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companions_in_games [2009-01-22 15:33] davegriffithscompanions_in_games [2009-01-22 15:34] davegriffiths
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 Part of [[Project Lirec]] Part of [[Project Lirec]]
  
-Some non-player characters (NPCsin games are designed to help the player in some form. This is 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.+<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 stuffit 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 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 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]]
  
-<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 stuffit 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 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 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]]+Some non-player characters (NPCsin games are designed to help the player in some form. This is 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.
  
 ^ Companion ^ Gameplay purpose ^ Intelligence ^ Attachment level ^ ^ Companion ^ Gameplay purpose ^ Intelligence ^ Attachment level ^
  • companions_in_games.txt
  • Last modified: 2009-01-29 13:16
  • by davegriffiths