EXPERIMENT DESIGN
Why would players flatter an NPC?
Even if the NPC is “useless” within the game context.
“NPC can live up the atmosphere in the game by means of intense interaction with players with various functions.
NPC can impact on the game experience, which is more immersive than the game being played.”
We like people because they are...
We like people because they are...
physically attractive (look good)
socially attractive (friendly)
task attractive (useful)
Linus does not match any of the characteristics, so what makes him one of the most popular characters in Stardew Valley?
Theory Framework
Narrative Structure & Player Experience also play important roles
EXPERIMENT DESIGN
——3 x 2 x 2 conditions of IVs
IV_1
Impression on NPC
What is the player’s impression on that NPC?
Positive
Neutral
Negative
IV_2
Richness of Dialogue
Is there’s additional information provided within the dialogue?
Rich
Poor
IV_3
Impression on NPC
Can player make use of their knowledge, advice or help?
Useful
Useless
X
DV_1
Investment on NPC
Overall grade based on the time and virtual currency spent on that NPC.
Ratio
Overall Grade
Time + Visual Currency
DV_2
Presence in Game
Modified Self-Presence Questionnaire (SPQ)
Ratio
Questionnaire
Discussion
& Further study
Limitation
No existing questionnaire can be adopted to this study to measure the identity in self- presence.
Application
Prototype for NPCs that could attract players to spend more time/money unconsciously. - Procedural content generation (PCG) for video games.
Can be applied to generate various game characters in RPGs.
Can be used to represent agents and avatars of real-time animation.
Want more details?
Explore the full versions of the slides, or get to know more from the research proposal for this project.
Delving into the details is always a pleasure.