Multiplayer Game Space Segmentation to Prevent Character Interference

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Solution Overview

Problem

Existing multiplay games do not allow players to maintain the ease of single play experience when playing with others, as player characters often interfere with each other, complicating the gameplay.

Innovation Solution

A game processing system where player characters are controlled and displayed in virtual spaces such that they do not interfere with each other, using techniques like translucent display and conditional effects to indicate changes in the opponent's virtual space without altering the player's view.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If player characters from multiple game apparatuses are placed in the same virtual space, then multiplayer interaction is enabled, but character interference and gameplay complexity increase

Engineering Contradiction:
Improvemultiplayer interactionVSAvoidgameplay complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The virtual space is segmented into multiple independent virtual spaces, one for each game apparatus. Each player character exists only in their own virtual space and cannot interfere with objects or other characters in other virtual spaces. This segmentation enables multiplayer interaction while preventing character interference and maintaining single-player-like simplicity in each individual space.

Inventive Principle:
Principle #1Segmentation

2Loss of information

If competitor's virtual space changes are reflected in the player's virtual space, then information about competitor actions is provided, but the player's virtual space complexity increases

Engineering Contradiction:
Improveinformation about competitor actionsVSAvoidvirtual space complexity
Core Design Contradiction:
Loss of informationVSDevice complexity

Solution Approach 1:

Instead of directly reflecting competitor's virtual space changes in the player's virtual space, the system creates visual copies or representations of those changes. When the competitor's character satisfies a predetermined condition, a corresponding character in the player's virtual space changes display manner (e.g., becomes translucent or shows visual effects) to indicate the condition is met, without actually changing the player's virtual space structure or adding complexity.

Inventive Principle:
Principle #26Copying

3Adaptability or versatility

If the movable range in the competitor's virtual space changes, then the competitor's gameplay is affected, but the player needs to be informed of this change

Engineering Contradiction:
Improvecompetitor's gameplay variationVSAvoidinformation about space changes
Core Design Contradiction:
Adaptability or versatilityVSLoss of information

Solution Approach 1:

When the competitor's movable range changes in their virtual space, this change is copied as a visual indication in the player's virtual space. The corresponding character in the player's space changes display manner (such as becoming translucent or showing visual effects) to communicate the space change information to the player, without actually altering the player's virtual space or movable range.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS12623150B2Game processing system, computer-readable non-transitory storage medium having game program stored therein, and game processing method
Publication Date: 2026.05.12 NINTENDO CO LTD
  • US12623150B2 patent drawing
  • US12623150B2 patent drawing
  • US12623150B2 patent drawing

AI summary

Another player character does not interfere with an object in a game space in an own game apparatus. When the other player character satisfies a predetermined condition in a game space in another game apparatus, a movable range in the game space is changed but a movable range in the game space in the own game apparatus is not changed.