Character: The Next Great Gaming Frontier?


4/24/2009 6:36 PM | 5 Comments | Page 3 of 3

Chris Buecheler
Chris Buecheler
Status: Muthaaaaa ... tell your children not to WALK MY WAY-HUH!
For an example of simulated behavior that works, and works well, we once again need look no further than our Half-Life 2 heroine. Episode One quietly debuts a feature that is so minor, it's fully possible many people who played the game never even saw it: When the player shines the flashlight in Alyx's face, in a dark area, she squints her eyes and covers them with her hand. This is a simple feature. It probably took no more than an afternoon to program in. Nonetheless, it represents an important step not in technological terms, but in terms of developer mindset, and it's to Valve's credit that it recognizes this and notes it in its "developer commentary" feature. This gesture humanizes Vance in a way that leagues of scripted sequences can't. No longer is she following an invisible line, gesturing at preset points and speaking preset dialogue. In cinematic terms, Vance is no longer acting; she's reacting.

Character: The Next Great Gaming Frontier
Them's some right purdy caverns you got, there!
We as gamers crave realism. We want to be dazzled, but more importantly we want to believe in what we're seeing. When Vance places her hand against an elevator door, and furrows her brow, and tells us to be careful, it's touching ... but it doesn't feel real. When we shine a flashlight in her eyes and she grimaces and pulls her arm up to block the light -- something that no game character has ever done before -- we see in her the very earliest sparks of sentience. For a brief, simple moment the automaton is set aside, and what we see instead is something human.

If we are to achieve the realism we crave in our games, then the time has come to spend our processor cycles on something more than environmental fidelity. While there will always be an audience for the Marcus Fenixes and Lara Crofts of the world, there is also a growing crowd of gamers who have come to know characters like Alyx Vance, have appreciated that contribution to gaming, and are looking ahead toward the next step in simulated humanity. Time and effort must be spent on technologies like intelligent response systems, dynamic emotional reactions and procedurally generated dialogue. It is time for the next strides to be made in the field of artificial intelligence. Our characters must cease to be scripted, and instead become simulated. Like Pinocchio, they must become real.

With this, games can and will evolve into an art form unlike anything seen before: true virtual worlds, lushly rendered and filled with reactive, compelling characters. Without it, all we're left with is a world that is beautiful but ultimately dead, populated only by robots pretending to be alive.

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Comments

  • ShakeyLo
    ShakeyLo

    5/5/2009 9:49:27 AM

    Great article - I think this is one of the things Far Cry 2 achieved. Though the characters were generally poorly acted and had an extremely barebones "character background" - which is to say, they had little in the way of pre-scripting - the reaction and interaction between the player and the other characters is what sold them. You would actually develop relationships with other characters through gameplay events that are not pre-scripted but are built into the game system. For example, one of your buddies will always come and save you when you die, in a game mechanic not dissimilar to BioShock's Vita Chambers. However once one particular buddy saves you multiple times, and you fight alongside them and complete missions with them enough times, you start to feel a relationship or even loyalty with them. The relevant factor though is that the buddies that appear in your game are chosen randomly, they are not prescripted into the narrative, and a player's actions in the game will cause different buddies to rise and fall in importance to the narrative. So it is through the game system, through reaction and interaction, and through the player's own empathy and anthropomorphism of the AIs, that these characters and relationships are built. In the future this technique could be further developed by giving each AI a personality matrix ala The Sims which causes them to react to events in a way that still defines themselves as a character without being pre-scripted by a writer.

    Reply »
  • togmkn
    togmkn

    4/27/2009 1:14:45 AM

    I've always thought that the character you played as in Morrowind (the Elder Scrolls game before Oblivion) had a fairly deep personality.

    In Oblivion, any time you could choose what you wanted to say, it was just a simple subject-predicate sentence. All of your journal entries read: "So-and-so wants me to do something. I should try looking in Some Giant Cave." I suppose they tried to make your character a blank slate so that the journal wouldn't contradict what the role-players were pretending to be.

    In Morrowind, though, reading your character's journal showed that you were pretty sharp but not always sure of yourself and overwhelmed by your situation.

    I really liked Morrowind's style better. It seemed like you were writing a book as you were playing it.

    Great article, by the way! It'll be really exciting when games can have dynamic characters that are affected by what the player does. (And I don't just mean like/dislike point system.)

    Reply »
  • CaptainHomeless

    4/26/2009 5:02:34 PM

    @MikeBBetts:

    While I don't disagree that there's some decent writing happening in videogames, the point I'm trying to make is that these experiences are basically all scripted. The most interesting and exciting thing about videogames is that they can go far beyond the sort of character experience we can get from a movie, or even from a book. Having decent dialog and plotting in cinematics or in-game scripted sequences is certainly important, but in the long run far less compelling than it would be if, each time you played the game, characters were able to change, grow, and react based on your actions, the actions of other NPC's, and their surroundings.

    We can do a lot better than just simulating movies. :)

    Reply »
  • CG-Prophet

    4/25/2009 2:28:02 AM

    This article ties in nicely to the Bioware piece. Improving character interaction in video games will have a positive effect on storytelling.

    I do think that games like L4D are laying the groundwork when it comes to this stuff.

    Reply »
  • MikeBBetts
    MikeBBetts

    4/25/2009 1:44:04 AM

    I might suggest you're just looking in the wrong places. Reactive AI partners might be far away, but many characters in Assault on Dark Athena, for example, are enormously compelling. I could have watched Dacher act all day. I've also had the same reaction, believe it or not, to a few characters in Heavenly Sword (a game which is slowly convincing me that anti-Japan critics are also looking in the wrong place).

    Of course, there's a difference between a character who is written and acted well in cut-scenes, and a character who acts like a real person during gameplay. Even so, the former can keep me enthralled with a game for a long time (see any Blizzard game pre-WoW).

    Reply »

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