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companions_in_games [2009-01-22 15:32] davegriffithscompanions_in_games [2009-01-22 15:33] davegriffiths
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 Some non-player characters (NPCs) in games are designed to help the player in some form. This is a list of interesting characters who are either designed to provide some assistance in solving problems or fighting battles, or are a central theme of the game and therefore are intended to form a bond with the player. Some non-player characters (NPCs) in games are designed to help the player in some form. This is a list of interesting characters who are either designed to provide some assistance in solving problems or fighting battles, or are a central theme of the game and therefore are intended to form a bond with the player.
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 +<blockquote>If an enemy monster is stupid (because its “brain” is just a couple of hundred lines of computer code running on a personal computer that is busy doing a lot of other stuff) it isn’t too bad. Hey, it’s a monster. It’s not supposed to be smart. But when a human character shows up the player expects him or her to act like a human. Then when they walk into the player’s line of fire, get confused by doorways, get caught up on scenery, or utter the same phrase for the tenth time, they are exposed as a fraud and the illusion of the gameworld is broken. NPCs have so many ways they can break immersion that it’s difficult to enumerate them all.</blockquote> From [[http://www.shamusyoung.com/twentysidedtale/?p=237|NPCs and immersion]]
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 ^ Companion ^ Gameplay purpose ^ Intelligence ^ Attachment level ^ ^ Companion ^ Gameplay purpose ^ Intelligence ^ Attachment level ^
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 |{{:ashleygraham.jpg}} Ashley Graham from [[http://www.res-evil.com/re4/|Resident Evil 4]]|Needs rescuing and helps with gameplay|Following and object avoidance, pointing out possible solutions to puzzles|[[http://www.res-evil.com/re4/|Not good]] on this character either, as being in the horror genre, it's very unforgiving to AI goofiness. The lack of attachment may also be due to the fact that unlike in Ico, where Yorda is with you all the time up to the last part, Ashley Graham often get recaptured.| |{{:ashleygraham.jpg}} Ashley Graham from [[http://www.res-evil.com/re4/|Resident Evil 4]]|Needs rescuing and helps with gameplay|Following and object avoidance, pointing out possible solutions to puzzles|[[http://www.res-evil.com/re4/|Not good]] on this character either, as being in the horror genre, it's very unforgiving to AI goofiness. The lack of attachment may also be due to the fact that unlike in Ico, where Yorda is with you all the time up to the last part, Ashley Graham often get recaptured.|
  
-<blockquote>If an enemy monster is stupid (because its “brain” is just a couple of hundred lines of computer code running on a personal computer that is busy doing a lot of other stuff) it isn’t too bad. Hey, it’s a monster. It’s not supposed to be smart. But when a human character shows up the player expects him or her to act like a human. Then when they walk into the player’s line of fire, get confused by doorways, get caught up on scenery, or utter the same phrase for the tenth time, they are exposed as a fraud and the illusion of the gameworld is broken. NPCs have so many ways they can break immersion that it’s difficult to enumerate them all.</blockquote> [[http://www.shamusyoung.com/twentysidedtale/?p=237|NPCs and immersion]] 
  • companions_in_games.txt
  • Last modified: 2009-01-29 13:16
  • by davegriffiths