Abstract
Creating dramatic and engaging characters is one of the ‘holy grail’
issues in video games. Another – related – focus is the implementation
of morality in game characters. We look into a combination of these two
issues inside the game character’s definition. This character data
set forms the backbone of the game entity and a basis from which behavioral
engines can operate. Some of these data features refer to established
character definitions from traditional media, including physiology, sociology
and psychology as three defining elements of dramatic characters. Historically,
games have developed game character physiology, but how do data sets provide
for the other two elements? We refer to three games (Chrono Trigger,
Fable and Ultima Online) and examine their character
data sets in regard to:
a) their range, limitations and contents
b) ways in which they mimic social and ethical references
Based on the analysis we suggest a basic rethinking of a character’s
data set combining the elements of consistency and granularity that allow
for a clearer tracking and representation of moral behavior as “parameterized
morality”.
Introduction
In his theories of dramatic character creation, Lajos Egri identifies
physiology, sociology and psychology as the three dimensions of a dramatically
compelling character. [1] He applies this classification
scheme to create character conflict and ensure narrative advancement.
A direct application of Egri’s overall approach to story generation
and decision making to video games is beyond the scope of this paper.
Here, we concentrate on the relatively simple character data set, the
collection of all variables that define a certain character’s basic
capabilities, achievements and requirements. This differs from the field
of characters’ artificial intelligence as it describes only the
underlying information, not the processing of this data. Egri’s
categorizations are useful for classifying character statistics, identifying
holes in current models and assisting us in a selection of data values
that can support robust, three-dimensional characters. Modern video games
often represent the physical qualities of characters with considerable
success but largely ignore the other two dimensions [2].
Yet, in literature, drama, film as well as in many modern video games
characters are the dominant source for dramatic and narrative [3]
involvement and compelling interaction beyond sheer physical performance
[4]. Any meaningful social and psychological action
on this level requires suitable data sets. Traditional computer Role Playing
Games use character data sets that detail the character’s ability
to participate in the conflicts of the world—primarily physical
contests of strength, agility and mental prowess involving sword slinging
and long treks across unfriendly landscapes. The data to support dramatically
compelling social interactions is usually limited [5].
For characters to reach their full dramatic potential their character
data sets must allow them to exist physiologically, socially and psychologically.
Furthermore, good character data sets have to address relevant behaviors
with the fewest values, minimal quality overlap and close connections
between the variables to provide optimal performance
[6].
This paper examines values by which video games describe a character,
focusing on the character’s morality data. Role Playing Games (RPG’s)
serve as our prime examples, because they often attempt to implement dramatic
and believable characters via detailed character statistics, extensive
character development and (relatively) engaging plots. Chrono Trigger
[7], Fable [8] and
Ultima Online [9] are examined due to their
varied representations of social and psychological character dimensions.
The goal is to identify a versatile data set that allows for a practical
yet diverse tracking of a character’s morality
What Defines a Single Player Character?
Laurel refers back to Aristotle in defining a character as ‘bundles
of traits, predispositions, and choices that, when taken together, form
coherent entities’ [10]. For game characters
these bundles are defined numerically by objective data that is interpreted
and processed – the character data set. These data sets are closely
connected to the actions a character can perform. Characters engaged in
physical pursuits are built out of physiological statistics like strength,
agility and endurance. Similarly, characters existing in a social arena
require socially supportive characteristics like neatness and attractiveness
[11]. Character data and actions are interdependent—characters
cannot act meaningfully in ways that are not supported by their data set
and any data is inconsequential if the characters lack the necessary actions
to make use of this information. We do not offer any AI approaches on
how to develop the actions but instead limit ourselves to a tracking of
“parameterized morality” within the data set.
Character data change over time as the character develops. The dominating
development forms are either through milestones (often implemented through
a special item to enhance the character) or performance repetition (often
implemented as repetitive killing to gather experience points that level
up the character). In the following, we will exemplify and trace core
elements in the analysis of three different games.
