Existing game world models typically adopt role-specific interactions, where player and NPC roles are bound to fixed characters. This limits their flexibility in multi-character games, where different characters may receive external control while NPCs must react to interactions triggered by players. This setting raises two key challenges: how to flexibly assign control roles to individual characters, and how to support direct player control and reactive NPC behavior within a unified model. These challenges are particularly pronounced in shared-view 2D games, where multiple, potentially visually identical characters share the same viewpoint, making camera cues insufficient to distinguish their roles. To address these challenges, we introduce ReactiveGWM, a reactive game world model that flexibly assigns control modes at initialization and jointly simulates externally controlled players and reactive NPCs. Specifically, ReactiveGWM introduces Spatial Role Binding, which grounds learned character handles to their corresponding regions in the initial frame using instance masks. Building on these handles, Unified Agency Conditioning unifies heterogeneous control signals across characters by encoding player actions and conditional NPC rules into character-specific control-token groups. Each group is then bound to its corresponding character handle, enabling the model to apply each control signal to its designated character. Meanwhile, causal self-attention restricts temporal context to the current and preceding latent frames when generating player actions and NPC responses. Experiments on two multi-character 2D games demonstrate that ReactiveGWM supports flexible character control across different player/NPC role assignments while jointly generating accurate player-controlled behaviors and reactive NPC responses, enabling more configurable and richer multi-character interactions.
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