Drama Princess specifications

Posted by Michael on June 8th, 2006, in Development

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
  • 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

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