Realistic video game characters are a desirable game component to increase a game’s value. Even if the game’s ending does not change, realistic character behaviours encourage players to replay a game multiple times to see what happens along the way. This is closer to tabletop games where players know the game’s outcome, but still play because no two sessions are alike. Despite its advantages, few developments have been made towards realistic game characters. An easily recognizable factor of human decision-making and behaviour is emotion and integrating emotion into character design is one way to improve their realism. A proof-of-concept system, GLaDOS, has already been proposed towards this idea. Further development of this concept continues to be explored.


Citation (ACM)

Geneva Smith. 2017. Integrating Emotion-Based Behaviours into Non-Player Characters in Computer Role-Playing Games. Master's Thesis. Department of Computing and Software, McMaster University, Hamilton, Ontario, Canada. Advisor Jacques Carette. http://hdl.handle.net/11375/21369