tailieunhanh - Better Game Characters by Design- P10

Better Game Characters by Design- P10: The game industry is a powerful and driving force in the evolution of computer technology. As the capabilities of personal computers, peripheral hardware, and game consoles have grown, so has the demand for quality information about the algorithms, tools, and descriptions needed to take advantage of this new technology. To satisfy this demand and establish a new level of professional reference for the game developer, we created the Morgan Kaufmann Series in Interactive 3D Technology | CHAPTER NINE NONPLAYER-CHARACTERS FIGURE Enemy creatures from Jak and Daxter The Precursor Legacy. Jak and Daxter The Precursor Legacy is a registered trademark of Sony Computer Entertainment America Inc. Created and developed by Naughty Dog Inc. 2001 Sony Computer Entertainment America Inc. Objectives and abilities Enemies seek to destroy the player and vice versa. Enemies usually do not have the strategic power of the player although they may have equal or better fire power. Obligations and investment Enemies are the antiplayer equivalent of minions they do not require much time and emotional investment from the player and their contribution to game play is usually to be cannon fodder. Defining interaction moments Enemies are usually dehumanized portrayed as aliens faceless nameless soldiers or crafted in a cartoonlike way allowing the player to treat them as an other and not to become upset by their deaths. Because there is no personal investment on the part of the player in individual enemies and relationships with them emotional moments arise from brief encounters around combat situations the first sighting of a new class of enemy a surprise ambush the moment of success in killing an enemy or the sting of being defeated. Much effort is already devoted to making enemy deaths convincing from a physical point of view accurate flopping blood gushing and the like. However emotional satisfaction for the player could be increased if enemies appeared to be more aware of the game-play situation moment to moment with grimaces and scowls of defeat frustrated gestures a look of surprise when the player appears a surge of energy when the enemies appear to be 242 COMMON SOCIAL ROLES IN GAMES gaining defeated body language when they appear to be losing and the like. A goal to strive for might be to leave the player with an impression of the fighting style and spirit of a particular type of enemy how they handle defeat how they react in a crisis how ruthless they are