The Trial of Chrono Trigger
Chrono Trigger is a single player RPG combining simple character
data sets with extensive scripted dialogue, plot events and meaningful
character choices. The player leads Crono and a band of friends to save
a princess, the world and the hero himself, destroying numerous enemies
and rescuing other characters along the way. The adventure unfolds along
a linear narrative spine but moves through different time zones. These
time shifts give the characters considerable agency over the state of
the world.
On the other hand, Chrono Trigger allows very little character
customization. Each character develops in its own linear fashion, distinct
from the rest of the party members but on a linear trail. Seven characters
form the playable party, each of which has a strict, pre-determined appearance,
advancement path, set of abilities and possible weapons. Upon killing
enough enemies and earning enough experience, a character will level up,
increasing his values for hit points, magic points, power, stamina, speed,
magic, hit chance, evade chance and magic defense. At pre-determined points
in their journey, the team will find new items to further enhance the
characters. The player’s customization over their individual character
is restricted to choice of a name and which equipment to wear. The most
powerful influence over the character development happens in the combination
of active characters.
Crono’s active team is composed of three characters selected from
the seven that are available in total. Although each individual character
develops in a linear way, their abilities can be customized via the team
selection. Groups of characters can gain experience fighting together
and learn cooperative skills using two or three characters at a time.
In this respect, Chrono Trigger’s character-cooperation
develops into a sort of social or shared character data set, a connection
between two characters that is gained through shared actions. Different
character data sets are interdependent. This offers the greatest range
of customization in the game as a player might choose never to use a particular
set of characters, thus never developing their combined skills –
or she might favor a certain combination. But what about the issue of
morality?
A few hours into their epic fantasy adventure, the game's main character,
Crono is being tried in a virtual court of law, accused of kidnapping
the kingdom's princess. With no hard evidence, the prosecution calls for
moral witnesses. One after another, NPC’s step into the virtual
courtroom and recount particular actions Crono (controlled by the player)
performed over the first hours of gameplay as the crowded courtroom boos
and cheers depending on the player’s choices in the cited situations.
Up to that trial, these points of minor moral choices seemed insignificant,
but as they are being recounted in the trial setting, Chrono Trigger’s
world reveals an unusual moral awareness. The inhabitants of the game
world seem to judge each other on complex moral issues and expect Crono
(and the player) to take responsibility for his actions even in every-day
moral dilemmas. Crono can be found an innocent man with sparkling morals
if, for example, he rescued a little girl's cat, immediately checked on
the princess when she fell over, refused to sell her pendant and patiently
waited as she shopped. If the player had chosen the “immoral”
path at these occasions, Crono will be convicted.
But while the situation simulates a moral depth, this dramatic event
does little to shape future gameplay. A verdict of either innocent or
guilty has no quantifiable effect on the rest of the game. The result
is never brought up again and has no influence on either the story or
the characters. Regardless of the jury’s decision, the judge decrees
that Crono be imprisoned. Thus, no benefit is gained by acting morally
apart from the approval of the game world NPC’s. The character data
sets do not supply a more elaborate response.
The courtroom episode in Chrono Trigger highlights several underdeveloped
aspects of encoding morality into a game character. Most notably is the
(general) lack of tracking and response to character decisions not quoted
in the trial but at least as significant for moral judgments. Crono and
his team are continually making morally poignant decisions, such as leaving
a poisoned prison guard to die or throwing an innocent kitty into a bottomless
pit. These actions, however, are not stored in the character data set
and are not referred to at any later stage. Unless they offer a branching
opportunity in the storyline, they are ignored by the game. Thus, the
courtroom episode stands out as a singularity that illustrates the lack
of moral tracking in most of the rest of the game experience.
However, two important points are illustrated by Crono Trigger’s
focus on inter-character relations and a linear narrative. First, a world
is created in which a character can be mostly good (the player is on the
quest to save the entire game world) and still slightly devious (the player
might leave the prison guard to die). A character described in that way
would still receive positive NPC reactions and his small misdeed would
be lost to the moral sum. A greater granularity of this system could represent
complex characters – like Robin Hood – who steals but is still
morally commendable. But as the most advanced character development in
the development of the teams is driven by physicality and combat moves,
it leaves little space for such multi-dimensionality.
