Non-Player Character: Difference between revisions
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== Introduction == | |||
A Non-Player Character (NPC) is every character in a game that is not controlled by a human, but the games algorithms, respectively the artificial intelligence. | A Non-Player Character (NPC) is every character in a game that is not controlled by a human, but the games algorithms, respectively the artificial intelligence. | ||
These characters come in all shapes and sizes, depending on the game and its setting and story. They can be humans, animals, monsters, ghosts or other fictional creatures. Some are helpful and friendly, while some will attack and even try to kill the character. NPCs fill the world of a game to create a more realistic environment and often have a huge impact on the gaming experience. | |||
== Main Part == | |||
When Artificial Intelligence in games became popular, the main goal for it was to win the game against the human. While this made sense for games like chess or tic-tac-toe, it didn’t do so much as games became more and more complex.<ref>cf. Riedl et al. 2011. "Game AI als Storytelling." In Artificial Intelligence for Computer Games, edited by P.A. González-Calero and M.A. Gómez-Martín, 125-150. Atlanta: Springer Science + Business Media. p. 126.</ref> | |||
It is likely, that some NPCs (especially in [[Role-Playing Game|RPGs]]) provide quests to the player, give them hints or the opportunity to sell and buy things that are more or less relevant for the story. In some games, the player even has one of them as a companion. For example in ''Fallout 4'', the player can choose between a dog named ''Dogmeat'' or a robot called ''Codsworth'' to accompany them on their journey through the postapocalyptic ''Fallout-World''. | |||
In (offline) RPGs like ''[[The Witcher 3: Wild Hunt]]'', ''Skyrim'' or ''Oblivion'', the player is likely to build relationships with different NPCs, depending on the story and also personal preferences. The players’ decisions during the story often have an impact on these relationships and whether some NPCs are friendly or angry minded towards them. | |||
For example: if the player decides to steal from villagers in ''Skyrim'' and they see them doing so, the character will be charged for it and maybe put into jail. | |||
If NPCs act as an enemy for the player, it is important, that the AI isn’t invictible. Otherwise they can lose their motivation and therefore their interest in playing the game pretty fast. The goal should be to program NPCs that are demanding enemies on the one hand, but on the other not too hard to beat, so the player still has a sense of achievement. <ref>cf. ibid.</ref> | |||
== Conclusion == | |||
While the NPCs in online games with other players are often fightable enemies or provide quests and the opportunity to trade or repair things (like in ''World of Warcraft''), they have bigger roles and impacts for the storyline and gameplay in offline RPGs like ''The Witcher''. The NPCs help to create a more realistic environment and are useful for an immersive experience. | |||
== Related Links/Research == | |||
<references /><br /> |
Revision as of 23:44, 15 April 2020
Introduction
A Non-Player Character (NPC) is every character in a game that is not controlled by a human, but the games algorithms, respectively the artificial intelligence.
These characters come in all shapes and sizes, depending on the game and its setting and story. They can be humans, animals, monsters, ghosts or other fictional creatures. Some are helpful and friendly, while some will attack and even try to kill the character. NPCs fill the world of a game to create a more realistic environment and often have a huge impact on the gaming experience.
Main Part
When Artificial Intelligence in games became popular, the main goal for it was to win the game against the human. While this made sense for games like chess or tic-tac-toe, it didn’t do so much as games became more and more complex.[1]
It is likely, that some NPCs (especially in RPGs) provide quests to the player, give them hints or the opportunity to sell and buy things that are more or less relevant for the story. In some games, the player even has one of them as a companion. For example in Fallout 4, the player can choose between a dog named Dogmeat or a robot called Codsworth to accompany them on their journey through the postapocalyptic Fallout-World.
In (offline) RPGs like The Witcher 3: Wild Hunt, Skyrim or Oblivion, the player is likely to build relationships with different NPCs, depending on the story and also personal preferences. The players’ decisions during the story often have an impact on these relationships and whether some NPCs are friendly or angry minded towards them.
For example: if the player decides to steal from villagers in Skyrim and they see them doing so, the character will be charged for it and maybe put into jail.
If NPCs act as an enemy for the player, it is important, that the AI isn’t invictible. Otherwise they can lose their motivation and therefore their interest in playing the game pretty fast. The goal should be to program NPCs that are demanding enemies on the one hand, but on the other not too hard to beat, so the player still has a sense of achievement. [2]
Conclusion
While the NPCs in online games with other players are often fightable enemies or provide quests and the opportunity to trade or repair things (like in World of Warcraft), they have bigger roles and impacts for the storyline and gameplay in offline RPGs like The Witcher. The NPCs help to create a more realistic environment and are useful for an immersive experience.