A processing method for a network game system without dynamic obstructions, the network game system including at least a game server and a user terminal, the game server having at least one processor, the user terminal having at least one processor, characterized in comprising: providing, by the network game system, an non-player-controlled character system to control a plurality of NPC roles in a network game; monitoring, by at least one of the game server and the user terminal, a state regarding a short-range interaction of a non-player-controlled character role on a map of the network game having a user role corresponding to a user playing the game with the user terminal; when the NPC role selects a user role as a target of a short-range interaction, determining, by at least one of the game server and the user terminal, a total number N of all NPC roles that have the short-range interaction with the user role before the NPC role selects the user role as the target; determining, by at least one of the game server and the user terminal, a rotation angle C = N × a, wherein "a" is a specified reference angle; performing, by at least one of the game server and the user terminal, a position allocation operation, the position allocation operation comprising: using a current coordinate point of the user role as a center of a circle, calculating a destination coordinate point of the NPC role after a simulated rotation from a current coordinate point of the NPC role in a specified direction by the rotation angle C; determining whether there is a static obstruction at the destination coordinate point on the map; when there is a static obstruction, calculating a new rotation angle C by adding a specified angle to the current rotation angle C to repeat the position allocation operation; and when there is not a static obstruction, moving the NPC role to the destination coordinate point to perform the short-range interaction with the user role; monitoring a current load condition of the game server related to the NPC system controlling the NPC roles; and adjusting a clock tick interval of the NPC system according to the monitored current load condition, wherein a length of the clock tick interval corresponds to the current load condition. providing, by the network game system, an non-player-controlled character system to control a plurality of NPC roles in a network game; monitoring, by at least one of the game server and the user terminal, a state regarding a short-range interaction of a non-player-controlled character role on a map of the network game having a user role corresponding to a user playing the game with the user terminal; when the NPC role selects a user role as a target of a short-range interaction, determining, by at least one of the game server and the user terminal, a total number N of all NPC roles that have the short-range interaction with the user role before the NPC role selects the user role as the target; determining, by at least one of the game server and the user terminal, a rotation angle C = N × a, wherein "a" is a specified reference angle; performing, by at least one of the game server and the user terminal, a position allocation operation, the position allocation operation comprising: using a current coordinate point of the user role as a center of a circle, calculating a destination coordinate point of the NPC role after a simulated rotation from a current coordinate point of the NPC role in a specified direction by the rotation angle C; determining whether there is a static obstruction at the destination coordinate point on the map; when there is a static obstruction, calculating a new rotation angle C by adding a specified angle to the current rotation angle C to repeat the position allocation operation; and when there is not a static obstruction, moving the NPC role to the destination coordinate point to perform the short-range interaction with the user role; monitoring a current load condition of the game server related to the NPC system controlling the NPC roles; and adjusting a clock tick interval of the NPC system according to the monitored current load condition, wherein a length of the clock tick interval corresponds to the current load condition. using a current coordinate point of the user role as a center of a circle, calculating a destination coordinate point of the NPC role after a simulated rotation from a current coordinate point of the NPC role in a specified direction by the rotation angle C; determining whether there is a static obstruction at the destination coordinate point on the map; when there is a static obstruction, calculating a new rotation angle C by adding a specified angle to the current rotation angle C to repeat the position allocation operation; and when there is not a static obstruction, moving the NPC role to the destination coordinate point to perform the short-range interaction with the user role; monitoring a current load condition of the game server related to the NPC system controlling the NPC roles; and adjusting a clock tick interval of the NPC system according to the monitored current load condition, wherein a length of the clock tick interval corresponds to the current load condition.