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OVERVIEW
Mercado – 2
the group characteristics. The social dynamic between two people are
significantly different from the dynamic between 3 or more people and in the
case of interaction, people act quite differently. In the advent of ever more
sophisticated video games, worlds that live and breathe are in demand.
Video games progress in true/false trees. How can video games successfully
simulate a dynamic that pushes past simple dichotomies and create nuance
nuances. Due to its nature in binary information, every choice must be a “0”
or a”1” in order to represent a wide gamut of results. If the results are not
detailed enough, only another set of “0”s or “1”s can represent them.
removal of morality points that do not realistically match real life. In reality,
the brain processes a huge array of information that is sent from the five
document will analyze the level of immersion demanded in video games and
the theories that create immersion. Then it will examine games that immerse
relationship player agents have among NPCs and the relationships NPC’s can
JUSTIFICATION:
media element entices a person to suspend their disbelief and accept what
dramatic elements and interaction between the player and the computer, a
video game achieves a level of reality that demands very little suspension of
article he asks whether art is about imitating life, and asks what it really
imitate the nuances of real life, only then will video games reach the
incorporate the real controls into an interface and control scheme that is
creating a living social dynamic among non player characters is young. Many
times, video games will employ hard coded systems in order to direct
conversation trees and use scripts and game events to progress the game.
And in many times, the only source of story progression in through the use of
simple dialogues trees. Video gamers are tired of relying only on the
true for the video game experience. If the player is engaged in the natural
flow of the activity then their learning and enjoyment is enhanced. In flow
theory, the skill level is associated with the challenge level. In simple terms,
the optimum amount of challenge versus the skill level will increase the flow
personal control over the activity, intrinsic rewards and action awareness
Mercado – 5
for flow. Sophisticated non playable characters give rise to a few of these
tenets. (Butler-Bowdon)
give off more information that would make the player that much more aware
incorporates the action i.e. the goal and the awareness. The player’s will to
complete the goal, when merged also leads to clearer goals, and more
natural dilation where the player becomes unaware of the time that’s
passed. This in effect allows the player to be exposed to more than they
think they have been exposed to, and thus increases learning opportunities
The last two state that direct and immediate feedback and the sense of
feedback, and at the same time increases personal control. If a video game
the player in some sort of arbitrary way. It is in the same way that personal
control affects player immersion. Instead of dialogue trees, the more organic
solution allows the NPCs and player to interact in a more organic fashion.
(Butler-Bowdon)
need for video games to communicate feeling to the player. In “The Art and
can programmed into a system. Though the system is complex, the main
drive for creating such a system stems from the belief in traditional
gestures, and facial expressions the very desires of their inner being. (Kline,
and Blumberg)
actions they produce. Kline and Blumberg’s study breaks down dynamic
action selection. Motivation drives are defined as the bias towards a certain
environment, like in the event of danger, the NPC with a motivation drive will
With perception and action selection, the last two values affect each
perception dictates the selection of action. Though all three other factors can
rise through the direct link from sensory perception, the nuance in action
selection provides the NPC with fine tuned control over the situation. If the
initial motivation drives and emotion are not enough to give the NPC desire
and goal fulfillment then action selection fine tunes the appropriate reaction
Many games are starting to push the envelope towards non player
In the two games that Team ICO made, the philosophy oftheir
characters. In an interview with Fumito Ueda he said “We opted for a theme
full of character. We have learned much about AI thanks to the our work on
ICO, and we then explored how different things and characters can interact
with each other in Shadow of the Colossus. With The Last Guardian, we’re
taking these two facets of gameplay, combining them together and bringing
them to a whole new level, allowing us to create a truly living and breathing
game’s interaction and AI. Shadow of the Colossus and the more obscure
says that Wander, the protagonist in Shadow of the Colossus, moves and
uncomfortably. In fact, if Wander is hit hard, he goes down, and does not get
with Ico, especially the subtle movements and gestures between the two
that turned into powerful non verbal communication for the player. Ico is a
small boy, and as a result moves around just a like a small boy. When he
swings his stick, he does so awkwardly, and does it with lumbering force.
Yorda is defenseless, and acts on her own if the player leaves her alone.
