Steps Towards Creating Socially Competent Game Characters
Abstract
This thesis investigates and presents approaches towards creating more socially competent NPCs by means of natural language dialogues. The aim is to provide hands-on solutions for game developers who want to offer interactions with the NPCs in the game that are socially driven rather than functionally motivated and that encourage the player to build and maintain relationships between the character they control and the other game characters. By means of gameplay design patterns (GDPs), i.e. a semi-formal means of describing, sharing and expanding knowledge about game design, a selection of games have been analysed in order to identify existing and hypothetical GDPs for game dialogues. The analysis resulted in a number of GDPs that support, or could support, social interaction among game characters. A selection of the identified patterns has then been modelled using Harel statecharts and implemented in State Chart XML, a candidate to become a W3C standard.
Degree
Doctor of Philosophy
University
Göteborgs universitet. Humanistiska fakulteten
University of Gothenburg. Faculty of Arts
Institution
Department of Philosophy, Linguistics and Theory of Science ; Institutionen för filosofi, lingvistik och vetenskapsteori
Disputation
Fredagen den 21 februari 2014, Lilla hörsalen, Humanisten, Renströmsgatan 6, Göteborg.
Date of defence
2014-02-21
Date
2014-01-31Author
Brusk, Jenny
Keywords
dialogue systems
computer games
non-playable characters
statecharts
scxml
Publication type
Doctoral thesis
ISBN
978-91-628-8890-9
Series/Report no.
Gothenburg Monographs in Linguistics
44
Language
eng