated' character through user input, controlling the movement of multiple non-player characters to maintain a closer proximity to the designated character than others, and enabling easier execution of actions on that character.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the player character manually moves to approach a desired non-player character among multiple allies, then the interaction can be performed, but the operation becomes time-consuming and cumbersome

Engineering Contradiction:
Improveease of interactionVSAvoidtime to perform interaction
Core Design Contradiction:
Ease of operationVSLoss of time

Solution Approach 1:

The system automatically manages the positioning of non-player characters relative to the player character. When the player designates a target non-player character, the system self-adjusts by moving other non-player characters away or keeping the designated one close, without requiring the player to manually navigate to the target.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system introduces an intermediary selection mechanism where the player designates a target non-player character, and the system mediates the spatial arrangement between the player and all non-player characters. This intermediary layer handles the complex positioning logic, simplifying the player's interaction to just the designation action.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Stability of the object's composition

If multiple non-player characters are moved together with the player character, then they maintain formation, but the player cannot easily interact with a specific desired non-player character

Engineering Contradiction:
Improveformation stabilityVSAvoidease of character selection
Core Design Contradiction:
Stability of the object's compositionVSEase of operation

Solution Approach 1:

The system applies different movement behaviors to different non-player characters based on their relationship to the designated target. The designated non-player character maintains close proximity to the player, while other non-player characters are positioned at a distance. This local differentiation allows formation stability overall while enabling easy access to the specific target character.

Inventive Principle:
Principle #3Local quality

3Ease of operation

If the player character automatically approaches nearby non-player characters, then interaction is facilitated, but the player may accidentally interact with the wrong character among multiple allies

Engineering Contradiction:
Improveinteraction facilitationVSAvoidcharacter identification accuracy
Core Design Contradiction:
Ease of operationVSMeasurement precision

Solution Approach 1:

The system provides visual feedback by displaying selection markers or highlights on non-player characters when they are in the interaction range. This feedback mechanism allows the player to confirm which character will be selected before the interaction occurs, preventing accidental interactions with the wrong character while maintaining easy interaction facilitation.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS12383834B2Storage medium, information processing system, and game processing method
Publication Date: 2025.08.12 NINTENDO CO LTD
  • US12383834B2 patent drawing
  • US12383834B2 patent drawing
  • US12383834B2 patent drawing

AI summary

An example of an information processing system moves a plurality of non-player characters in a virtual space according to movement of a player character. The non-player characters are allies of the player character. The information processing system performs a first control corresponding to a non-player character, according to a second operation input performed by a user in a state where a predetermined positional relationship indicating that the non-player character and the player character are near to each other is satisfied. The non-player character on which the first control is performed is set as a designated non-player character. The information processing system performs a movement control for the plurality of non-player characters so that a distance between the player character and the designated non-player character among the plurality of non-player characters becomes shorter than a distance between the player character and any normal non-player character.