diary of an indie game developer

 

Interacting With Characters

One of the more neglected forms of agency in games is the ability of the player to exert influence on non-player characters.  In striking contrast to mainstream entertainments such as literature, television, and film, games often seem to dedicate far more resources to deforming terrain than to shaping character responses.

Certainly we’ve all experienced the placid, untouchable quest NPC in the middle of a full-scale firefight, or the shopkeeper who doesn’t seem to have noticed that you’ve killed off the entire town.  When characters do notice your actions, it’s often in the form of a generalized love/hate slider, like World of Warcraft’s factions.

The few stabs games have taken at reactive characters have been successful.  Good/evil games such as Fable often write several paths of dialog for each character.  In KoTOR, you have the opportunity to sway a recovered dark jedi either towards the light, or into relapse.  Watching the consequences of your actions on another feels more compelling than your own good/evil choices.

The Sims pushed character interactions further than any other game to my knowledge.  It communicates the internal state changes of its characters through their actions, as well as gestures and Simlish.

Despite early successes such as The Sims and KoTOR, developers are reluctant to take on the challenges of deeper character interaction.  Understandably so– the topic gets short shrift at game development’s popular conferences such as GDC.  The state of the art is quite primitive.  But players are happy to fill in the details.  Remember, you were once quite happy to accept this as a castle.

  • http://gclarke.livejournal.com/ geoff

    I am also tired of NPCs that seem oblivious to the world around them – I’m constantly amused that you can run into people’s houses, steal/break all their stuff, and they’ll just spout out their given dialog lines as if nothing unusual has happened. I’m stumped just thinking about how to model reasonable reactions to game situations and your past actions – this kind of thing can be difficult to do well in tabletop rpgs, and at least there you have a human gm figuring things out who ostensibly understands human behavior.

    I agree that KoTOR has one of the better models so far – your actions impact the dialog with other characters, the members of your party, the fate of several of those party members… but its still all just an evaluation on a good/evil slider really. And I did enjoy KoTOR more as a result of the choices being important to the side-effects of the story; but some combination of the software developer/accountant in me wonders what type of game is going to be able to justify the expense of really pushing this to the next level.

  • http://gclarke.livejournal.com geoff

    I am also tired of NPCs that seem oblivious to the world around them – I’m constantly amused that you can run into people’s houses, steal/break all their stuff, and they’ll just spout out their given dialog lines as if nothing unusual has happened. I’m stumped just thinking about how to model reasonable reactions to game situations and your past actions – this kind of thing can be difficult to do well in tabletop rpgs, and at least there you have a human gm figuring things out who ostensibly understands human behavior.

    I agree that KoTOR has one of the better models so far – your actions impact the dialog with other characters, the members of your party, the fate of several of those party members… but its still all just an evaluation on a good/evil slider really. And I did enjoy KoTOR more as a result of the choices being important to the side-effects of the story; but some combination of the software developer/accountant in me wonders what type of game is going to be able to justify the expense of really pushing this to the next level.

  • http://independentcreator.com/ Matt

    I’m not saying everyone has to be Will Wright and do it all at once, though clearly in hindsight, The Sims justifies every bit of money that was ever poured into it. (Not that EA didn’t try to kill it a good half-dozen times.)

    The commercial case for it looks daunting, until you see even token attempts having some success. Compare that with game X’s $5 million graphics budget, which brings its visuals up to the point of “acceptable”.

  • http://independentcreator.com Matt

    I’m not saying everyone has to be Will Wright and do it all at once, though clearly in hindsight, The Sims justifies every bit of money that was ever poured into it. (Not that EA didn’t try to kill it a good half-dozen times.)

    The commercial case for it looks daunting, until you see even token attempts having some success. Compare that with game X’s $5 million graphics budget, which brings its visuals up to the point of “acceptable”.

  • http://gclarke.livejournal.com/ geoff

    Right, I think we can agree that many titles would be better served spending their budget in areas like NPC interactiveness rather than shiny graphics; the Sims is easily a case in point where they did do that and were wildly succesful. I’m certainly not indicating that the bean-counters are right, just that it is easier to drop features like NPC AI in favor of other areas (graphics) right now. I guess I’m wondering at what point more realistic NPC responses will be an expected part of games in certain genres, to the point where no one would consider releasing a RPG where the shopkeeper quietly minds her shop as you raze the town around her.

    Now the programmer/entrepreneur in me is wondering if their is money to be made in building up a set of libraries or a generalized toolkit for this…

  • http://gclarke.livejournal.com/ geoff

    damnit. There, not their. Arrgh.

  • http://gclarke.livejournal.com geoff

    Right, I think we can agree that many titles would be better served spending their budget in areas like NPC interactiveness rather than shiny graphics; the Sims is easily a case in point where they did do that and were wildly succesful. I’m certainly not indicating that the bean-counters are right, just that it is easier to drop features like NPC AI in favor of other areas (graphics) right now. I guess I’m wondering at what point more realistic NPC responses will be an expected part of games in certain genres, to the point where no one would consider releasing a RPG where the shopkeeper quietly minds her shop as you raze the town around her.

    Now the programmer/entrepreneur in me is wondering if their is money to be made in building up a set of libraries or a generalized toolkit for this…

  • http://gclarke.livejournal.com geoff

    damnit. There, not their. Arrgh.

  • http://independentcreator.com/ Matt

    My gut instinct was, “middleware? No way! This is for art! Compelling characters! You can’t just make an API for that!”

    Then I thought, well, everyone uses Havok for all the interesting collisions and interactions it causes, even if many of them are random, and often don’t have an impact on gameplay. The explosions still look cool.

    It’s like, uh… Havok for feelings. :)

  • http://independentcreator.com Matt

    My gut instinct was, “middleware? No way! This is for art! Compelling characters! You can’t just make an API for that!”

    Then I thought, well, everyone uses Havok for all the interesting collisions and interactions it causes, even if many of them are random, and often don’t have an impact on gameplay. The explosions still look cool.

    It’s like, uh… Havok for feelings. :)

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