Essays about: "player character"

Showing result 21 - 25 of 85 essays containing the words player character.

  1. 21. The Tower: Design of Distinct AI Personalities in Stealth-Based Games Modeling personalities with believable and consistent behaviour for NPCs in games using stealth gameplay style

    University essay from Göteborgs universitet/Institutionen för data- och informationsteknik

    Author : Marek Cernák; Lianoudakis Orestis; [2021-03-03]
    Keywords : stealth gameplay; games research; AI; NPC; autonomous agents; personality modeling; thesis;

    Abstract : Computer games using stealth situations for defining their gameplay often rely on modeling an immersive, yet exploitable non-player character behaviour. Traditionally, the aim of the design of such a behaviour is to provide players with memorable behaviour patterns of the in-game agents in order to facilitate the means of devising strategies used by players to finish the game levels. READ MORE

  2. 22. ICA - loket i lokal mat? : en kvalitativ intervjustudie om ICA-handlares handlingsutrymme och motivation för lokal matproduktion

    University essay from SLU/Dept. of Urban and Rural Development

    Author : Lisa Valleräng; [2021]
    Keywords : lokal mat; livsmedelsbutiker; närproducerat; ICA-handlare; livsmedelsstrategi; livsmedelskedjan; dagligvaruhandeln;

    Abstract : I denna uppsats studeras ICA-handlares handlingsutrymme och motivation till att lyfta lokal matproduktion. Detta har undersökts genom kvalitativa intervjustudier med fem ICA-handlare i Gävleborg. Studien ger en inblick i hur ICA-handlare ser på sin roll i arbetet med att öka livsmedelsförsörjningen i Gävleborg. READ MORE

  3. 23. Otome Game localization : A case study of the character Toma from Amnesia

    University essay from Högskolan Dalarna/Institutionen för språk, litteratur och lärande

    Author : Evamaria Dunkel-Duerr; [2021]
    Keywords : Otome game; game localization; Japanese studies; virtual love; character personality; iyashi; player reception; emotional attachment;

    Abstract : Using the Otome game Amnesia and its localized version Amnesia: Memories as a case study, the phenomenon of Otome games was explored from a translation- and Japanese studies' perspective. This paper investigated how translation choices shape character personality, and, as such, Western views. READ MORE

  4. 24. Legible Ledges : Evaluating the Consistency of Visual Cues for Climbable Gameplay Elements

    University essay from Uppsala universitet/Institutionen för speldesign

    Author : Lucas Chang; Daniel Michaneck; [2021]
    Keywords : climbable gameplay elements; visual cues; ledges; climbing; video games; adventure games; action-adventure games; player character; klättringsbara spelelement; visuella signaler; avsatser; klättring; dataspel; äventyrsspel; action-äventyrsspel; spelarkaraktär;

    Abstract : Climbing in video games is a game mechanic that, after the introduction of three-dimensional movement, became more and more common and extended the movement options of the player character. Climbing, as used in this thesis, is a very specific action that can only be performed by interacting with a climbable gameplay element in the game world. READ MORE

  5. 25. Emergent Player-Driven Narrative in Blades in the Dark and Dungeons & Dragons : A Comparative Study

    University essay from Uppsala universitet/Institutionen för speldesign

    Author : Oscar Svan; Anna Wuolo; [2021]
    Keywords : Tabletop role playing games TTRPGs ; emergent narrative; embedded narrative; Gamemaster GM ; improvisational play; player-driven narrative.; Rollspel; framväxande berättande; inbäddat berättande; spel mästare; improvisations spel; spelar-drivet berättande.;

    Abstract : This paper presents a comparative study on two Tabletop Roleplaying Games, Dungeons & Dragons and Blades in the Dark. This paper takes a look at the narrative differences within the two systems. More specifically investigate if Blades in the Dark is more playerdriven than Dungeons & Dragons. READ MORE