玩家-人种学家:研究数字游戏中非玩家角色的人种学方法

H. Ogier
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引用次数: 2

摘要

本文报告了构建和评估一种研究游戏中非玩家角色的新方法的第一步,即NPC人种学。在这种方法中,民族志数据收集和分析方法被应用于游戏npc的研究。这个提议的方法已经在一个单独的案例研究中得到了验证,这个案例是对电脑角色扮演游戏《辐射4》中npc“独立生活”的探索。这个案例研究的动机是,NPC自主性的出现是实现人们普遍期望的真实感和可信度的关键因素。总共进行了273小时的民族志田野调查,对所得数据的民族志分析得出了一个新兴的证据框架,证明了npc过着独立生活的表象或幻觉。在本文中,我讨论并评估了现实世界人种学方法对npc作为虚拟人类主体的适用性,并通过案例研究进行了探索。将大多数经过测试的方法应用于NPC而无需对现实世界应用的教科书示例进行重大修改的能力支持NPC人种学成为一种有效的方法方法。通过《辐射4》的初步案例研究所产生的有用结果说明了NPC人种学作为一种方法在游戏和虚拟环境中应用NPC研究的潜在效用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Player-Ethnographer: An Ethnographic Approach to the Study of Non-Player Characters in Digital Games
This paper reports on the first steps toward the construction and evaluation of a novel methodological approach to the study of non-player characters in games, NPC Ethnography. In this approach, ethnographic data collection and analysis methods are applied to the study of game NPCs. The proposed approach has been tested in a single case study, an exploration of the appearance of “independent lives” among NPCs in the computer roleplaying game Fallout 4. This case study was motivated by the suggestion that the appearance of NPC autonomy is a key contributing factor to the commonly desired qualities of realism and believability. A total of 273 hours of ethnographic fieldwork were conducted, and ethnographic analysis of the resulting data led to an emergent framework of evidence for the appearance or illusion of NPCs leading independent lives. In this paper I discuss and evaluate the applicability of real-world ethnographic methods to NPCs as virtual human subjects, as explored through the case study. The ability to apply most of the tested methods to NPCs without significant modification to textbook examples of real-world applications supports NPC Ethnography as a valid methodological approach. The generation of useful results through the preliminary Fallout 4 case study illustrates the potential utility of NPC Ethnography as a methodology for applied NPC studies in games and virtual environments.
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