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The following is a selected excerpt from Better Game Characters By Design (ISBN
1-55860-921-0), published by Elsevier.
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6.1 What Is Covered and Why
Bodies reveal a wealth of information about people and their
relationships. Designers have far more options for range and subtlety
in character movement today with better animation tools and more
powerful platforms. Although character animators do focus a great deal
of attention on the body language of individual characters, there is
still little consideration of how characters move in relation to one
another. This chapter examines some of the social messages bodies
convey, with examples from games that make use of these cues in
characters―ICO, SSX™ 3, and There. The chapter concludes with tips for
taking advantage of body language in character design. The chapter also
includes an interview with one of the designers of There about the
forward-thinking choices made in designing the player avatars for this
highly social environment.
6.2 The Psychological Principles
Studying
human movement and its place in social relations is not an easy task.
Until recently, there were no adequate technologies for recording and
systematically analyzing motion. Even with these tools in hand, it is
difficult to translate insights about holistic impressions of
personality or social connection into quantifiable and testable
predictions. This predicament is not improved by the fact that most
people are dimly, if at all, aware of the incredible impact of bodies
in social interaction. Ask the average person if they think body
language plays a big part in their assessment of others, and they are
likely to say no, even when research results show that they are sensing
and making decisions based upon body cues (Nass, Isbister, and Lee
2000).
Body
cues have a pervasive influence on social relationships and are
therefore an important part of crafting truly engaging game characters
that feel lifelike and that evoke social reactions from players. This
chapter will present some of what has been unearthed in this
still-evolving area of social psychology.
6.2.1 Bodies Show Relationship
Interpersonal Distance and Touch
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6.1: What would you guess the relationship is between
these two people?
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6.2: How about the relationship between these two?
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6.3: How about these people?
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One way to begin considering how bodies work in social interaction is
to consider what proximity (how close people are together when they
interact) says about relationship. Consider Figures 6.1, 6.2, and 6.3
for a moment. Most people guess that the first pair are colleagues or
new acquaintances. The second pair tends to look like more familiar
friends, and the third pair like a couple. Something as simple as how
close people stand together has a profound affect on what they are
communicating about their relationship. Edward Hall, a well-known
anthropologist, made observations of four zones of interpersonal space
in U.S. social contexts:
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Public distance. Standing more than 12 feet apart. At this distance, it
is easy to see everyone’s full body. Typically, people will slightly
exaggerate their expressions and movements so that they are easy to
interpret.
- Social
distance. Standing 4 to 12 feet apart. This is the zone that most
people hover within at parties—the closer they stand within this range,
the better they probably know one another.
- Personal
distance. Standing 18 inches to 4 feet apart. At this distance, it is
easy to read subtle facial expressions. This is the distance that
people use for more private conversations.
- Intimate distance. Less than 18 inches apart. This allows the people to easily touch and even to smell one another.
As was mentioned in Chapter 3, social distances vary depending upon
culture and subculture, but the principle holds true: people can tell
very quickly by the distance between people how likely it is that they
are already in a close relationship.
Types of touch also contributes to how people perceive relationships (see Figure 6.4). Some key purposes of touch include:
- Function. Touch as part of a task, such as a doctor’s examination or a coach clarifying a movement.
- Social ritual. Rituals such as handshakes or cheek kisses.
- Friendship building. Touches that show care and liking for another, such as a pat on the shoulder or a hug.
- Intimacy. Touch that expresses sexual interest and/or emotional connection.
In
ICO, the player-character (the young boy carrying the stick) finds a
trapped princess very early on in game play. From this moment forward,
the player takes care of her. The princess (Yorda), is not really able
to defend herself and is not as agile as the player-character. She must
be led by the hand to ensure that she tags along, and she needs help
over obstacles. When the player battles the shadows that threaten her,
she will stay close by (within social distance).
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6.5: Sony Computer Entertainment's Ico
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Many
players of this game have remarked upon the emotions created by Yorda’s
dependence upon them. This dependence is expressed almost entirely
through body language. By keeping the two characters close, and by
using touch as part of game play, the designers build a powerful
connection between the player and Yorda (see Figure 6.5).
Imitation
Another way people display relationship through bodies is imitation.
Without realizing it, people often unconsciously mimic the postures and
movements of those around them. Certain circumstances evoke this
behavior:
- When the other person is more dominant. People tend to imitate those who have more social influence than they do.
- If
seeking assistance. If a person needs something from another, she or he
will begin to adapt the other’s poses when making a request.
- When
absorbed in conversation with someone. Researchers have noticed that
gesture synchrony happens more when people are highly engaged with an
interaction.
People tend to avoid imitating someone’s postures and gestures if in competition with them.
One
way to explore the power of imitation is to do some observation in
everyday life. For example, in a meeting at work, it is possible to
observe body dynamics: who around the table is already holding similar
postures? Are they people who share the same views? If you introduce a
new pose (such as clasping your hands on your head), do people take
the same pose? To directly observe the unconscious nature of these
effects, you might ask them if they were aware that they copied your
pose. Most likely, they will say no. Your colleagues can probably tell
you who got along with whom in the meeting but may not be able to
articulate exactly how body language affected their perceptions.
