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Designer's
Notebook

What Evil Lurks in the Hearts
of NPCs?
I
haven't designed many characters over the years - certainly not
action characters. In an action game, the avatar character's appearance
is all-important, because he or she will be in front of the player
99% of the time. Whether it's someone tough like Lara Croft, cute
like Mario, goofy like Crash Bandicoot - or a mixture of all three,
like Ratchet - the visual design of the character dominates other
considerations. Toby Gard has written an excellent introduction
to the subject in his Gamasutra article "Building
Character". Non-player characters (NPCs) tend to get similar,
but less detailed, treatment - their visual appearance is tied to
their role, and their role is usually either hostile or helpful,
with nothing in between.
Steve
Meretzky, too, has written an excellent Gamasutra article on character
creation. His article, called "Building
Character: An Analysis of Character Creation" discusses
visual appearance and motivation as well. He offers a useful list
of questions to which you should have answers if you want to create
a character with a background, a person who seems to have some depth.
There's
something of an open question about how detailed an avatar character
should be, because the avatar is, after all, a stand-in for the
player. Most of the time they only do what the player tells them
to, so their decisions are the player's decisions. Avatars have
to be at least reasonably likeable, and somebody that you want to
keep alive rather than actually kill off yourself (like, say, the
guy in Postal). Avatars used to be a complete cipher with
no personality at all, but lately they've been getting more detailed,
and players don't seem to be complaining. But the place where we
really have freedom to explore characterization is in the design
of non-player characters. That's where the player will notice it
most, and that's what I'll concentrate on in this column.
I
want to take Meretzky's discussion a little farther. We often speak
of characters in fiction as possessing "dimensions" -
"I didn't like that movie, the characters were completely two-dimensional,"
and so on. What do we actually mean by this? Not spatial dimensions,
obviously. Rather, we mean that the characters are lacking in some
quality that would make them seem more human. I believe that the
quality lacking is variety: intellectual, behavioral, and above
all, emotional variety.
I'm
going to propose a system for classifying characters according to
their "dimensionality." It hinges upon the idea of emotional
variety. Rather than try to give a formal definition, I'll use examples
from the James Bond universe that I think will illuminate the idea.
Zero-Dimensional
A
zero-dimensional character is one who exists in fixed emotional
states, without any variability. In the Bond world, any of the Big
Bad Guy's nameless henchmen is a zero-dimensional character. Ordinarily
they're only alive for about five seconds, from the time it takes
them to see Bond and shoot at him, to the time it takes him to shoot
back and kill them. Their only emotion - if you can even call it
an emotion - is a desire to kill Bond. Occasionally, for comedic
effect, Bond turns the tables on them in some clever way and causes
them all to run away in panic. They have no sliding scale of feelings;
they just have a "hate state" and a "fear state."
In
a video game these NPCs are usually found as enemies in simple action
games like platformers. Not only do the characters have fixed emotional
states, but those states are only relevant to the player. They have
no affection or enmity towards anyone else; they don't help their
buddies or even grieve when they die. In fact, they're usually not
aware of them at all. The only thing they know about is the player.
One-Dimensional
A
one-dimensional character has a sliding scale of emotional expression.
We use this a lot in games: an affinity relationship characterized
by a single variable. With one number, you can define an emotional
state that runs from hate to neutrality to love, like this:
In
a Bond movie, this is the Big Bad Guy's love interest. She's innocent
but deluded. Somehow the Big Bad Guy has managed to keep his army
of ninjas, hidden missile base, and plans for world domination secret
from her. (BBGs seem to prefer girlfriends who aren't too bright.)
She loves the Big Bad Guy, or at least likes him enough to hang
around with him, and she dislikes Bond because he's a cocky show-off.
Eventually Bond is able to prove to her what scum the Big Bad Guy
is. Her affection for Bond goes up, and her love for the Big Bad
Guy slides down to hate. (This make's Bond's eventual triumph sexual
as well as mortal - not only does Bond kill the BBG, but takes away
his girlfriend too.)
Bond
girls are not subtle; certainly not fully human, but they're marginally
more interesting than a 0D character. They occasionally show a little
anger or pride, and they quite often show fear, but their only meaningful
emotion is a sliding scale between love (combined with loyalty)
and hate. They have two of scales, one for Bond and one for the
BBG, and they usually work in direct inverse proportion. No Bond
girl ever regrets the loss of her relationship with the Big Bad
Guy - the good times they used to have together, their hopes of
starting a family, and so on. That would add an additional dimension
that Bond movies don't explore.
This
is about the level of the more sophisticated adventure game or RPG
characters. Each character has an array of single-valued affinity
relationships, one with the player and one each with the other NPCs
in the game. The player's actions can cause that value to change,
and this is reflected in the character's behavior. Less often, the
other NPCs can also act to change their affinity relationships with
each other as well. However, most NPCs are not designed with a desire
to be liked. They don't make much effort to improve other NPCs'
opinions of them.
Two-Dimensional
Now
we're beginning to get somewhere. A two-dimensional character is
capable of feeling a variety of emotions along a variety of scales,
as long as they don't conflict with each other. In the Bond world,
this is Bond himself. Bond enjoys a great many things: good food
and wine; driving fast cars; taking great risks; promiscuous sex.
He dislikes the KGB, drug barons, and megalomaniacs. He has a sense
of duty, but not much of honor or patriotism. He feels a vague obligation
to rescue his bed partners when they get taken hostage, but that's
as far as his commitment goes. He only occasionally loses his temper,
mostly when someone tries especially hard to kill him. (It doesn't
bother Bond when someone tries to kill him once or twice. It's perseverance
that really annoys him.)