Most of the time, the player must take care of Yorda. This practice is
stretched over the entirety of the game and thus the player in consequence
psychological triggers in the human psyche. With Team ICO it seems that
NPC and PC interactions are evolving. However in terms of NPC to NPC social
In games like Oblivion and more recently Fallout 3, Radiant AI has been
the focus on big game companies like Bethesda in order to boost realism in
degree at full implementation due to the fact that only motivations are
Radiant AI in Fallout 3. “In terms of the NPCs traveling around, many travel
around town, and some travel the wasteland. There are a few caravans in
the game that go from town to town trading. Radiant AI handles something
like that really well.” (The Elder Scrolls IV: Oblivion, 2006; Fallout 3, 2008;
Kotaku)
over from Oblivion. The only functions they added were the purely aesthetic
presentation in NPC actions like leaning on a wall to wait around for the next
event. Bethesda admitted that they had to reduce the amount Radiant AI
persisting through the world, since many times NPCs will flee from the player
primarily from the fact that they do not incorporate more complex structures
In the abstract of Byron Reeves and Clifford Nass’ book The Media
Equation they reveal that people, as agents of control, react and treat digital
media like they would treat real social events. They state the anything from
human psychological interaction in much of the same way as the real thing.
The concept suggests that human brains have not evolved to filter out
within the video games can happen in the first place. (Reeves, and Nass)
Mercado – 11
However, there are disconnects that can happen in between that sway our
suspension and hence break down all the positive forces that aid our desire
and goal for the activity. But in the relationship humans form with media
formats, and the expectations they have from the relationships, it would be
experience. In this way, the player can have a ever deeper immersion
experience that brings the game world into another level. (Reeves, and Nass)
CHARACTERS
How then can the player become totally engrossed in the experience
agent can absorb the emotional and social cues given by the NPCs in the
same way they do in real life. In the analyzing the pure aesthetic design we
can see that many things apply to the game character design that would
trigger these responses. If it is used correctly, the right message will be sent
through the aestheticism of the character itself. Though the pure aesthetic
characters that are beyond the visual. And in many ways already this is
being incorporated through dialogue and other things much like in the game
Mass Effect, where trigger motions are used in order to make the dialogue
more reaction based, instead of the player actually having to analyze each
game choice dialogue and choosing the appropriate response reflecting the
Universals
Psychological Approach she extensively details all the different factors that
While Isbister focuses on general game character design, the focus here is to
create universals that foster immersion and social interaction among the
One of the point she mentions talks about the use of simple character
relationships that everyone can relate to. This typically means relationships
between family, friends, siblings, parent and son and love interests. There
are games that display this sort of relationship of characters and attempts to
them. The rest of the factors include testing the game among the target
culture, removing any cultural references and being careful with the cultural
Universals help players of all kind get into the game by openly
identifying key moments in their own lives, and the associations formed
create a sort of indirect bridge to their emotional center. However, how can
one involve the player more so that players can go beyond the indirect
approach of the pure aesthetic? For example take the model of the father
and son. Failure in most games are hard coded to display a certain scripted
advances the level and losing does not. Each condition is met with a scripted
action be it a cut scene or simply the next level. However, the mechanics of
King of All Cosmos would give out different punishment for the failure of his
son, vary the reactions between failures or even cut off certain game world
content until player’s were able to complete the level successfully, perhaps
then the NPC would act more like a convincing father who guides the son i.e.
the player into a right path into completing the game. As mentioned before
Damacy, 2004)
dialogue trees with several endings. It also features a time function that
takes into account the player’s day cycle so wake/sleep cycles and meal
exhaustion, the difference here in Love Plus incorporates the use of the
stylus, toting that the player can interact with the NPC by touching her, and
thus the NPC will react dynamically to the player’s stimulus. This is one
fact it is so successful that in many news sites there have been reports from
various sources that show Love Plus to have sold at least 100,000 copies in
Japan attesting to its popular among the male population. There are even
reports that caused a media sensation where a man intends to marry his
virtual girlfriend in Love Plus and has started the plans for the wedding
universal themes have over people, and especially the ones who interact in
Abstractions
Mercado – 15
Screenshot from The Marriage. The blue and pink squares represent husband and wife and the circles all around
Taking universals one step further, creating a metaphor for the player to
Here, the player interacts with two squares, both blue and pink. Playing the
game, the player sees a variety of bubbles that take away from the blue and
pink squares. This abstraction in this case however is so extreme that the
player must have it explained to them. In this sense, it fails, but once it is
made clear, the metaphor for attraction and courtship is made clear. It is
made obvious that the game represents a man and woman as they meet and
go through their life story. At that point it becomes meaningful and possibly
agency of the game. You are only capable of making the squares move
Mercado – 16
towards each other at the same time or removing a circle by sacrificing the
size of the pink square. You are playing the agency of Love trying to make
the system of the marriage work. Not only does this mean that the
mechanics of attraction and sacrifice communicate love but also the physical
way the game is controlled”. Though it was personal to Humble the theme of
But how does this create a dynamic situation for the player to feel
involved and immersed through psychological design? Though the NPCs are
player’s agency, which is the most important part of the game. As the player
goes on through the game, agency on abstract and universal nature of the
man and wife plays at affecting the player’s emotion, and thus increasing
immersion in a way that is not static and based on hard coded reaction.
