Off-Screen Object Icons in Mobile Game UI
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Solution Overview
Problem
Mobile devices' limited display area and input channels hinder effective communication of information in multiplayer video games, making it difficult for players to gather and react to off-screen objects quickly, especially in fast-paced games like MOBAs.
Innovation Solution
A system and method for selectively displaying informational icons indicating the presence of off-screen objects, dynamically modified with contextually relevant information, based on a predetermined rule set, which provides visual representations of the object's identity, health, direction, and other details, even when the object is not directly visible.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Area of stationary object
If traditional UI elements are used in mobile video games, then the game can be played on compact devices, but the communication of information to the player is limited due to small display area
Solution Approach 1:
The patent extends the display area beyond the visible screen by showing icons for off-screen objects in the areas surrounding the current view. This dimensional extension allows players to perceive objects that would otherwise be completely hidden, effectively increasing the information-carrying capacity of the limited display area without requiring a larger physical screen.
Solution Approach 2:
The patent introduces intermediary icons that represent off-screen objects. These icons act as mediators between the hidden off-screen objects and the player's awareness, conveying essential information (presence, identity, health) without requiring direct visual access to the objects themselves. This intermediary representation system overcomes the display area limitation while maintaining effective information communication.
2Loss of information
If all off-screen objects are displayed with detailed information, then player awareness is maximized, but the user interface becomes cluttered and harder to interpret
Solution Approach 1:
The patent applies different levels of information detail to different objects based on their relevance and state. Not all off-screen objects receive identical treatment; instead, information is selectively displayed according to local conditions such as object importance, distance, and game context. This selective information presentation maintains player awareness while avoiding uniform clutter across the entire interface.
Solution Approach 2:
The patent displays partial information about off-screen objects rather than complete details. Icons show essential attributes (presence, identity, health status) while omitting less critical information. This partial action approach provides sufficient awareness for gameplay decisions without overwhelming the player with excessive data that would complicate the UI.
3Device complexity
If no information about off-screen objects is provided, then the user interface remains simple, but players cannot make quick decisions about hidden threats or opportunities
Solution Approach 1:
The patent provides preliminary information about off-screen objects before players encounter them directly. By showing icons that indicate presence, identity, and health status of off-screen objects, players can prepare mentally and strategically before encountering these objects. This preliminary awareness reduces reaction time and enables faster decision-making without requiring complex UI elements.
Solution Approach 2:
The patent extracts only the most critical information from off-screen objects and presents it in simplified icon form. Rather than displaying complete object data or complex representations, the system extracts essential attributes (presence, identity, health) and presents them in a minimal, easily interpretable format. This extraction approach maintains UI simplicity while providing sufficient information for quick decisions.
Data Source
AI summary
Systems, methods, and media are provided for the selective indication of the presence of off-screen objects in the shared gaming environment of a multiplayer game played on a mobile device. The shared gaming environment can include a game space and a plurality of objects located at various places of the game space. The player may view a portion of the game space via a screen view presented by the mobile device. The screen view can be bordered by a frame area that includes a portion of the game space that is outside of the screen view. Based on a predetermined rule set, the presence of an object that is located within the frame area can be selectively indicated within the screen view by a visual indicator, such as an icon. The visual indicator can be assembled from a library of elements to visually communicate contextually relevant information to the player.


