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companions_in_games [2009-01-26 12:34] davegriffithscompanions_in_games [2009-01-26 14:42] davegriffiths
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 ^ Game  ^ Game description ^ Attachment level ^ ^ Game  ^ Game description ^ Attachment level ^
 | {{:pikmin.jpg?200}}[[wp>Pikmin]]|The player has to grow and use small creatures called pikmin to retrieve parts of a ship which has crashed, and rebuild it to escape the planet. There are types of pikmin which have different abilities. Up to 100 pikmin can be active at one time.|The focus of the game is to interact with your pikmin as they help you to solve problems and carry out tasks. The game works well due to the large quantity of individuals, which is a much more forgiving strategy than using a single companion. They are also designed to be obviously very alien (as they are part plant) so the player can accept any shortcomings as "natural" and more amusing than frustrating limitations in game technology| | {{:pikmin.jpg?200}}[[wp>Pikmin]]|The player has to grow and use small creatures called pikmin to retrieve parts of a ship which has crashed, and rebuild it to escape the planet. There are types of pikmin which have different abilities. Up to 100 pikmin can be active at one time.|The focus of the game is to interact with your pikmin as they help you to solve problems and carry out tasks. The game works well due to the large quantity of individuals, which is a much more forgiving strategy than using a single companion. They are also designed to be obviously very alien (as they are part plant) so the player can accept any shortcomings as "natural" and more amusing than frustrating limitations in game technology|
- +| {{http://www.pawfal.org/dave/images/work/thething1.jpg?200}} [[http://en.wikipedia.org/wiki/The_Thing_(video_game)|The Thing]]|The player is in charge of a small squad of soldiers, and has to use them to move through the game. Your squad is  a "trust and fear" mechanic, where your team mates can secretly turn against you.|The trust and fear system put the agent behaviour and emotions at the centre of the game. Characters can have their trust in you increased by giving them weapons, or can be forced to carry out your orders by force - at a cost of trust by characters who witness this happening. Characters who have been with you for a long time become very valuable, and you find yourself protecting them much more as you play the game.|
- +
-Breath of Fire III +
- +
-The Thing+
  
 ======Conclusions====== ======Conclusions======
  
 Strategies used in increasing attachment to companions in games: Strategies used in increasing attachment to companions in games:
-  * The companion using language which you can't quite understand, as use of natural language is one of the quickest ways to breaking the illusion of intelligence.+  * The use of natural language is one of the quickest ways to break any illusion of intelligence, so leave it out, or use a language which you can't quite understand, but which still conveys basic levels of emotion.
   * User investment in the design or construction of the agent, which increases a feeling of ownership.   * User investment in the design or construction of the agent, which increases a feeling of ownership.
   * Collective intelligence - by using multiple agents.   * Collective intelligence - by using multiple agents.
  • companions_in_games.txt
  • Last modified: 2009-01-29 13:16
  • by davegriffiths