Game Event Execution System Scene Transition Usability
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Solution Overview
Problem
Existing information processing systems for virtual environments lack usability in executing events related to non-player characters, as users are limited to specific scenes and must navigate complex interfaces to interact with event objects.
Innovation Solution
An information processing system that allows users to control a user object across multiple virtual spaces, enabling event execution in different scenes based on user input, with enhanced usability through presentation of event object information and seamless scene transitions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If users are limited to executing events only in the first scene where event objects are arranged in predetermined positional relationships, then the system maintains clear event execution conditions, but usability deteriorates because users cannot execute events in desired scenes
Solution Approach 1:
The patent divides the scene execution control into two distinct modes: first scene execution (where event objects are arranged in predetermined positional relationships) and second scene execution (where event objects are not arranged in such relationships). This segmentation allows users to execute events in both scene types, improving usability while maintaining clear execution conditions for each scene type separately.
Solution Approach 2:
The event execution system is enhanced to support multiple functions: it can execute events in the first scene based on predetermined positional relationships, and also execute events in the second scene where such relationships are not established. This multi-functionality allows users to execute events in any desired scene, significantly improving ease of operation.
2Ease of operation
If the system presents event object information in the second scene to improve usability, then user interaction becomes more intuitive, but information processing load increases
Solution Approach 1:
The system performs preliminary actions by pre-arranging event objects in the first scene with predetermined positional relationships. This allows the system to cache and prepare event execution data in advance, reducing the processing load when users interact with events in the second scene, as the framework for event execution is already established.
Solution Approach 2:
The patent introduces an intermediary mechanism that manages event object information presentation. This intermediary layer handles the complexity of presenting event information in the second scene while abstracting the processing load, allowing users to interact intuitively without directly exposing the underlying computational complexity.
3Ease of operation
If the system allows event execution in both first and second scenes, then usability improves, but the complexity of managing different execution conditions increases
Solution Approach 1:
The patent implements dynamic scene execution control that adapts to different scene types. The system automatically adjusts execution conditions based on whether the current scene is a first scene (with predetermined positional relationships) or a second scene (without such relationships). This dynamic approach allows users to execute events in any scene while the system manages the complexity of different execution conditions internally.
Data Source
AI summary
A game apparatus functioning as a non-limiting example information processing apparatus includes a CPU that executes virtual game processing. A player makes a PC act in a place provided in a virtual space, and clears a quest issued by an NPC that the PC encountered. Then, a reward is given to the PC or player. Moreover, by displaying one or more quests issued by one or more NPCs by list, it is possible to clear a quest selected from the list. In this case, a reward is also given to the PC or player.


