Simulating Emotions Within Games
Gamasutra is running an opinion piece about the way video games handle simulated emotions. Most often, an non-player character's emotional state is used to either tell a story or to drive gameplay. The author suggests that as both concepts become more complex in modern games, the simulation of emotions must also become more dynamic to remain interesting. Quoting:
"Most of our emotional simulations use a simple sensation/calculation/behavior loop. Someone says or does something to a character; this influences his emotional state; he acts upon his feelings. His emotional state then reverts to a more neutral state over time (I was angry half an hour ago, but I've calmed down now), or changes again in response to another sensation. If these systems are really simple they produce absurd results: a character is furious one moment and cheerful a second later, like a Warner Brothers cartoon character. This is the kind of thing you get with finite state machines. This approach doesn't take into account the fact that behavior itself changes emotions. Behavior is not merely an output to be exhibited; it also affects how we feel. It feeds back into our emotional state."
Emotional state - pleased and surprised.
The summary (and TFA as well) seem to be committed to the following two points:
1. Finite state machines will be unrealistically simple when simulating emotional responses.
2. Behavioural-feedback is a necessary condition for realistic emotional displays.
Point number 1 is unwarranted. Finite state machines may elaborate their input at an arbitrarily high level of complexity -finite may still be very large. Part of such an elaboration, of course, may be inner transitions between states that effectively amount to behavioural-feedback. There is nothing intrinsically un-dynamic to FSM.
What I find stupid is the fact that emotional states in games with any sneaking component revert way too quickly.
"Hey, I saw an intruder! Hey, he ran away and hid!"... 30 seconds later... "*whistling merrily on patrol back in 'no intruder' state*".
In many games, the enemy will walk right past a dead body, which is now an "object", over and over again.
Much more realistic would be, once you've been spotted once, for the "alert flag" in some radius (shout range, alarm range if they hit one, etc) to go to a default "middle alert" and simply stay there. It's your punishment for being seen, AND it'd be much more realistic. And it wouldn't, if implemented properly, require any more processing power either.
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If you think that's bad, I humbly submit the following personal anecdotes:
1. Oblivion. So there's this mess of cultists and the high priest is right in front of them preparing to sacrifice someone. Being the sneaky barsteward I am, I plug him right in the head with an enchanted bow. So not only he does a spectacular back-flip in front of everyone, but he bursts into a very bright and spectacular flame too.
So the cultists freak out and start running around, don't find me. One minute later, they calm down and one of them goes, "It must have been the wind."
I don't know what kind of weather they have down there.
2. NOLF 2. So they had actually gone through the trouble of scripting reactions when an NPC finds a body. They'd shake it, ask stuff like "are you alive, comrade??", flip out and search for the killer, etc. Must have been fun in the original version.
Except some retard decided to replace all corpses with backpacks in the German version. You can probably see where this is going.
Yep. Some soldier would find a backpack on a bed in the barracks, freak out, and go "are you alive, comrade??" and the whole circus. To a backpack. WTF.
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So it's a woman? what's the big deal? actually, they seem to have the hardest part figured out already!
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Stay tuned for some shock and awe coming right up after this messages!