Proceedings of DiGRA 2007 Conference

Situated Play


 
Time and place:
Tokyo, Japan
September 24-28, 2007
Editors:
Akira, Baba
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References from this conference (2007)

The following articles are from "Proceedings of DiGRA 2007 Conference: Situated Play":

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Articles

p. 416-423

Lankoski, Petri and Björk, Staffan (2007): Gameplay design patterns for believable non-player characters. In: Akira, Baba (ed.) Proceedings of DiGRA 2007 Conference: Situated Play September 24-28, 2007, Tokyo, Japan. pp. 416-423. Available online

Descriptions of humans require several qualities for people to experience them as believable: human body; selfawareness, intentional states, and self impelled actions; expression of emotions; ability to use natural language; and persistent traits. Based on these we analyze non-player character Claudette Perrick in The Elders Scroll IV: Oblivion to detect how these qualities can be created in the interactive environment of a game. We derive the gameplay design patterns Awareness of Surrounding, Visual Body Damage, Dissectible Bodies, Initiative, Own Agenda, Sense of Self, Emotional Attachment, Contextual Conversational Responses, and Goal-Driven Personal Development, which point to design choices that can be made when designing believable non-player characters in games.

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Changes to this page (conference)

09 Dec 2007: Conference Proceedings was added to the bibliography (approved by an editor)
Mar 17

More and more we're being asked to live with technology that is technically reliable, because it was created to fit our knowledge of the physical world, but that is so complex or so counterintuitive that it's actually unusable by most human beings.

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