
 
You will most certainly start to find common traits 
in many quests or missions that you get involved in 
and that the computer generated entities; usually 
called NPCs (Non Player Characters) in the game 
are not that complex or smart. They will start acting 
in a predictable way and you will find yourself 
anticipating much of their behaviour even before 
they act.  
There are typically two different kinds of NPCs in 
online worlds and the following sections give a 
further description of friendly and hostile NPCs 
respectively.
 
2.1 Friendly NPCs 
There are many NPCs that assist the player in 
MMOGs. Some of them are vendors where players 
can buy equipment or repair items. Others distribute 
quests for the player, where the quests most of the 
time involve killing hostile NPCs and collecting 
items that are essential in completing the quest. All 
these NPCs have predetermined ways of interacting 
with players and they are reduced to the function 
that they are programmed to facilitate. They 
typically have a scripted dialogue that follow a 
storyline for different quests that are tailored to fit 
players of a certain level. 
A structural problem in most online worlds is 
that they are designed to have special places where 
players are meant to “socialize”. Most players will 
sooner or later go to a city in these games where the 
interaction between players is dense, and where 
NPCs provide different services. Our point here is 
that friendly NPCs could potentially have a more 
dynamic role in MMOGs than being vendors or 
quest givers. 
2.2  Hostile NPCs (Mobs) 
In most games, hostile NPCs are typically different 
kind of monsters that are either part of a quest or 
part of the wilderness outside of the city walls. 
There are both villages where many NPCs of the 
same type reside, to single NPCs that roam a certain 
area. When a player is on a quest that involves 
exploring a cave full of hostile NPCs the difference 
between encouraging instrumental play or trying to 
make every such quest a true adventure lies in how 
the NPCs behave. As mentioned above, most NPCs 
are fairly static and the ones that display some level 
of dynamic behaviour will not change their 
behaviour over time. The most dynamic NPCs will 
run for help if their “health” reaches a certain 
percentage of its maximum health, something that 
could be explained as some type of “crisis 
response”. Unfortunately NPCs that runs off to get 
help do so randomly without even trying to find a 
potential helping hand. 
The limited dynamic and knowledge of NPCs 
contributes to there always being a possibility for 
players to easily find a strategy in order to maximize 
their gain and minimize the cost of killing hostile 
NPCs. If hostile NPCs could refine their tactics 
through cooperation and change their behaviour in 
response to players’ strategies, they would become 
harder to predict. Depending on preferences there is 
reason to believe that even the “achievers” from 
Bartle’s “Player categorisation” (Bartle 2003), 
would find NPCs with dynamic and unpredictable 
behaviour a much more interesting counterpart since 
it would demand skill and dynamic strategies to 
succeed in killing them. 
One important consideration is what do we gain by 
introducing complex NPCs? Is it just a matter of 
computational considerations that has influenced 
game developers to hold back on the complexity of 
NPCs? Or is it the case that NPCs just have to be 
“smart enough” to create an illusion of being entities 
that we need certain strategies to outsmart? 
2.3  NPCs as Agents 
This article will focus on what we believe can be a 
solution on how to make NPCs more dynamic and 
unpredictable, also providing a possibility for a 
deeper interaction between players and NPCs, but in 
order to create a different kind of NPCs we need a 
way of measuring their present state. 
We have chosen to look at NPCs as agents; with 
a possibility to model interaction between NPCs in 
what closely resembles Normative Multi Agent 
Systems (NorMAS). One question that potentially 
could pose a problem at this stage is: why the 
analogy between NPCs and Agents? We strongly 
believe that if we look at NPCs as social agents in 
these worlds, we will have the possibility to tailor 
their behaviour after the same principles that we 
could use to describe player behaviour. If we treat 
NPCs and players alike, we introduce a framework 
to understand players at the same time that we can 
cater to their needs as players when it comes to the 
interaction with NPCs. We do not offer any proof or 
further arguments that this is the only way to look at 
NPCs but in order to create social NPCs we need to 
create a possibility for them to adapt to the 
population of players they are supposed to interact 
with. 
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