NPCs and Immersion

By Shamus Posted Thursday Aug 31, 2006

Filed under: Game Design 17 comments

Quake 4: Strogg Base
All alone: This place can be pretty unnerving. It would be much less so if I had an NPC following me around looking relaxed and staring into space. The best way to keep NPCs from messing with immersion is to leave them behind.
Immersion is that much-sought quality in videogames that will make the player think and act as if they were really there. Immersion is a prerequisite for any sort of emotional response. If a developer wants the player to be frightened by a situation, sad over the death of a character, angry about a turn of events, or excited about overcoming an obstacle, they first need to convince them that they are part of the game world.

Immersion is one of those qualities like creativity or morale: There is precious little you can do to enhance it, and a million ways you can kill it. If the player is terrified while crawling through the enemy base, fighting foes in dimly-lit corridors while the walls breathe steam and the machinery casts threatening shadows onto the walls, he’s immersed. Then let’s imagine that something stupid happens. Maybe he finds some critical item like a key or a weapon just laying around or (worse) on display and free for the taking. Suddenly he’s pulled out of the game and remembers that despite the steam and shadows, this is still more or less a tenth-generation copy of the original Wolfenstein formula of gunning down bad guys and rounding up their key[card]s.

The quickest way to kill immersion is with non-player characters: NPCs. Friends and allies and such. I mentioned before about how your companion in Resident Evil 4 was such a goofy distraction that she killed any sense of fear the game was trying to build.

If an enemy monster is stupid (because its “brain” is just a couple of hundred lines of computer code running on a personal computer that is busy doing a lot of other stuff) it isn’t too bad. Hey, it’s a monster. It’s not supposed to be smart. But when a human character shows up the player expects him or her to act like a human. Then when they walk into the player’s line of fire, get confused by doorways, get caught up on scenery, or utter the same phrase for the tenth time, they are exposed as a fraud and the illusion of the gameworld is broken. NPCs have so many ways they can break immersion that it’s difficult to enumerate them all. I’ve written about AI mishaps in the past and how simple things can go absurdly wrong, but you don’t need AI to go haywire to break immersion. When dealing with NPCs, immersion can be destroyed even when everything is working right.

Quake 4: Medic Lab
On display: Players might throw stuff at your NPC. Shove them. Stand in the middle of their conversation. If you want NPCs to fill in the game world but don’t want to deal with all of the strange things players might do to them, just stick your actors behind a glass wall and let them read their lines when the player strolls by.
Here is a challenging task: Have the NPC follow the player. The player character is a vortex of unpredictable actions and random behavior. What will they do? Crawl around in the dark looking for secrets? Climb over things trying to reach a high ledge? Start gunning down their own teammates? Shoot stuff at random? Use explosives to try and catapult themselves up to high ledges? Stand in place for five minutes while the player walks away from the computer and makes a sandwich? Even when the player is doing stuff that doesn’t make sense, they still expect those NPCs to react to their insane actions in a realistic way.

“Following” is one of those things that seems obvious but is maddeningly complex in implementation. In old games, the follower would always be four steps away, which was annoying. As you wandered around the NPC would hover over you, dogging your steps and staring at you. What it needed was to stop once it entered a room and stand nearby while the player explored. Fine. But this means NPC’s have to understand rooms and spaces, which is a tricky concept. I’ve seen implementations where the NPC will simply try to keep the player in view. If it can see you, it stands still, if you move out of sight, it will move to catch up. Good plan, but you also need to take other factors into account. If the player had to navigate through something dangerous to get where they are, the NPC probably shouldn’t attempt to follow. If the player jumps into a deep hole, the NPC needs some sort of justification for continuing to follow this suicidal idiot. Fine buddy, you wade through the slime and brave the jaws of that big stamping machine. I’m staying here.

