创造做出心理驱动决策的非玩家角色的框架

Shakir Belle, Curtis L Gittens, T. C. Nicholas Graham
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引用次数: 1

摘要

非玩家角色(npc)的行为会影响玩家的沉浸感,进而影响用户粘性。逼真的NPC能够为游戏故事的完成提供极大的满足感;但不现实的NPC会破坏整个游戏体验。许多系统都是基于心理基础去创造npc。这些工具可以基于一种,也可以是情感、情绪、个性或记忆的组合。本文描述了一个包含这些心理成分的框架。这个框架可以用来创造表现出心理驱动行为的npc,并基于他们的情感、情绪和个性做出决定。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Framework for Creating Non-Player Characters That Make Psychologically-Driven Decisions
The behavior of non-player characters (NPCs) affects player immersion and, by extension, engagement. A realistic NPC can provide great satisfaction to the completion of the story a game is attempting to tell; but an unrealistic NPC can spoil the entire experience. Numerous systems have been developed to build NPCs with psychological underpinnings. These tools can be based on one, or some combination of emotion, mood, personality, or memory. This article describes a framework that incorporates these psychological components. This framework can be used to create NPCs that exhibit psychologically-driven behaviors and make decisions based on a combination of their emotions, moods, and personalities.
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