The
important point about Bond's various emotions is that they are never
inconsistent, because they don't interfere with each other. Bond
is never of two minds about anything; never uncertain what to do;
never faced with a moral dilemma. If he does have a conflict of
emotions (having to kill a woman that he has slept with, for example),
he has a clear rule for resolving the problem: duty trumps love
(or lust), and he never mourns about it afterwards. All that Bond
really faces are challenges to be overcome one after another, like
- ah-ha! - a player in a video game. They're mostly physical challenges,
rather than emotional or intellectual challenges, anyway. Bond's
emotional mechanisms are quite adequate to deal with the types of
problems that he encounters.
Many
years ago I had a job in which I had two bosses. One was honest
but thoroughly unpleasant; the other, friendly but a bit of a scam
artist. It was a weird situation. But there's nothing that says
honesty must accompanied by good manners. We consider them both
to be virtuous and so we expect them to go together, but they don't
have to. Although these qualities are not emotions, it's a good
example of a pair of variables that don't interact with each other.
In
the world of videogames, The Sims is probably the game that
most closely approximates 2D characters. The behavior of each Sim
is governed by a variety of feelings and needs. Not having seen
the code, I don't know exactly what mechanisms are in use, but I
can tell by observation that the Sims are capable of feeling affectionate,
jealous, angry, bored and so on. If they do experience contradictory
emotions, there's a rule that determines which one governs their
behavior at the moment. Unfortunately, their animation is not sophisticated
enough to reflect a complex internal state. You can't tell the difference
between a Sim who's cooking dinner while feeling jealous and one
who's cooking dinner while feeling bored. Only the double cone over
their heads gives a clue to their mental state, and it merely displays
a univariate "happiness" value between red and green.
(If Maxis had wanted to, they could have used the entire RGB color
space, and displayed three values in the same mechanism; but that
would have required the player to remember that blue means sleepy
while yellow means alert, or whatever.)
Three-Dimensional
For
a three-dimensional character we have to leave the Bond universe
entirely--because it doesn't contain any. A fully three-dimensional
character has the complex hodgepodge of emotions that we all feel,
including some that are directly contradictory. A 3D character can
love and hate at the same time. Children abused by their parents
often experience this condition, which does bad things to their
heads.
This
is an extreme example, however. Three-dimensionality doesn't mean
that people are psychotic; it just means that they have a wide range
of emotions and, if the circumstances are right, they can occasionally
be faced with conflicting impulses. This happens all the time in
real life: a person can be honest but greedy, find a lot of money,
and have to deal with the contradictory emotions this creates.
I'm
a big fan of the sea-novels written by Patrick O'Brian, two of which
were recently made into the Peter Weir film Master and Commander:
The Far Side of the World. The books are set in the British
Royal Navy of the Napoleonic Wars. They're filled with high adventure,
but also a great deal of 19th-century science and culture. Most
important, however, is the interaction between the two protagonists.
Captain Jack Aubrey is bluff, cheerful, and politically conservative,
a brilliant military tactician whose eye for the ladies and financial
naïveté tends to land him in hot water ashore. Dr. Stephen
Maturin, the ship's surgeon, is irritable, perceptive, an enlightened
liberal (he believes in radical ideas like democracy, of all things),
a hopeless landlubber, and an opium addict. In spite of all this
they are great friends, lovers of good food and good music, and
vigorous opponents of Napoleon - Aubrey from his sense of duty as
a military man, Maturin out of personal conviction. Over the course
of 20 novels, we come to know them very well indeed. Their strengths
are sufficient to lift them above the mass of humanity and make
them admirable subjects for a series of novels; their weaknesses
are sufficient to have a profound impact on their lives, but not
so severe as to make them unlikable or pitiful.
Part
of the key to the richness of their characters is their variability.
Like real humans, they are not always consistent. Though you can
predict what they will say on a certain topics (Stephen bitterly
opposes slavery; Jack is a firm believer in monarchy) they have
good days and bad days, times when they are warm-hearted and generous
and others when they are sour and intolerant. Jack, though usually
jovial, suffers from occasional bouts of depression, especially
after a battle. Stephen's irascibility seems to evaporate when he
is around children. Their emotions don't simply change as part of
the plot, like a Bond girl's. They also change for other reasons
and sometimes for no reason at all, moving tidally like the restless
sea with which they live.
Unfortunately,
my example demonstrates one of the fundamental limitations of visual
media. Words are an excellent way of illustrating internal states
of mind; pictures are not. The Master and Commander movie,
good as it was, displayed only a fraction of these two men's emotional
ranges. A film director simply can't convey in a two-hour movie
what an author can in 20 novels, or even in one if it's highly introspective.
And ultimately this limitation applies to us in the game industry
as well. We won't be able to conduct extended character studies
in video games. Fortunately, it's unlikely that we'll need to. Video
games are about interactivity, and that is where we should devote
most of our attention.
That
doesn't mean, however, that all our non-player characters should
be the equivalent of Mario's turtles or Sonic's piranhas. There
is merit in striving even for what you cannot reach, so long as
you continue to get closer to it. I believe we should go on working
towards the goal of creating three-dimensional characters in our
games, firstly because advancing the state of the art is a worthwhile
aim in itself, and secondly because it will enable us to make new
games for new markets: people who are tired of cardboard characters.
In
Fahrenheit 451, Ray Bradbury imagined what he thought of
as a dreadful scenario, a future in which people don't read books,
but participate in interactive soap operas through wall-sized television
sets. Well, people aren't going to stop reading books, because as
I've shown, books can do things that other entertainment media can't.
But I would like to make the other part of Ray Bradbury's nightmare
come true: the interactive soap operas. And that will require characters
that we want to care about--characters that we believe are real.
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