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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