Descriptions of humans require several qualities for people to experience them as believable: human body; self-awareness, 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 Bod
The aim of this study is to take a closer look at how customization, or the lack thereof, affectsthe...
The aim of this study is to take a closer look at how customization, or the lack thereof, affectsthe...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
Over the last few decades there has been immense growth in the video game industry, and we have seen...
This paper investigates issues of character believability and intelligent personalization through a ...
In this study I propose a design approach for character-based games. In order to develop a design me...
Contemporary computer and video games utilize characters in large extent. However, game research lit...
This paper investigates issues of character believability and intelligent personalization through a ...
The behavior of characters in current computer games is generally scripted and predictable. This pap...
This work offers a set of design principles that might be useful to develop non-player characters (N...
NPCs are in many games the foundation on which it operates. NPCs create the illusion of inhabitants ...
Personality modeling is important in order to create character variation ingames. Character variatio...
You might have heard that one is not supposed to judge others based on appearance. This study does t...
We address the problem of creating human-like, believable behavior for game characters. To achieve c...
This study deals with the question in which extent non-player characters (NPCs), in the practice of ...
The aim of this study is to take a closer look at how customization, or the lack thereof, affectsthe...
The aim of this study is to take a closer look at how customization, or the lack thereof, affectsthe...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
Over the last few decades there has been immense growth in the video game industry, and we have seen...
This paper investigates issues of character believability and intelligent personalization through a ...
In this study I propose a design approach for character-based games. In order to develop a design me...
Contemporary computer and video games utilize characters in large extent. However, game research lit...
This paper investigates issues of character believability and intelligent personalization through a ...
The behavior of characters in current computer games is generally scripted and predictable. This pap...
This work offers a set of design principles that might be useful to develop non-player characters (N...
NPCs are in many games the foundation on which it operates. NPCs create the illusion of inhabitants ...
Personality modeling is important in order to create character variation ingames. Character variatio...
You might have heard that one is not supposed to judge others based on appearance. This study does t...
We address the problem of creating human-like, believable behavior for game characters. To achieve c...
This study deals with the question in which extent non-player characters (NPCs), in the practice of ...
The aim of this study is to take a closer look at how customization, or the lack thereof, affectsthe...
The aim of this study is to take a closer look at how customization, or the lack thereof, affectsthe...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...