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AI Game Programming Wisdom 4 by Steve Rabin

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6.3Individualized NPC Attitudes with Social Networks

Christian J. Darken—The MOVES Institute

cjdarken@nps.edu

John D. Kelly—U.S. Navy

wackonian@aol.com

Making the player feel that his actions are meaningful is a primary consideration in game design. To capture the social consequences of player actions, faction systems are a common choice. In a simple faction system, each NPC (nonplayer character, i.e. computer-controlled character) is assigned membership in a single faction. The faction’s attitude toward the player is captured by a single number. When the attitude number is at one extreme, the faction hates the player. At the other extreme, the faction loves the player. Each possible player action is manually tagged with the numeric change in ...

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