But what does the NPC do while waiting for the player? Stand still? If you don’t want the NPC to seem like a complete jerk, it needs to sense when the player is trying to walk though and step out of the way. More importantly, if the NPC is going to stand around, what should it look at? Having them look at something exceedingly dull with their backs to interesting scenery is no good. (Like turning its back on a huge window with stunning scenery to look at an air vent or a wall. This looks odd and people notice.) The same goes for staring into a pitch dark corner. However, the logic needed to sort this out is very complex. It’s a lot of work to just figure out which way to look, which is just step 1 of solving this problem. When they aren’t busy, people tend to move around, fidget, make conversation, or find someplace to lean / sit / rest, so NPCs ought to do the same. This translates directly into the need for more detailed models, more animations, more voice acting, and more scripting.

But we’re not done yet. The NPC needs to run to the player’s side if a battle starts. They need to be able to make the subjective judgment about friendly fire: Did the player just shoot me by accident or on purpose? That’s tricky. And then the NPC needs a proper response for each.

Quake 4: Marines and signal flares
Strike a pose: Another danger of having NPCs hang around is that if you’re not careful they will all assume identical poses. This can be distracting when they are standing close to each other. It looks like these guys are about to lock arms and start kicking in unison like Rockettes.
Once you code all of this, you can have an NPC that will be able to perform the thrilling task of following a human being around without looking too stupid. After all of this work, it isn’t going to impress anyone. (Except geeks like me who obsess over this stuff.) The best you can hope for is to not have your NPCs make fools of themselves.

People ask why AI sucks so bad? This is why: It’s hard, it’s expensive, and when it’s working right people don’t notice because they only notice when the thing screws up. The developer can spend money making the gameworld bigger, or spend money adding lots of detail to some inconsequential NPC just so it doesn’t kill immersion.

Half-Life 2 did a pretty good job with NPCs, although there were many habits they had that I found annoying. Quake 4 is even better, with squads of men working together for prolonged periods of time, who have speaking parts, and who pull all of this off without making obvious fools of themselves.

It may seem like a small detail, but in my book it’s a big leap forward. My hat is off to the AI coders / scripters at Raven software. Nice one guys.

 


 

Eyes on the Prize

By Shamus Posted Thursday Aug 31, 2006

Filed under: Links 5 comments

Eyes on the Prize is a brand-new blog about anime, electronic gaming, and roleplaying. Wow. Can’t beat that. Looks like it was launched yesterday. Wisely, the author has already christened the site with fan service.

This follows the new blog Alex started a few days ago, which comes on the heels of a number of other new blogs I’ve seen pop up. Is this coincidence? Is this a back-to-school thing? Interestingly, this about when I launched this blog last year.

 


 

Meme: 25 Favorite TV Characters

By Shamus Posted Thursday Aug 31, 2006

Filed under: Nerd Culture 5 comments

After Mark mentioned that he found my blog via the “blond joke” meme, I’ve been thinking about memes a little differently. I would sometimes feel guilty when I joined in a meme, because I thought of them as a crutch for when I don’t have anything witty to say. But looking back, I see that I lot of my voyages into unknown blogs have been the result of following a meme. They are easy and fun and a good way to mix things up. Also, I need to lighten up.

Don found a good one: 25 Favorite TVelevision Characters.

As with Don, I’ll be dispensing with the “no cartoons” rule. In fact, this list is nearly all cartoon characters. I’m adding an additional qualifier that I can only use one character from each show, otherwise this this list would just be every major character, supporting character, minor character, and uncredited extra that ever appeared on Firefly, and that would have been even lamer than the following list of cartoon characters.