Secondly, the incomplete implementation of moral issues in this decade-old
Super Nintendo game suggests that the labor required to extend similar
systems to more complicated modern game worlds is impractical as it forces
the quest into too many branches to accompany for the different outcomes.
A generic and scalable solution is needed to offer current games a similarly
compelling moral arena without an explosive increase in custom event tracking
and handling.
Character Data in Fable
Fable aimed to reverse the traditional single-player linear RPG
model by constructing a game narrative out of the growth of the player’s
character. Although a linear narrative shell structures the game play,
he foregrounding of character development has laid the foundations for
a dramatic character creation.
The construction of a personal history is a core motivation for playing
Fable. When playing Fable, the player creates a unique
hero that is provided for by an extensive character data set. Its moral
significance evolves from a detailed feedback loop between a player’s
actions, storyline decisions and the emerging individuality of the hero
avatar. The traditional attribute values (strength, skill, magic powers)
of RPG character generation are present, but the “alignment”
value mirrors a tracking of the player’s moral decisions. The game’s
NPC’s react to this through a flexible behavior based on the hero’s
current state. In that way, the game attempts to introduce a level morality
and responsibility. By implementing this moral dimension and simulating
social interaction, the game tries to implement Egri’s demands for
dramatic character generation.
A loop between social judgment of available actions in the game world
and the morality attribute is established early on in the game as the
child hero is presented with several moral decisions. As the game progresses,
these moral moments are not only driven by branching storylines but by
the player’s play decisions, leading to a matrix of actions that
add or subtract points to the alignment continuum. For example, even physical
accoutrements purchased by the player (clothing, tattoos, etc) can shift
the morality slider in either direction.
Still, in its most concrete form, character development in Fable
manifests itself through the physical appearance of the player's heroic
avatar. While the player's agency in the world environment is limited
to marginal alterations like the ownership of buildings and minor personal
touches therein, the player's ability to actualize changes on their character
is highly detailed. Fable tracks multitudinous events and player
actions in a list of over 70 values that ranges from traditional experience
levels (general, strength, skill, magic), personality continuums (alignment,
attractiveness, scariness), mini-game high scores, to the number of divorces
your hero has incurred over the course of play.
Recording extensive game statistics also features in games like Sega's
Shenmue [12] and Rockstar’s Grand
Theft Auto III [13]. However, these games lack
a deeper moral tracking. Fable bridges a gap between excess and
usefulness of character data sets by emphasizing the story that grows
out of this data, drawing character growth on multiple levels and using
it to drive subtle NPC interaction. For example, tracking the level of
the attractiveness of a player’s customized hero is used to shape
reactions of NPC’s in the game world while the value itself is interconnected
to other variables (e.g. physical appearance). Values form a complex network
– but the ultimate tracking of the moral status stays a single variable.
The use of the moral variable in the form of the “alignment”
data attempts to create a dynamic social world even if the method, drawing
data from a single morality continuum, is one-dimensional. Unfortunately,
this simplicity of deriving morality from one value limits the spectrum
and thereby reduces the impact of the morality tracing within the gameplay.
The game does not to record moral acts in their relation to each other,
but rather lumps them all into one value. There is no historical record
of individual moral actions, so a character that earlier in a game slaughtered
a town’s population (and thus should remain a criminal forever)
will be praised when he returns from a successful raid on a bandit camp
since all NPC interaction is drawn from the single alignment value that
– after the raid – is dominated by positive factors.
The real strength of Fable is that the player has enough agency
over his character’s data set. Playing through the same linear story
can lead to unique outcomes each game. Heroes sharing core data (e.g.
strenght) are still treated differently as long as they differ in other
values (e.g. appearance). Two game heroes might share the same core data,
but as long as they differ in a significant way in other values, they
are treated differently by the NPC’s resulting in a different gameplay
experience. While Fable's underlying character model does not
store values in a novel way, its insistence that story grows out of character
is a step towards the development of more dramatic characters in video
games.
Representation of Social and Psychological History
Change has been identified as a core element of characters in literature,
drama and [14] film [15]. But
the values offered in Chrono Trigger and Fable provide
a fair idea of a character’s immediate state—and little more.
No information is offered as to how a character attained his current position.
