Before we start designing, here’s a bit of a summary of things that have come up in these pages.
Requirements
- give characters believable autonomy
- express different personalities
- simple design
- ease of authoring
- straightforward implimentation
Ideas
- motivate characters by rewarding them (that way only one desire needs to be satisfied)
- use graphic symbols to help express emotions
- make the character (at least the avatar) express sympathy for the player
- seperate animations from goals (so that goals can be attained in different ways and can be composed of several animations and interactions -as in 8’s “Action Language”)
- make the environment trigger the behaviour
- attach a list of possible interactions to each object and character
- categorize actions in groups, don’t allow the character to switch groups too often (use attention span)
- arrange all actions in categories with a preference value assigned by the author
- define all actions and their effects in the context of relationships (with characters, objects and environment)
- define a relationship as a single value, from good to bad, shared by both parties
- or define a relationship as a pair of values, one for each direction
- model social interactions as (dynamic) objects that exist outside of characters and that encapsulate them and tell them what to do
- or (in There-speak) create a seperate “conversation mode” where the conversation itself selects (part of) the animations rather than the individuals
- distinguish between autonomy when alone and autonomy when interacting with another character: the latter should be controlled from a higher level (less emergent, more meaningful); the distinction could perhaps be a gliding scale rather than binary
Hints
- improve the player’s willingness to suspend disbelief
- make sure the player likes the character
- give character an attractive appearance (shape, colour and motion)
- make an avatar somebody the player wants to be
- make the character express affection for the player
- make the character change or grow as a result the player’s actions
- make sure aesthetic style and behaviour are on the same level
- simple behaviour should be matched with simple appearance
- make sure the player likes the character
- the story happens between the ears of the player
- leave gaps for the player to fill in with his or her imagination
- model the symptoms, not the disease
- use Loyall’s requirements for believability in an artificial being as a checklist
- personality
- emotion
- self-motivation
- change
- social relationships
- illusion of life
- create drama that is larger than life, rather than an inferior copy of life
- use stylisation: leave out uninteresting aspects and exaggerate the interesting ones
- use the flaws of your system to your advantage (choose the system’s limitations carefully)
- they can help express personality
- they can provoke a desire to help or to care in the user