Social Grouping
People
also communicate relationship in the ways they orient themselves toward
others during the ebb and flow of group interaction. From a young age,
humans learn which groups are open to our approach and which are not by
observing whether group members seem to “open up” space as we approach.
Turning to acknowledge new arrivals, and including them in the sweep of
one’s gaze shows acceptance. “Turning a cold shoulder” is likely to
cause the new person to hesitate, and if the situation does not change,
to move on to some other group.
There
are many online 3D social environments and games but few with as
natural and inviting a use of body language as There. Figure 6.9 shows
how There avatars glance toward the speaker who is taking the current
turn and realign themselves as a group to allow newcomers to enter and
exit. These subtle automated touches help to tip the balance toward
friendly interaction among players. For an in-depth discussion of the
design choices made in creating There, see Section 6.4 for the
interview with Chuck Clanton.
6.2.2 Bodies Communicate Identity
Posture
and movement also communicate who people are as social individuals—what
they will be like to interact with and what to expect from them.
Each
of the people in Figure 6.10 is sending social signals through posture
and movement—clues about how they are feeling and about their general
persona. Putting a name on the kinds of qualities one can observe in
these examples, and understanding their underlying dimensions, has been
an ongoing challenge for psychologists. Some nonverbal qualities easily
map to broader traits, such as friendliness or dominance (which were
discussed in Chapter 2). Others seem specific to movement itself. One
researcher analyzed nonverbal style by systematically collecting words
for movement qualities and asking people to rate friends’ movement
styles using these words (Gallaher 1992). Based on the results, she
came up with a few key factors:
- Expressiveness. Using a lot of variety and energy in expressions and gestures when talking with others.
- Animation. Showing a lot of energy in general movement—a bouncy walk, quick reactions, and so on.
- Expansiveness. Taking up more space with one’s body in movement.
- Coordination. Moving smoothly and with grace.
She found statistical connections between these movement qualities and
personal qualities. For example, someone who was habitually fearful
would typically show less expansive movement and less animation.
She
also found a gender-related pattern: women tended to score higher on
the expressiveness scale, while men scored higher on the expansiveness
scale. And she found trends of connection between a person’s body type
and their movement style: heavier people were rated as less animated
and more expansive; taller people were rated as more expansive, and
people with more muscle were rated as more animated and coordinated.
Gallaher’s
findings mesh well with the movement analysis dimensions developed by a
famous early-twentieth-century dance researcher, Rudolf Laban (Laban
1974). He created a system of movement analysis in which he coded the
following dimensions:
- Space. Whether movement is indirect and wandering or to the point (shooing flies versus threading a needle).
- Weight.
A light movement seems weightless and easy; a strong movement shows
much force behind it (brushing your fingers across a flower’s petals
versus wringing a towel).
- Time.
Sustained actions seem to take their time; sudden actions are rapid and
over quickly (petting a cat versus grabbing the cat as it is about to
escape from the house).
- Flow.
Free movement looks loose and uncontrolled; bound movement looks quite
controlled and perhaps even rigid (a dog shaking water off itself
versus balancing a biscuit on its nose).
Laban crafted a system of movement notation to diagram the qualities of
any given action. In Figure 6.11a Laban’s parameters for movement are
arranged in a notational space, and in Figure 6.11b, the effort diagram
of someone screwing a lighbulb into place shows how the notation gets
used for a particular motion.
There
has been recent work examining the Laban signatures of
emotionally-driven movement, clustering emotional movements into
different effort signatures (Fagerberg, Ståhl, and Höök 2004). These
researchers found some interesting clusters of emotions (see Figure
6.12):
- Excitement, anger, and surprised–afraid (all flexible, fluent, and quick motions)
- Sulkiness, surprised–interested, pride, satisfaction (all direct, light, bound, and sustained motions)
- Sadness, being in love (sustained, fluent, light, and direct motions)
There is no definitive empirical strategy for analyzing motion as it
expresses emotion, mood, or more enduring personality traits. However,
working from Gallaher’s and Laban’s dimensions, it is possible to
create a profile of a character’s style of movement that can be
useful for a design team in guiding choices about animation details.
Thinking about a character’s likely emotions in a social encounter, and
about the character’s overall personality and build and how these will
impact motion, will help take full advantage of the character’s body as
a social instrument.
Designers
of professional sports games invest considerable design time in
recreating the signature moves and general style of athletes from
real-world teams. Even games such as SSX™ 3 that do not explicitly
recreate famous athletes, exaggerate the qualities that everyday people
envy in athletes: their high level of coordination and the magical way
they have of making difficult movements seem light, weightless,
flowing, and with a sense that they have all the time in the world at
their disposal (see Figure 6.13). Watching Clip 6.3 while keeping
Laban’s dimensions of effort—space, weight, time, and flow—in mind, it
becomes apparent that these characters lift the player out of the
everyday by heightening these qualities.
In
contrast, consider again the movements of the player-character and
Yorda in ICO (see Figure 6.14 and Clip 6.1). Neither has nearly the
coordination and smooth grace of the athletes. The player-character
uses rapid, sometimes clumsy movements. Yorda is more flowing but also
clumsy. Both characters create a sense of vulnerability and dependence
through their movements, heightening the tension for the player and
perhaps increasing the urge toward teamwork for survival. By
manipulating body movements, the designers have subtly pressured the
player’s game-play strategy and emotions.
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