This might be motivated by the dominating interaction, the battle, in
which the path to physical strength is meaningless and the crucial value
is how strong the game hero is at that moment.
Psychological values and interactions prove to be a different affair.
In a game with a slider bar measure of morality, for example, a man who
regularly gives money to beggars and occasionally murders civilians would
be judged “good,” if the sum of his generosity outweighed
the collective “bad” of his murders. Without the demonstration
of generosity, the same man would quickly fall to the depths of immorality.
In contrast, our real world social assessment of a character’s morality
is multi-layered and heavily dependant on history. That is why real world
societies keep criminal records. The number of previous offenses is a
major factor in our moral and judicial assessment. Performing a great
many good deeds will not wipe a murder off of one’s record—unlike
in most games. Situated in our own moral codices, we would argue that
both men are murderers and treat them accordingly. In contrast, the game
engine would judge the first man as significantly better, perhaps even
as “good.” The system is limited in its moral assessments,
because it lacks a sense of history. Such a lack of historical relevance
flattens dramatic characters to static and shallow entities.
Several systems have been suggested to enhance character depth and flexibility.
Paul Schwanz proposes drawing on a character’s profession and values
of wealth, power, information and health as a way to judge a character’s
actions through his personal and professional lens. Under this model,
an assassin is held to different moral standards than a merchant. A murder
committed by each would be treated differently—the first with respect
for an assassin’s job well done and the latter with disdain for
a particularly untrustworthy trader [16]. Chris Crawford
suggests using various character moods in his interactive narrative models
to give characters dynamic responses to the same event based on their
current feelings [17]. Lee Sheldon endows each of
his NPC’s with personality values of like, trust and respect. A
NPC’s individual disposition is summed with a player’s personality
to gauge an appropriate NPC reaction [18]. Michael
Mateas developed and implemented an advanced form of narrative intelligence
that exemplifies the development of artificial intelligence in multi-facetted
game characters [19]. Such an AI driven approach
is beyond the scope and topic of this paper but points towards a successful
operation of believable game characters via consistent behavior.
The aforementioned models each have definite gameplay advantages. Schwanz’s
character values encourage players to role play their characters with
respect for the character’s personal values. Crawford and Sheldon’s
models could make NPC’s in virtual worlds act significantly more
human and respond in more flexible ways. But apart from Mateas’
AI-driven approach, these models provide insufficient incorporation of
a character’s history.
Tracking and revealing a character’s history is a means to describe
a character more accurately to another character (human or NPC) as it
provides not only a momentary snapshot of the character data set but reveals
its development. The character becomes more interesting and complete.
To develop such a history level in the character data set, we will look
at Ultima Online that features a high level of history in the
shared knowledge about the world, its community and the player-characters.
Single player games store all applicable data as numbers in a database.
This data is interpreted by the computer and stays within the system.
A character’s strength or attractiveness can be nothing other than
what the game says it is. Likewise, as far as the NPC’s of the game
world are concerned, a character’s moral standing is judged solely
by the coded values.
More accurate modeling of social systems is found in massively multiplayer
games. They collect a lot of their history outside of the objective system’s
data set in websites, chat channels, publications and real-world meetings.
At the same time, it is the duty of the game to provide the players with
a means of assessing the other players and a diverse enough vocabulary
for interactions. The following chapter looks at ways in which Ultima
Online mirrors social frameworks within this in-game character data
set.
Ultima Online – Data Sets in
Massively Multiplayer Games
Ultima Online was released in 1997 and quickly attracted a large
fan base. Technically, the game used isometric 2D graphics at a time when
3 dimensional worlds were quickly becoming the standard. But it levels
graphical lacks with its unique offering to players to be a citizen of
a virtual world. The bulk of Ultime Online’s character data sets
mirror the simple values in Chrono Trigger: strength, dexterity,
intelligence, health, mana, stamina, equipment, inventory, name and character
appearance. Characters are also marked with the handful of skills they
have chosen from the 50 available options, spells they have acquired,
their guild affiliation, a murder counter and a two dimensional measure
of their social position – called the reputation system. We will
focus on the last two elements as simulations of social systems in an
online community.