  1. Spiderman – My most favoritist of all superheroes
  2. Wash (Firefly)
  3. Aoi Sakuraba (Ai Yori Aoshi)
  4. Lionel Hardcastle (As time goes By)
  5. Phil (Sugar, a Little Snow Fairy)
  6. Chi (Chobits)
  7. Armstrong (Fullmetal Alchemist)
  8. Larry the Cucumber (Veggie Tales)
  9. Gromit (Wallace & Gromit)
  10. Radical Edward (Cowboy Bebop)
  11. Sosuke Sagura (Full Metal Panic)
  12. Frylock (Aqua Teen Hunger Force)
  13. Basil Fawlty (Fawlty Towers)
  14. Statler & Waldorf – The Hecklers (The Muppet Show)
  15. Reki (Haibane Renmei
  16. Sledge Hammer (Sledge Hammer!) I was 15, okay?
  17. Die Fledermaus (The Tick)
  18. Homer Simpson (The Simpsons)
  19. Whiz (Kidd Video) Again, I was 15.
  20. Bugs Bunny (Duh) The guy’s still funny after all these years.
  21. Max Headroom (Max Headroom) My first taste of cyberpunk.
  22. EMH Doctor (Star Trek: Voyager) A great character in a mediocre series.
  23. Ohjiro Mihara (Angelic Layer)
  24. Cosmo Kramer (Seinfeld)
  25. Less Nesman (WKRP)

A year ago I might have put someone from The Sopranos into this list, but that show lost its way a long time ago. It’s now in a rut so deep it could be more properly labeled a canyon. The story is just grinding along, having lots of stuff happen that never seems to lead anywhere. American television. Meh.

This was harder than I expected. It took me a long time to come up with 25 names. I think the problem is that in my 35 years I have not seen 25 shows that I really loved. I have Spiderman at the top of the list, but the truth is that while he’s one of my all-time favorite characters, the various television incarnations of him have not impressed me. I put Cosmo Kramer on the list because I think the character is funny, but I’ve only seen Seinfeld 4 times. If I had obeyed the “no cartoons” rule in the original meme, I could not have come up with 10 names, let alone 25.

 


 

Quake 4: First impressions

By Shamus Posted Wednesday Aug 30, 2006

Filed under: Game Reviews 7 comments

Cliché 1: Lots of videogames and Paul Verhoven love to imagine a future where 102lb girls fresh out of high school can slug it out in the trenches as infantry units while wearing lighter and more revealing versions of what the men are wearing.

Cliché 2: Lots of videogames and most Hollywood screenwriters dislike or misunderstand military etiquette. Main characters almost never respect the chain of command. People who go in for the “Sir yes sir!” formality are usually throwaway extras or otherwise unsympathetic. Real heroes march to their own beat and don’t take orders from anyone. Real heroics happen when people disobey a direct order.

These two clichés are not terrible crimes against the plot. Butt-kicking females can be fun sometimes. A rogue soldier can be compelling. But writers have taken us down this road so many times they can’t seem to find their way back. The clichés are now tiresome. Just once in a while can’t we have a hero with discipline and respect for authority? Can’t we have a story where females fill an interesting and vital role without them trying to out-macho the men?

Quake 4 manages to sidestep both of these, and the result is that the story seems a lot more grown up and a lot less cheesy than you might expect from something with the name ‘Quake’ on it. While it isn’t a deep game and the story is not one filled with mystery and wonder, it does manage to tell its tale without resorting to sloppy or heavy-handed plot devices. Quake 4 is the story of a fairly large military operation – the invasion of an enemy homeworld. There are setbacks and surprises, but most of what captured my interest was the small details that gave the world some polish, with a nod towards realism.

Quake 4: Hannibal
The player is assigned to the USS Hannibal, a ship which is roughly the size of a football field. The landing sequence is pretty cool to watch, but don’t stand directly underneath it. Trust me.
Even though the game is set in space, in the far future, they still try to portray the military in a way that is familiar and makes sense. The infantry forces are all men, which might be sexist but makes perfect sense when you see what is asked of them. Some of the pilots are female, which also makes sense. If we were in a ground war for the survival of Earth I would expect everyone to take part, but I would not expect them to send in teenage girls to haul around guns the size of a man’s leg and go toe-to-toe with the seven-foot Strogg soldiers.

