Team Overview - Week 3

Week 3, Meeting 1:
Date: 23/02/2010

Time: 02:00pm until 02:30pm
Staff present: Claire Brierley, Amanda Dewhurst
Location: C2 – 04a

A meeting took place at 02:00pm on the 23rd of February with project supervisors, Claire Brierley and Amanda Dewhurst. All five members of the team attended and several items regarding the project were discussed. We were given feedback on research performed in Week 2 and spoke about our project goals and the variables we're to be considering.

Items addressed:
i. Feedback.
ii. Hypothesis.
iii. Goals.

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Research - Comic-Book Characterisation & Personality Theory

Marvel Comics' The Sentry, the golden guardian of good... and bad?

During Week 3 I researched Personality Theory & Archetypes, and compared what I'd learnt to my existing knowledge of superhero comic-books and films. The report I wrote as a result can be found here.

"When designing characters to engage the player there are a multitude of elements to consider, such as the visual and auditory design of the characters, as well as their personality. These design elements become especially important when creating characters a player will only interact with for a short time, as a lot of the player’s opinion is formed with the first impression."

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Source Analysis - Chris Crawford On Interactive Storytelling (C. Crawford)

Dragon Age: Origins [Bioware, 2010]'s Alistair and Morrigan, the example characters from my report.

During Week 3 I borrowed C. Crawford's 'Chris Crawford On Interactive Storytelling" from the University library.
I completed reading the book over the course of the week, and the source analysis report I wrote as a result can be found here.

"C. Crawford’s 'Chris Crawford On Interactive Storytelling’1 is an intriguing book. On the one hand, it provides deep and detailed information regarding any way that plot and characters can be used in videogames, but on the other hand, is presented in such a confrontational and condescending way it’s hard to take the man seriously. This stems from the fact that while Crawford practically invented his field, other writers were published dealing with it prior to him, and there seems a kind of resentment present. Struggling through this, however, I found the book to be an excellent source for our project, as it presents further development in the ‘Personality Modelling’ I’ve been working on. While the entire book is useful from a narrative perspective, we are only concerned with Chapter 11, which deals with character-driven storytelling and believable NPCs."

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Source Analysis - Understanding Emotions (K. Oatley et al.)

After analysing David Freeman’s book “Creating Emotions In Games”, we were told that an outlook from outside the industry would benefit our project in terms of research. One book that came recommended was K. Oatley's “Understanding Emotions”, to have a general outlook on human behaviour and things that could be possibly be added to NPCs to increase their appeal. The entire book won’t provide solid, beneficial research towards our project but some chapters could give us valuable factors to take into consideration when it comes to creation.

The full document is available in .pdf here.

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Discussion - Source organisation [cont.]

I've begun the 'Source Bible' of all of the sources used by research in Project Skills and in this unit. As this will be completely iterative, could I please request team members take a little more care with their referencing? Simple things such as giving the title of a paper without a URL for easy viewing, or citing a book without its ISBN. Other than that, I'm very happy to see several sources cited across multiple pieces of work (even one source across FOUR seperate pieces), let's keep that up, too!

Also, a minor update with regards to my Research Survey. The Mass Effect survey is being cancelled due to lack of replies, and I've still to recieve completed Dragon Age surveys from the team and from our second testing group. I'd be particularly grateful if this situation could be wrapped up by Sunday. For those who missed the link last time, they're 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