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companions_in_games [2009-01-26 15:37] davegriffithscompanions_in_games [2009-01-29 12:44] davegriffiths
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 Part of [[Project Lirec]] Part of [[Project Lirec]]
 +
 +A very important aspect of HRI is looking at how people react to artificial companions. Games give us a wealth of easily accessible information on people's attitudes and experiences of playing and problem solving alongside non-player characters (NPCs). Although the complexity of technology involved varies, it's not always the more advanced solutions which work the best, a consistent  
  
 <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 a good article on [[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 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 a good article on [[http://www.shamusyoung.com/twentysidedtale/?p=237|NPCs and immersion]]
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 =====Rescue or gameplay helper companions===== =====Rescue or gameplay helper companions=====
  
-Some non-player characters (NPCsin 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 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.
  
 ^ 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
  • Currently locked by: 47.128.123.188