The military looks like a real military. Your character is part of a real squad of genuine characters, instead of being sent in alone or part of a team of interchangeable generic guys. They are an able group of guys, and provide real help instead of getting in the way as NPCs often do. Through radio chatter the game hints about other things being accomplished by other capable marines, and how those actions are part of a larger operation. All of this gives it a nice touch of authenticity. The player plays a vital part in the operation, but they do not play the only part and they still need the help of their squadmates. Being a normal, average grunt isn’t a lot of fun, but single-handedly defeating the enemy forces doesn’t make sense. This game strikes a nice balance between those two extremes.

Quake 4: Command briefing
Rhino Squad salutes the officers as they enter the room. How the writers were able to smuggle the closely guarded secret of “saluting” out of the military is still a mystery.
At a few points in the game you get the chance to go back to your base ship, the Hannibal. Onboard, the game does a good job of making it look plausible. People wear uniforms. Their haircuts are regulation. They are clean-cut. They stand watch. Repair mundane objects. Gossip about other operations. Enlisted men rise and salute when the general enters the room. In short, they act like soldiers.

The only breach of military etiquette that I’ve spotted so far is that my character is a corporal, but other enlisted men keep calling me ‘sir’. (This confused me at first. Every time one of them said ‘sir’ I would turn around and look for the officer he was addressing.) Still, this means the game is practically a documentary compared to most Hollywood military movies.

Quake 4: Lt. Voss and Pvt. Sledge
Lt. Voss (left) checks out the room our team just secured, while Pvt. ‘Sledge’ (right) guards the corridor behind us. Because I’m a man of action, I volunteer to gather up all of the ammunition and healthpacks and randomly push all of the unmarked buttons.
This authenticity extends into combat. They cover each other, stagger their movement, regroup before moving forward, and use objects as cover in a way that makes sense. They don’t jump into your line of fire and will hold their fire if you blunder into theirs. Lots of games have experimented with team AI like this in the past few years. This is the best implementation I’ve witnessed so far. They move and act like a team, and this makes having teammates a pleasure instead of a punishment.

I’m sure these details mean nothing to some people. In the hands of different writers, the soldiers could be a bunch of long-haired bad boys with tons of cool, seething with attitude, covered in tattoos, who all have humorous phallic nicknames for each other and no discernable command structure. Thankfully, they went a different route and gave us something fresh. I appreciate that.

 


 

Mourning the Bad Guy

By Shamus Posted Wednesday Aug 30, 2006

Filed under: Anime 25 comments

Steven originally pointed me towards this exhaustive list of %anime tropes. This is a lot of fun to read through. It’s rather telling how many of these I recognize despite my limited anime experience.

Here is a trope – if not an outright cliché – that has been getting on my nerves lately: Shows that mourn the death of the villian. Between Fullmetal Alchemist and Full Metal Panic I’ve just about exceeded the maximum safe dosage of this one.

The hero will end up in a fight with some sick sadistic bastard who’s killed heaps of innocent people. When cornered, the protagonist will still try to beat him without killing him. Why? Unless you plan on imprisoning him, there is no justification for leaving him alive.

Full Metal Panic did this in the episode where Sosuke has to fight a robot ten times bigger than his own. They stomp through the city while the bad buy blasts innocents and knocks over buildings for fun. When he finally goes down everyone seems worried about what a sad waste of life it was to kill him, and they never give a second thought to the hundreds or thousands of dead civilians below. Sosuke didn’t have a problem offing the guy, but when it was over it seemed like we were supposed to feel bad that he was gone?

fma_killer.jpg
In Fullmetal Alchemist, Ed faced off against a metal suit, which was made by binding the soul of a serial killer to a metal suit of armor. He’s nearly unkillable. He’s homicidal. He’s sick and evil and dangerous. Despite this, Ed refuses to kill the bad guy, even when the bad guy realizes he’s beaten and asks to die. When the bad guy finally snuffs it, Ed is stricken.