As an example of tracing a character’s history, the murder counter
decays over time and distinguishes between a short-term and a long-term
memory. A single kill will be “forgotten” within 5 hours of
gameplay and taken from the short-term memory. The long term memory erases
a single kill of an innocent within 24 hours of gameplay. Both memory
layers have different impact on the gameplay (e.g. NPC town guards might
prevent the character from entering a virtual city).
Character reputation in Ultima Online is measured at the combination
of two values: karma and fame, forming over 20 moral titles such as “honorable”,
“dastardly” and “dread lord”. These titles are
added to the character’s name depending on its reputation. Karma
attempts to quantify a character’s propensity toward good or evil,
while fame is a rough measure of how many powerful enemy monsters a character
has killed.
Figure 1: Ultima Online – tracing the reputation:
two characters with different fame and karma values
The social consequences of Ultima Online’s reputation
and murder systems are significant. Crimes have been divided into “murder”
and “everything else”. The status of murderer outweighs any
title granted by the reputation system, so if a character with a positive
karma kills innocent NPC’s, he is still a murderer until enough
time passes for his deeds to be forgotten or pardoned. The result is a
separation of major and minor sins allowing characters to be held accountable
for both separately.
Still, the system falls short of any finer granularity. The status of
murderer is the only aspect of the reputation system that is notably significant
to either the players or the NPC’s. Murderers cannot enter towns
and other players either immediately attack or elude any murderer that
is spotted. Regarding the reputation system, NPC’s do respond to
a character’s reputation by varying the friendliness of their greetings.
The most significant difference between a good or evil character, though,
is the title placed before a character’s name. The title marks the
character clearly for any other player. It is this level of player-player-interaction
that is the true backbone of Ultima Online. Despite a simple
character data set and almost trivial interactions between player characters
and NPC’s, Ultima Online feels like a dynamic, living world
due to expansive tapestry of human to human interaction. This level of
player-player interaction is also the greatest source for inconsistencies
with the game’s moral system.
Depending on the player’s style, characters will often completely
defy their title—even that of murderer—and players willing
to study their behavior can uncover the nature of the character beyond
the game’s estimation. A player could be a murderer because he protects
new characters from being bullied by older ones. Similarly, a “Great
Lord” with no murders, having attained the highest moral status
in the Ultima Online universe, could still be disrespectful,
rude and generally irritating depending on the player behind the character.
Players will grow to respect the noble murderer while also learning to
disregard the “Great Lord.” A kind of subjective and shared
character data set exists in the social conscience of the player community.
This does not apply to single player environments but the notion of a
growing history and of an element of variable decay time to simulate forgetfulness
stand out as applicable options.
Encoding Moral Data into “Parameterized Morality”
As the discussion has shown, character data sets not only define an operational
character but they also provide information to players and NPC’s
to make reasonable decisions and (moral) assessments concerning this character.
Tracing the moral status in this data set is a critical and underdeveloped
element. Based on the discussion so far, we propose a re-structuring of
character data sets to better incorporate a moral instance in the character
description.
We develop our model in three steps: first, we introduce the concept
of “consistency” to trace a character’s reliability;
second, we refer to a level of “granularity” to distinguish
between different traced events instead of conflating them into one; finally,
we combine the two into a proposed form of a multi-layered system of “parameterized
morality.” How such a set might be interpreted and applied to the
character’s behavior is left to the field of artificial (dramatic)
intelligence.
Figure 2: Consistency – three different characters and their
levels of morality and consistency; Note that the system only stores the
position, not the whole path, it is included here to illustrate the development
of the particular character over time
“Consistency” is a simplified measure of a character’s
moral history. Consistency is driven by the same data that influenced,
for example, the alignment variable in Fable: a character’s
specific actions are interpreted as either good or evil. Instead of representing
this data as a single level slider value, we suggest to use it further
to deliver an image of the character’s consistency over time. Whenever
a character conducts an action that qualitatively differs from his last
one an inconsistent behavior is recognized and the “chaos”
level increases. If the character has conducted only “moral”
deeds, his value rises on the “moral” scale with no development
on the “chaos” axis. If the same character then conducts an
“immoral” action, his value decrease towards “immoral”
and it grows towards “chaotic.”