(Humble)
A screenshot from passage; the future to the far right is a blurry path. (“Passage”)
Mercado – 17
control in this game are manipulated not only by the aesthetics of the player
characters and the NPCs, but also by the mechanics of the game world.
Though it may seem like a tangent, the mechanics are incorporated into the
In Passage, the game is played with a horizontal bar across the screen. The
player meets the girl and can be played by walking straight to the end of the
level until the girl and the player character dies of old age. Immediately, one
can see the metaphor in perceptual choice. As said by Rohrer, this is a game
about life or more specifically a memento mori, journey from birth to death.
The extremely wide perspective ratio emulates the lack of full perspective
when moving through life. Going north and south changes the variables in
life. Going south provides more opportunities to get more treasure or money,
but often times, the search is fruitless, if not impossible. Go north and stay
the easy route, and people see the world as it enfolds, amassing nothing, but
reaching farther then anything. Once you choose your wife, you become less
mobile, and cannot reach different treasures due to her. There is a timer
counting your natural life, and the player character can either expire in the
southern regions seeing nothing in life but money, or expire in the northern
regions having close to nothing, but seeing everything. The first and last
moments are the defining times in the game that move the metaphor into a
whole new level. As the player character and the NPC move from the
Mercado – 18
beginning of life to the end, the far right part of the screen is initially blurry
indicating a uncertain future. But as the player proceeds and nears the end
of his life, the end becomes clear, while the end becomes blurry. And
eventually, the wife dies. Go on further and the eventually the player slows
Screenshots from Gravitation. As the player gets his high, his viewable screen gives him more to see and the land
blooms in spring. But when he is down, his view becomes small, and the world turns to the dead of winter.
(“Gravitation”)
short experience emulated the social dynamics between the player character
and the NPC concerning the mechanics in life. In much of the same way,
Gravitation does the same thing. In Gravitation, the mechanics directly affect
the players perception and serves as the abstraction of the agent and the
player character’s own psychology. As the player goes up and gets more
stars, he becomes more and more happy and thus expands the view of the
player. This chronic depression becomes the pivot of the player as he tries to
Mercado – 19
make the girl near the bottom happy. Games characters themselves do not
Gender
the lines between player character and the framework of the game, gender
the qualities of the universal but just like real people, NPCs have different
types of communication that arise from their respective genders. Thus the
separation is important, and depending on the male and female agent, their
Males and females treat their player characters much like they would
treat themselves in real life. For players who engage their respective gender
in-game the tendency for males is to play aggressive roles and cater their
game play to destructive types, thought obviously this is not always the
deal with other NPCs respective to themselves, regardless if they are male or
female. Females also tend to create relationships more for the sake of the
gain. When Males and females engage their own respective gender in-game
it provides for them a way to play off their own attributes, and expand from
there. The advantage here is that play styles, especially those supported by
the game mechanics will foster strong communication between the player
agent and the player characters and other NPCs, and thus increase the
communicate with female characters. And in many ways, if the game allows
it, the male agent will communicate to the female character in the way he
goal. Sexual curiosity is still there, but it takes on another role, this time, in
gender role-play. This allows the male player to explore or even nurture the
inherent feminine traits the player. This gender based attraction goes both
Female agents may treat male NPCs differently. Just as they do in real
life, females who are not actively engaged in the relationship can view male
sexual curiosity. In terms of players, many of the female gamers will have
slightly reduced and different drives due to the differences in their brain and
amounts in women influence their views on the NPCs. In the same way,
female agents who play male player characters similarly, will have interest
due to the more fluctuations of their particular body chemistry. In this game,
it is less an appeal to the sexual curiosity involved with gender play, but
behaviours. (Isbister)
Taking into account all the different kinds of associations with male
characteristics that socially cue the player agent and the general audience to
the player character or NPC’s mental state. This is especially useful when
send signals that help the player immerse themselves instead of having flat
pure aesthetics with movement of the body. While both genders have their
