If the player character is the player’s portal into the game
world, giving life to the code and impetus to the fiction, then non-player
characters, also known as NPC’s, are what the player interacts with. NPC’s serve
to bring a semblance of life to the world of a videogame and provide ways for
the player to engage within the fiction. Without NPC’s most games would fall
flat. More often than not NPC’s are a way for the developer to insert their
force into the game. Win-states are used as a ludic method of creating player
investment; for narrative momentum developers utilize NPC’s. Some villager
needs your help or the main villain has just taunted you over the radio, for
example. The use and implication of NPC’s is vast and for that reason they play
an integral part to the ever expanding field of videogames.
There are three main
types of non-player character; allied with the player, against the player, or
neutral. Those allied with the player can range from a nameless helpful AI to a
fully fledged companion character. Often of greater narrative significance
allied NPC’s are subject to greater character development than their
counterparts. Facelessness along with namelessness is a plague upon the
opposing and neutral NPC’s in videogames. Because their narrative significance
is often very little, development beyond the bare minimum is not given. Then
again, it is often not required. Players do not care for the story behind the
actions of the cannon fodder; they are there for the purpose of being a
standard level of engagement for the player, the basic enemy that serves only
as gameplay lengthening obstacles or the shop owner that buys and sells
equipment to the player character. These NPC’s represent the lowest level of engagement
that the player has with the game world and for that reason they are subject to
facelessness and namelessness.
However, just as allied NPC’s can be subject to character
development and narrative significance so to can neutral and opposition NPC’s. The method for developing a complex NPC of
narrative and ludic significance is the same for all NPC’s no matter which
category they belong. Complex NPC’s have much in common with a
developer-made-character for a player character. They are both conceptualized
and then given form within the game world by the developer of the game. Any
narrative significance they have is assigned to them by the development team. The
greatest difference being that ultimately a complex NPC will remain subject to
the will of the developer. Yet, that allows for complex NPC’s to provide
engagement to the player in ways that common nameless NPC’s could not. Complex
NPC’s will often have their own animations, dialogue, in game scripting and
even differing game play options for the player. With the inclusion of complex
NPC’s the developer is able to change, differentiate and reinvent the common
type of engagement present within their game thereby creating a more fun and
varied experience for the player.
The development of complex NPC’s is the same no matter their
category; however the narrative and ludic engagement provided by NPC’s to the
player is affected by their category and alignment towards or against the
player. An ally NPC will not feature the same functionalities of an enemy NPC.
Those in opposition to the player provide drama to the narrative thereby giving
context to the gameplay. ‘Shoot these characters because they are established
within the game’s fiction as being evil’. Neutral NPC’s provide very nearly the
opposite in terms of engagement. ‘Do not shoot these characters because they
are established within the game’s fiction as being neutral’. Only allied NPC’s
allow for a more dynamic dialogue to happen in terms of engagement. ‘Fight with
these characters because they are established within the game’s fiction as
being good’. That ‘fight with’ dialogue can be and is used to build
relationships over time between the player, player character and non-player
character. Narratives in games are often built around that relationship. There
is drama inherent in conflict, and that drama is only increased by focusing the
conflict with strongly developed ally, enemy and neutral NPC’s. They allow for player engagement with the narrative and
create a context for the gameplay.
Non-player characters are so common place in
videogames that it is easy to over look their importance. Sometimes they serve
an important role to the narrative or gameplay, other times they are just
cannon fodder, but no matter the type or complexity most all videogames would
be incomplete without NPC’s. Developers can assert their narrative force
through use of an NPC, providing drama and context for the gameplay. Player
engagement can be varied and challenged with proper use of NPC’s. From both a
narrative and ludic standpoint NPC’s are as invaluable to modern day games as
the player themselves.
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