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    Character-Driven Game Design

Archive for September, 2007

There is a new journal International Journal of Role-Playing and they have a call for papers out for the first number (deadline January 1st, 2008).



New open access journal Eludamos: Journal for computer game culture has published their first number.



Petri Lankoski
Media Lab
University of Art and Design Helsinki

Staffan Björk
Interaction Design Collegium
Computer Science and Engineering
Chalmers University of Technology and Göteborg University

 

Situated Play, Proceedings of DiGRA 2007 Conference
(c) 2007 Authors & Digital Games Research Association (DiGRA). Personal and educational classroom use of this paper is allowed, commercial use requires specific permission from the author.
Definitive version is be available in conference proceedings and http://www.digra.org/dl/display_html?chid=07315.46085.pdf

ABSTRACT
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 Body Damage, Dissectible Bodies, Initiative, Own Agenda, Sense of Self, Emotional Attachment, Contextual Conversational Responses, and Goal-Driven Personal Development, which point to design choices that can be made when designing believable non-player characters in games.
Author Keywords
Gameplay design patterns, non-player character, game design, The Elder Scrolls IV: Oblivion

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