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companions_in_games [2009-01-26 14:56] davegriffithscompanions_in_games [2009-01-26 15:37] davegriffiths
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 Strategies used in increasing attachment to companions in games: Strategies used in increasing attachment to companions in games:
-  * Graphical limitations don't affect attachment levels. In fact they probably help, in accordance with the uncanny valley. 
   * Having companions dependant on you in some form (e.g. need feeding or rescuing) is a good way to build up a relationship.     * Having companions dependant on you in some form (e.g. need feeding or rescuing) is a good way to build up a relationship.  
 +  * Graphical limitations don't affect attachment levels. In fact they probably help, in accordance with the uncanny valley.
   * The use of natural language is one of the quickest ways to annoy the user, and break any illusion of intelligence, so it's generally left out, or a language which you can't quite understand is used instead, which still conveys basic levels of emotion.    * The use of natural language is one of the quickest ways to annoy the user, and break any illusion of intelligence, so it's generally left out, or a language which you can't quite understand is used instead, which still conveys basic levels of emotion. 
   * User investment in the design or construction of the agent increases a feeling of ownership, and therefore attachment - "My robot is the only one like it"   * User investment in the design or construction of the agent increases a feeling of ownership, and therefore attachment - "My robot is the only one like it"
   * Collective intelligence is generally more robust, and likely to resolve in useful emergent behaviour than relying on a single agent.    * Collective intelligence is generally more robust, and likely to resolve in useful emergent behaviour than relying on a single agent.
   * Migration of companions has been tried in games, and was generally seen as a successful experiment, the user accepting a large change in technology used to visualise the agent.    * Migration of companions has been tried in games, and was generally seen as a successful experiment, the user accepting a large change in technology used to visualise the agent. 
  • companions_in_games.txt
  • Last modified: 2009-01-29 13:16
  • by davegriffiths