Thus, the “chaos” level is an indicator of the player’s/
character’s reliability. A coherently played character (e.g. a character
staying “moral”) stays on the lowest level of “chaos”
throughout the play – one that changes his behavior repeatedly will
have a high “chaos” rating. At the same time, the “chaos”
value is independent from any moral assessment of the actions themselves.
A consistent “evil” character still gets a low level of “chaos.”
Consistency addresses the problem, that a “good” ranking
of a character only shows that it has done more good than bad in the overall
play behavior—an accurate and useful estimation of how it will behave
in the immediate future is difficult to make. Using the proposed system,
the actions of a character with a low “chaos” rating can be
more reliably predicted, because his consistency rating shows that he
has rarely deviated from his current state. A character with a high “chaos”
value can be judged more accurately as being less reliable. In reference
to Ultima Online’s murder count system, the “chaos”
value decays over gametime, simulating a form of forgetting and allowing
a player to change paths along the history of the character.
“Granularity” refers to the critique on Crono Trigger and
Fable. It is the division of the moral umbrella terms “good”
and “evil” into more specific moral tracks. Every game designer
has to decide which events might be interpreted as morally adequate or
not in the game world, but the proposed level of granularity calls for
a diversification of different activities. Granular systems allow for
the representation and response to more complex character activities.
Instead of reducing every action into a single overall assessment of “good”
versus “evil” the activities in regard to certain items or
values are traced independently. This mirrors the excessive and specialized
character data sets seen in Grand Theft Auto or Fable but situates
them in a moral universe without unifying them into a single variable.
Schwanz, for example, divides morality into a character’s tendency
toward giving and taking health, wealth, information or power.
Simplifying Schwanz’s model we can imagine a good-hearted thief
in a game world where morality is composed of one’s propensity for
stealing and for murder. The thief steals without inhibition, but will
go out of his way never to hurt another person and to protect human lives
from other threats. A granular system based on Schwanz’ values represents
the thief appropriately as having an very good moral value regarding life
and a very low value regarding wealth without summarizing both. A richer
granularity system might trace separate behavior in regard to different
objects, morally charged characters and/ or spatio-temporal conditions.
In contrast, a system without granularity conflates all states into a
single scale from good to evil. The “good thief” (aka Robin
Hood) might end up as a “neutral” character in terms of morality—a
position which should be reserved for characters who have no part in morally
significant actions. Granularity, thus, provides a means for diversification
of a character set into a multi-layered matrix.
Overall, consistency is our attempt to include the element of history
in a character data set, while granularity provides us with a multi-layered
way of tracing. The final step is the combination of the two into one
matrix. In this step, we apply the dimension of consistency to every element
provided by a title’s granularity, adding the necessary history
to the tracing of each value. Thus a single character’s moral status
would be presented by a number (defined via granularity) of values.
Figure 3: Combining Granularity with Consistency – three
different values of one single character; an example of a simple matrix
The decay time of the consistency value can vary depending on the design
and preferences of the game title. Such a variable tracking over time
mirrors Ultima Online’s short- and long-term memory of
the murder count but applies it to every traced element and thus allows
for a simple, yet effective time-based hierarchy within the game specific
value system. Referring again to Schwanz’ system, the decay value
of manipulating wealth (stealing versus donating) and that of manipulating
health (killing versus healing) would have different decay times. Thus,
a murder would be remembered longer than a theft, resurrecting a character
would be remembered longer than a money donation, the overall assessment
of the current moral status would be far deeper and better motivated.
Our model re-uses the set-up of modern character data sets, but it organizes
them into a more expressive and deeper matrix. This matrix of “parameterized
morality” gives both, player character and NPC’s the necessary
means to understand, predict and respond to a specific character better,
without burdening game developers with the task of creating extra data
for the character set. It also adds complexity to the moral status of
the character without producing a data explosion. In fact, the system
can be scaled because the rules are generic and widely applicable. The
granularity can be as elaborate or shallow as the design and the production
allow and consistency is merely an operation on the values tracked anyway.
Our approach is a practical and – we argue – effective way
to allowing for a deeper and more diverse system that improves the tracing
of (im)moral behavior. Ultimately, it is one step further towards the
creation of believable dramatic game characters.