movements are all derivations of the same movement. For example, when
Mercado – 22
the NPC. With females, if they do fold their arms, it may be accompanied
instead by the cocking of their hips in order to intensify and colour their
response. (Isbister)
thus giving insight to the NPC’s feelings. In the previous examples, if the
female folded her arms in contempt, cocked her hips, but had a comical
expression on her face, the gesture could be taken as sarcastic, and not to
be taken seriously. This highlights the fact that the combination of the
preceding physical values goes very deeply into recognizing the true
30 seconds to two minutes, recent studies have shown that first impressions
are made within the “blink of an eye”. The blink effect states that the person
(Heathfield)
Mercado – 23
In terms of video games, the player character and NPCs can give way
instantly to what kind of person they might be. This instantaneous decision
results from the need to quickly analyze the situation and see if anything in
the person’s social circle looks out of place. If anything is out of place, this
blink effect helps fulfil the need for safety and essentially keeps the person,
wherein the player actively or passively observes the NPC. The intentions
come out after a while, and the player decides whether they want to
approach the NPC and develop a relationship. With intention and first
relationship with the player character and NPC, the next evolutionary step is
to develop AI that allows the same level relationship among the NPCs
themselves. The next section will discuss the social dynamics involved that
take the concepts in between player agent and video game characters, and
analyze and set the tone the NPCs inhabit as they go on in their scripted
actions. Setting a heavy preference for AI versus their scripted action can
actually keep the player from achieving their goal. Interestingly enough this
Mercado – 24
reduces the AI which reverts video games back to world mechanics done in
previous games. The only different here is that NPCs seem to exhibit life like
because Altair, the game’s protagonist takes time to weed through crowds
and find his way to his assassination targets. As a hidden blade amongst the
the middle of the crowd. His animation is exaggerated, and the citizen falls
down in a slow manner allowing ample time for Altair to walk away safely.
However, depending on the suspicion state, doing the same act in the
inconsistent. If the player is not under suspicion, then the player is able to
bumping into the wrong person can trigger a full chase scene.
have better crowd AI simulation simply because of the better processing and
informational cues to the player. In the following sections, the different areas
terms of mechanics.
Temporal
communication
Chronemics
Mercado – 26
between the next time communication happens has an effect on the player
who perceives it. In many ways, a long delay between speaking events can
events can imply restlessness and impatience. Based solely on the silence in
text based services argues that even though mobile phone technology allows
that shows perceptions are changed merely by the inclusion of a time stamp,
This argument can be expanded into the world of video games. Video
disbelief, but are still treated like human beings. The effects of NPC’s
would serve its purpose and draw the player in. (Reeves, and Nass)
Not only does delay play a role in chronemics, but aspects such as
the same note, speed of speech can indicate something about the NPC’s
personality. Rapid speech and short delays can form assumptions about an
NPC that is in a hurry, or rather, has the personality that things should be
the player takes too long to answer the NPC the NPC cuts them off and
affects the choices the player has to choose from. The possibilities arising
from the use of chronemics as a deeper game mechanic can expand the
Monochronics vs Polychronics
taking one thing at a time, and focusing the keeping or punctuality of time,
polychronics are more interested in multi tasking and involving more people
The differences in the way NPCs treat time can be interpreted to the
player as either something they are familiar with or not. Most Americans find
while polychronic cultures will find time to focus on several things forgoing
times importance for the welfare of the group. Though the concepts of
cultures, the detection of each type of social dynamic is not limited to the
detect the differences in the social treatment of time and hence can adapt to
The way these can be used successfully in games is to use the social
player feel the atmosphere. An urgent atmosphere can make the player, and
other NPCs sense the goal within that certain community. This would be
relationship based play style. Whatever the play style is encouraged, the
experience.
Visual
formed from the combination of pure aesthetic and movements. Visual cues
Similarly the visual cues can also let the observer, like the player see the
Mirror Behaviour
heads, even though it isn’t physically acted out. Mirror neurons help the
person blend in with the community at the appropriate time. This leads to
allows people to learn just as much as it allows people to blend. It also allows
people to detect intention when the act itself is simulated in the brain.
