Case Study - Human Emotions

As part of our process of creating an engaging non-playable character (NPC),a study into several human emotions has been performed.

This study was completed with the intention of giving us a better understanding of human emotions, along with the actions we may perform (such as Empathy, Sympathy and Chivalry.) By having a better understanding of this subject, we're able to define these emotions and take them into consideration when producing our Kate character, keeping her personality as realistic and believable as possible.


By studying Empathy and Sympathy, we're also able to explore how individuals can relate themselves to others, ultimately engaging with another.


"As the test phase included in our investigation into creating believable and (therefore) engaging characters will measure player emotion at great lengths, further studies into human emotions and characteristics needs to be performed. Two important human emotions that are triggered by others around them are empathy and sympathy, both of which have been considered when designing the template for our Non-Playable Character (NPC.) Both the empathy and sympathy emotions can be used to examine how our test candidates feel towards our NPC, and ultimately whether or not they felt she was realistic and believable enough to form a genuine emotional link with."

"It is quite common for individuals to mistake empathy and sympathy for each other, mainly as both emotions are fairly similar. After looking into the 2008 book ‘The Nature of Sympathy’ and the 2009 published book “The Social Neuroscience of Empathy” [2], it’s clear that the emotions mentioned play an important role on ones outlook, or opinion on another and help them understand / share feelings."

"By creating the feeling of empathy and sympathy with our test candidates, we’re ultimately left with a more realistic and engaging NPC. With the presence of an empathic (or sympathetic) relationship between candidates and our NPC, we’re able to coax out far greater amount of emotions (such as chivalry.) If candidates begin to show emotions such as the ones mentioned, it shows that they’re engaged with the character, as these types of emotions would not arise if our candidates did not feel our NPC was realistic or believable."

 
- "01. Human Emotion - Empathy and Sympathy", click here.

- "02. Human Emotion - Empathy, Chivalry and Sympathy", click here.


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Who are we?

Team Fable is a group of five students working on their 'Level 3 Team Project' at the University of Bolton.

All posts and work uploaded to this blog will be monitored by assessors and all content will count towards the teams final mark.

What is our aim?

Our project aim is to research the usage of non-playable characters in games and investigate what drives player reactions to them.

By researching into this, we hope to evolve storytelling in games by defining the characteristics players find most compelling in NPCs, ultimately leaving with more engaging characters.

What are our roles?

The team roles are as follows:

Kyle Cherry - Research & Documentation.
Lee Sparkes - Human Resources.
Lewis Morgan - Level Design Lead.
Adam Parker - Art Design Lead.
Stephen Austin - Testing Lead.

Despite having specific lead roles, all members in the group will contribute to all areas of the project.

Contact

  • Kyle Cherry - kc1gcc@bolton.ac.uk
  • Lee Sparkes - las1gcc@bolton.ac.uk
  • Lewis Morgan - lrm1gcc@bolton.ac.uk
  • Adam Parker - ajp1gcc@bolton.ac.uk
  • Stephen Austin - swa1gcc@bolton.ac.uk