Acknowledgments
This paper is part of the Charbitat – Procedural Space project at
Georgia Tech. We are grateful for the support received for this project
from Georgia Tech’s LEAP and PURA funds as well as from Turner Broadcasting.
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Holt & Co., 1990.
Sheldon, Lee. Character Development and Storytelling for Games.
Boston: Premier Press, 2004.
Shenmue. Yu Suzuki, for SEGA AM-2/SEGA, Dreamcast, 2000.
Turkle, Sherry. “Video Games and Computer Holding Power.”
The New Media Reader, ed. Noah Wardrip-Fruin and Nick Montfort.
Cambridge: MIT Press, 2003, 502.
Ultima Online: Renaissance. Richard Garriott for ORIGIN Systems/Electronic
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Wright, Robert. The Moral Animal: Evolutionary Psychology and Everyday
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Notes [
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1. Lajos Egri, The Art of Dramatic Writing (New York: Simon &
Schuster, 1960), 33-35.
2. Chris Crawford, Chris Crawford on Interactive Storytelling (Berkeley:
New Riders, 2005), 341.
3. Ken Perlin, “Can There Be a Form between a Game and a Story?”
in First Person: New Media as Story, Performance, and Game, ed.
Noah Wardrip-Fruin and Pat Harrigan (Cambridge: MIT Press, 2004), 15.
4. Brenda Laurel, “The Six Elements and the Causal Relations Among
Them,” in The New Media Reader, ed. Noah Wardrip-Fruin
and Nick Montfort (Cambridge: MIT Press, 2003), 568.
5. See also: Crawford, Interactive Storytelling, 341.
6. Ibid., 199.
7. Chrono Trigger, Kazuhiko Aoki, (Square Co. LTD., Super Nintendo,
1995).
8. Fable, Peter Molyneux, (Big Blue Box/Microsoft, Xbox, 2004).
9. Ultima Online: Renaissance, Richard Garriott, (ORIGIN Systems/Electronic
Arts, PC, 2000).
10. Laurel, Six Elements, 568.
11. For an early discussion see e.g Michael Lebowitz, “Creating
Characters in a Story-Telling Universe.” Poetics 13, 1984,
171-94. who looks mainly at interactive fiction; the OZ project focused
more on emotional behavior see e.g. Bates, Joseph, Bryan A.Loyall and
W. Scott Reilly. “An Architecture for Action, Emotion, and Social
Behavior.” In Artificial Social Systems. Selected Papers from
the Fourth European Workshop on Modelling Autonomous Agents in a Multi-Agent
World, edited by Christiano Castelfranci and Eric Werner, 55-68.
Heidelberg: Springer 1994.; Blumberg’s work copies basic emotions
and animal behavior e.g. Blumberg, Bruce. “Old Tricks, New Dogs:
Ethology and Interactive Creatures.” PhD, Massachusetts Institute
of Technology, 1997. his work was continued at MIT’s Synthetic Character’s
Group; Mateas developed the field of narrative intelligence e.g. Mateas,
Michael, Interactive Drama, Art and Artificial Intelligence,
(PhD, Carnegie Mellon University, 2002); the focus of all of these approaches
is on advanced AI use of underlying data sets while this paper concentrates
solely on an analysis and restructuring of the sheer data set.
12. Shenmue, Yu Suzuki, for SEGA AM-2/SEGA, Dreamcast, 2000.
13. Grand Theft Auto III, DMA Design/Rockstar, Playstation 2,
2001.
14. Egri, Dramatic Writing, 61.
15. Linda Seger, Creating Unforgettable Characters, (New York:
Henry Holt & Co., 1990).
16 Paul E. Schwanz II, “Morality in Massively Multi-Player Online
Role-Playing Games,” Morality in Massively Multi-Player Online
Role-Playing Games, Richard A. Bartle, http://www.mud.co.uk/dvw/moralityinmmorpgs.html.
17 Crawford, Interactive Storytelling, 189-93.
18 Lee Sheldon. Character Development and Storytelling for Games,
(Boston: Premier Press, 2004), 143.
19 Mateas, Interactive Drama
|