(Fogassi, et al.)
without the action of the agent can choose to blend in with NPC’s in the
group by copying their acts. Since the brain already can be taught by the
NPC’s on screen, this addition to group behavior mirroring can add the
Proxemics
by the term proxemics. This study takes into account the surrounding area
that an individual, and in this case, an NPC inhabits. Real people are affected
by the surrounding in two ways. The first is the relationship the NPC and the
player character has in the physical space they inhabit. Proxemics theory
says the color of the space can influence the moods of any person that are in
the space. For example strong warm colors like red and yellow can agitate
Mercado – 30
and rush people, perfect for a fast food restaurant. However on the other
side, a sit and dine type environment that had hues of blue and green
(Sheppard)
With video games they already use a majority of color theory in game
design in order to influence the mood of the player agent in the game.
proxemic. Creating a mechanic like that would add a sense of familiarity that
spaces. Social spaces involve the distance in which different persons are
from one another. Of course this is one of the other aspects of social
dynamics that is dependent based on culture. But again, the argument is, no
matter what background the player agent comes into the game world,
sensitivity to the social spaces should only add to their experiences since it
With social spaces, in typical American culture, the spaces are divided
into four separate spaces. Public space is anywhere from 12 to 25 feet, social
space ranges from 4 to 10 feet, personal space ranges from 2 to 4 feet, and
intimate space ranges from 1 foot from ourselves. Different areas change
the meaning of a person’s relationship with others that enter within their
radius. The public space is often reserved for addressing large radius, or
Mercado – 31
keeping away from the public at large. Social space can be used for
separating oneself in lines or crowds. In intimate space, this is often used for
Altair blends in with four monks in a scripted event to bypass guards. What if blending was based on real time
Yet again, if the player agent has an active enough engagement, the
player can detect this separation amongst their character and the other
NPCs in the social dynamic structure. This could be especially useful if the
NPCs use this in terms of crowd simulation and even within dialogue. The
distance can tell much information about the character in question as they
talk to the player agent. If a game like Assassin’s Creed used proxemics in
much more interesting and realistic. In already one instance, Altair does this
Their distance apart would place themselves in the personal space, and thus
groups them together and allows Altair to blend in and avoid detection.
who are standing casually near a wall. However, in this instance Altair is still
discovered despite the realistic situation and the player’s usage of proxemics
Audio
others as a whole. With that said, speaking is still important. Not so much in
what NPC’s and player characters say, but in how they say. (Bignold)
The most important point here is vocal intonation. In real life when one
speaks face to face for example to a friend can be coloured with all the
verbal aspects that we decided if the friend is joking around, or serious. Tone
is the intention behind what is actually said. People are often more sensitive
to tone when people have to take a phone call, or something similar in that
nature. When people have that removed, it leaves the brain needing more
non verbal use to utilize and glean the nature and intention of the speaker.
both in times where the player agent is able to witness the speaker and
when the player cannot. A terrified phone call could mask out the intention
of a non player agent and thus cause the player agent to panic much like the
player agent would in real life. In this way, it can also be used to punctuate a
critical moment in time, during a dramatic exposition for example, where all
the non verbal points point to distress and agony, and only in those
moments, the words that are actually spoken make a complete emotional
and argue loudly in sarcastic tones as they fight over a rake and a broom.
However, the rest of the AI is largely unaffected, thus decreasing the realism
THE FUTURE
video games. While many of the sources here covered psychological factors
in some form and utilized some aspects in some games, there is still a lack of
the games out there that make a complete cohesive experience out of the
While some games can benefit from the use different aspects
mentioned here, the RPGs and its many variants like action RPGs and the like
could use psychological factors in AI due the very nature of their worlds. RPG
worlds and open sandbox games use much of the world population at large
that the player character has to interact with. If the player cannot interact
realistically, the player is drawn away from the experience and instead
drawn to the flaws in the game design. The positive things that can come out
for themselves, but also give rise to the identity of the player since the AI
However there is always the risk of harmful habits that may come from
before, games like Love Plus for the DS can cater to the extreme examples of
study can be formed to take on the addicting qualities that make people
While that raises some ethical issues, the focus here is the mainstream
crowd. The mainstream crowd, if educated and aware will find video games
that feature current AI to have holes in their realism. The evidence of this is
shown in the many complaints against different games that incorporate AI.
In conclusion, good game design, much like other films and forms of
theatre rely on the suspension of disbelief in order to fully engage the player.
It has been shown that there are now games that are able to communicate
fidelity. While video games are now starting to become more advanced than
both films and theatre in terms of immersive factors, once a fully fledged
behaviours as game play from such titles. In the end, the focus here really is
the emergent properties that gamers can take from good game design
through the use of realistic social dynamics. For example, if the gamer can
interests into new types of game play. If this happens, gamers will start
becoming even more actively engaged agents in the games that they play,
and it will minimize the gap between the virtual world and the real world.
The only thing left now is the advancement of technology that is able to
Mercado – 36
handle the processing needed to render the dynamics between the player
WORK CITED
The Elder Scrolls IV: Oblvion. 20 Mar. 2006. Bethesda Softworks. 30 Nov.
2009