I can understand that a character may be a pacifist, but Ed is not a pacifist. I can understand someone who reflects back on a battle after the fact and has regrets about the taking of a human life, but that’s not what we see here. This is someone showing doubt about killing a foe who is beyond redemption and negotiation.

fma_greed.jpg
Ed uses deadly edged weapons and engages in fierce, life-or-death battles. Once he has marched into battle with his arm transmuted into a big metal spike, faced off against a deranged murderer, gotten stabbed a few times, and fought to the point of exhaustion, I think we’re past the stage where he should be squemish about it. If he can’t get his head around it by now, then maybe he needs to think about another line of work.

It’s bad enough when soldiers and mercinaries agonize over killing the most hopeless and sadistic murderers, but the real problem is that the writers seem to think we should shed a tear along with them. The slow, mournful music swells up and the camera pans back from the fallen. Farewell, evil bastard. Rest in peace.

This wouldn’t be so irritating if they gave a halfway glance back at any of the many victims of the bad guy.

 


 

Commie Brain

By Shamus Posted Wednesday Aug 30, 2006

Filed under: Links 11 comments

Hey! Who are you callin’ “left brain”?


You Are 80% Left Brained, 20% Right Brained


The left side of your brain controls verbal ability, attention to detail, and reasoning.
Left brained people are good at communication and persuading others.
If you’re left brained, you are likely good at math and logic.
Your left brain prefers dogs, reading, and quiet.

The right side of your brain is all about creativity and flexibility.
Daring and intuitive, right brained people see the world in their unique way.
If you’re right brained, you likely have a talent for creative writing and art.
Your right brain prefers day dreaming, philosophy, and sports.

Oh. That would be me. Compare and contrast these results with those of my wife.

It’s a wonder we get along so well. Maybe opposites attract? Maybe between the two of us we add up to a whole brain.

 


 

Oblivion: Screenshots

By Shamus Posted Tuesday Aug 29, 2006

Filed under: Game Reviews 7 comments

For my birthday, I got a new graphics card. I hate spending money on this kind of technology right now. It’s evolving so fast that by the time your graphics card arrives in the mail there is one for sale with twice the power for the same price. So, I got the cheapest card I could find that would still do what I want. Being careful to avoid my previous mistake, I got a GeForce 6200. The card is more or less junk now, so the price was quite low online.

As much as I hate this rapid evolution / obsolesence, the retail outfits must hate it ten times as much. You just can’t turn stuff over fast enough to keep up. I checked out Staples, and they had my GeForce 5500 – for which I paid $50 a year ago – on sale for $100. The speed at which hardware moves is just too fast and retailers can’t operate on that sort of timetable. A card might be introduced and subsequently supplanted within six months. Allowing for the time it takes them to get a product to the store and get it onto the shelves for sale, this means they need to put cards on clearance almost the moment they arrive. (This may be more of a problem in lo-tech western PA than elsewhere. Maybe in high-tech areas they have enough turnover for this to work.)

Wal-Mart and other places had this same problem throughout the 90’s with PC’s. I’d see two-year-old (obsolete) computers sitting there for about the same price they were two years ago, next to a new computer for just a few bucks more. They couldn’t mark the old computer down any more without killing their margin. In fact, I’ll bet the electricity used to keep the demo model running the eternal screensaver for all that time ate up most of their margins anyway.

Now that I think of it, this might still be going on. I wouldn’t know, because I buy all of my computers online these days.

Anyway, I took some before / after screenshots for comparison’s sake. The screenshots are kind of interesting as an illustration of what went wrong with Oblivion. Most of it has to do with the need for 2.0 pixel shaders, which are only available on newer cards.

First off, this is what the game looked like right out of the box:

The default settings
The default settings

Wow. Pretty compelling. It seems we’re right at the edge of the world.

Now, here is the exact same scene after a little messing with the settings:

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